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Dreadopp
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I, personally, like the Celtic one. It has a nice, Heretic feel to it.

Old Post 05-18-08 07:35 #
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ler
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Is this for the Level Titles? I think we already figured out you can't put level pics (damn shame) but I guess a new font would be pretty spiffy.

Old Post 05-18-08 07:45 #
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Lord_Z
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Indeed, the text is something I know we can change.

Old Post 05-18-08 07:58 #
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Creaphis
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I'm not sure the font needs changing. I really like the default font.

Old Post 05-18-08 19:31 #
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kristus
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Likewise. Keep it REAL! :o

Old Post 05-18-08 19:45 #
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Lord_Z
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I just figured that changing the font would be good, since we can't really change anything else. Most megawads have more than just new levels in them these days but I guess if a majority of people do not want a new font, it does not have to be changed.

Old Post 05-19-08 13:06 #
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kristus
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But you have changed something more than just new levels. This is for Heretic, which is really rather original.

Old Post 05-19-08 14:31 #
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Creaphis
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Yeah. Basically, we've replaced the imp with the Gargoyle, the Archie with the lich, the pistol with the wand, etc. etc....

Old Post 05-19-08 14:55 #
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40oz
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I'm thinking about making a map for this, but I might not live up to what I say. I'm sort of afraid to make a map that doesn't fit. Is there a sort of consistency in this wad? I mean like is the first episode supposed to be a bunch of maps that are themed like E1 in the original Heretic? For example, after looking at the texture pack, I wouldn't want to be the only person that submits a Gothic looking map that doesn't fit in at all.

I'm kinda assuming at this point that this wad will simply be a collection of good maps, in a Community Chest or NDCP sort of way. I'll play around with mapping and see if anything of value springs up, then I'll form a map with it.

Old Post 05-19-08 20:21 #
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Creaphis
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I'm not expecting a lot of continuity here. Any good map should have a place in this project (as we still haven't officially cut a few maps that are awful / were released separately).

Old Post 05-19-08 20:49 #
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Lord_Z
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kristus said...
But you have changed something more than just new levels. This is for Heretic, which is really rather original.


Creaphis said...
Yeah. Basically, we've replaced the imp with the Gargoyle, the Archie with the lich, the pistol with the wand, etc. etc....

Very true indeed.

@JohnnyRancid: You assume correctly. Whatever you feel like mapping is acceptable. It does not have to be too fancy as long as there is a decent amount of detailing and good gameplay, it should be fine.

Old Post 05-19-08 21:07 #
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40oz
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I'm considering what kinda music should be used in this wad. I'm having a hard time but I did manage to come across a bunch of potential mids that could be used in this wad.

For starters, I think it's pretty obvious that music already in Heretic, Hexen and Hexen 2 are pretty good choices for music in this wad.

But I did find that some Doom music can be recycled to use in Heretic. Specifically D_E1M5 D_E2M2 D_E2M4 D_E2M6 and D_E2M7 D_STALKS D_COUNTD D_ROMERO and D_TENSE. Many of the songs in TNT might be good for Heretic. The game Blood features many good songs that might be nice for Heretic. There are a few wads that feature music that could be used in Heretic. I think Eternal Doom maybe chock full of em, as well as Alien Vendetta and Scythe 2 have some ambient songs that could fit in Heretic.

Old Post 05-20-08 23:35 #
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Creaphis
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I can't really put my finger on why, but the music in Heretic really has its own distinctive style. A few new tracks that really feel like Heretic music would be cool.

Old Post 05-21-08 00:28 #
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Lord_Z
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Don't forget though, that the songs in Heretic repeat quite often so we have to be sure that new ones will match (at least somewhat) to two or three levels. If only it was more like doom, we would have a lot more things to work with.

Old Post 05-21-08 07:25 #
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Dreadopp
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Just thought I give another update to my map. Its about 60% done now, I need to work on the outer ring of the level.

Screenies: :D

http://img228.imageshack.us/img228/6460/doom0005ha7.th.png http://img228.imageshack.us/img228/6678/doom0006ya6.th.png http://img221.imageshack.us/img221/9402/doom0007mx0.th.png

As you can see I have added a lot more details to my level. I should be able to complete it pretty soon.

Old Post 05-21-08 07:51 #
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DarkJedi188
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^
Awesome screens! Something about them reminds me about playing Deus Vult 1, and about watching Lord Of The Rings.
Must be all of that lava with the tower in the middle ;)

Anyways, it's very tempting.

Old Post 05-21-08 10:10 #
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kimo_xvirus
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I am back
Sorry for the long absence

I don't understand what to fix in my map
Can somebody explain ?

And please give me some advice to improve my map

Old Post 05-21-08 15:03 #
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Dreadopp
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I replayed your map, kimo, and I found quite a few problems with it.

Firstly, some of the starting rooms seem a bit plain. You should add some more detailing in those rooms, a couple of the later rooms could use some detailing too. For detailing, I would suggest looking at some of the maps that have already been submitted.

Secondly, the doors need a different texture. It is hard to tell (in a few places) whats a door and whats not. You should choose something that looks different from the wall that it's next to. Another thing about the doors is that their tracks are not lower unpegged, which makes them look kind of weird when you open the door.

Thirdly, when I walked into this room:

http://img55.imageshack.us/img55/4923/doom0008cf7.th.png

I thought that the texture choices for the walls, floor and that middle platform thing could use some work. You need something that doesn't repeat so often. Again, look at some of the other submitted maps.

Fourthly, the teleporter that is on top of the crates in the yellow key room is the same sector as the yellow key room itself. This is what happens when you do that:

http://img229.imageshack.us/img229/3301/doom0009ii3.th.png

I suggest that you redo that crate and teleporter. Then it should look much better.

Gameplay on this map was fairly good though. I might have missed something that needs fixing, but this is what I found. I will replay your map again, and if I find out something else that needs to be fixed then I will either update this post or post again.

Those are just my two cents.

Old Post 05-21-08 15:40 #
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Lord_Z
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I just thought I'd inquire about how everyone else is faring with their maps. It's been awhile since we had a new map ready for testing. Hopefully not too many of you have stopped working on them, because it seems to have been really slow here for awhile.

Last edited by Lord_Z on 05-22-08 at 08:17

Old Post 05-21-08 15:43 #
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kimo_xvirus
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I set the all the doors' tracks to be lower unpegged

And I changed that room
Take a look at it now

EDIT: I DELETED THE IMAGES

How is it ?

Last edited by kimo_xvirus on 05-22-08 at 09:05

Old Post 05-21-08 19:49 #
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Dreadopp
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Well, IMO, I still think you need to change the texture choices in that room. Here's an example of what I mean (NOTE: You do not have to choose the exact same texture that I have chosen.):

Change http://i25.tinypic.com/neg5g5.png Into http://i26.tinypic.com/33m0a40.png Or http://i32.tinypic.com/kd0aow.png

Change http://i28.tinypic.com/331n2h3.png Into http://i30.tinypic.com/2ujpo4x.png

Change http://i26.tinypic.com/2ytoemw.png Into http://i29.tinypic.com/350ou54.png

Of course, the texture choices is completely up to you. Just try to make the textures go well with each other. Another thing you could do to spice up the room is add a border around the edge.

Old Post 05-21-08 20:49 #
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Creaphis
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You guys need to be a little more stern in this case. Kimo, your map is fun to play. I have no issues with the gameplay, except that there could be just a bit less ammo. But, your architecture is terrible. It's jagged, random, and much too simple. It can't be fixed with just a handful of tweaks - you really need to start from scratch. I don't want to chase you out of this project completely, but you need a lot of practice. Look carefully at the levels in heretic.wad (or any other popular wad) and try to copy those styles. Try to make actual buildings instead of just nonsensical chambers.


Lord_Z said:
Don't forget though, that the songs in Heretic repeat quite often so we have to be sure that new ones will match (at least somewhat) to two or three levels. If only it was more like doom, we would have a lot more things to work with.


I believe we decided that the base wad for this project wouldn't replace music, but there'd be a music replacement wad for use with advanced ports that could specify a song on every level.

Try not to fear for the life of this project. This thread at least has more activity than 95% of the attempted community projects out there.

Old Post 05-21-08 22:12 #
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ler
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For the interested E3M7 is on its way to completion. I'm putting monsters but having trouble making them stay put until they're supposed to be seen. Darn my straightforward and closeknit mapping style.

Old Post 05-22-08 00:17 #
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Creaphis
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Ler, maybe this info will help:

The deaf flag doesn't completely deafen the monster - when hearing your gunfire, the monster enters a state where they can effectively see in all directions, so it becomes impossible to walk behind them at any distance without them becoming alert.

Sound can pass the first sound-blocking line it reaches but not the second. (But everyone knows this already.) Monsters "deafened" with these lines can still only see forward.

Old Post 05-22-08 00:29 #
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Dreadopp
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Creaphis said:
you really need to start from scratch.

I don't think that kimo needs to start from scratch (though he can if he really wants to). He already has a good layout (IMO) already there, but he just needs some more detailing. You do not necessarily have to start over to add more details. On my levels, I usually make the rough outline of the room then go back to do the details.

Like I said before, kimo, you should look at either the heretic wad, like Creaphis said, or just check out the wads that we have submitted already for detailing. I don't believe that you should have to start over.

Another thing you could do to make the rooms less jagged, is make them a little more square or just make the corners rounded instead of forming a triangle.

Old Post 05-22-08 06:18 #
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esselfortium
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The problem isn't really with a lack of detail, but more just with really weird texture usage. Adding more detail will just be more detail added onto a poorly-textured map, and that won't really do anything but make more of a mess...

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Old Post 05-22-08 06:45 #
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Dreadopp
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I agree that the texture usage is a bit strange, but you only have to change them to things that fit, not start over.

Old Post 05-22-08 07:14 #
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kimo_xvirus
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How is the room now ?

http://img89.imageshack.us/img89/5481/screenshotheretic200805sh2.th.png

http://img91.imageshack.us/img91/5154/screenshotheretic200805as0.th.png

Old Post 05-22-08 09:02 #
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Dreadopp
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It looks a lot better now, the only other changes in textures in that room would be to change the floor on the platforms to something brown. Then I would suggest taking a good look at the rest of your level and making sure that the other rooms don't have a similar texture problem.

Old Post 05-22-08 09:19 #
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kimo_xvirus
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I changed the floor on the platform to FLOOR10B

Are the yellow key doors's textures from the inside suitable ?

Old Post 05-22-08 10:02 #
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