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ler
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Vermil: I think I remember there being another staircase right there you could use to get back.

Good map, though. Nice feel to it, despite a couple of technical issues such as the aforementioned doom builder start.

Old Post 09-05-08 00:46 #
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kaiser_wilhelm
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Hey, I would like to map. I am a very new mapper but I am quite decent at mapping. Here is a map I am working on to show you that I am capable. The only problem I have is that I have not played Heretic past the shareware episode. I do not know if that would bother you.

http://www.sendspace.com/file/l7qflw

It is a zdoom wad that uses textures from cc4.wad (I know you don't want it to be a Zdoom wad it is just an example of what I can do. This is the only project I am working on at this time. I have just finished a wad I made for limit removing ports that uses Ultimate DOOM.wad that works perfectly in zdoom and Pr Boom Though has a HOM error in Chocolate Doom.

http://www.sendspace.com/file/ypabsh

Last edited by kaiser_wilhelm on 09-05-08 at 01:31

Old Post 09-05-08 01:26 #
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ler
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It's not a matter of what you have mapped before; rather, it is a matter of what you will map. So, pick a slot!

Old Post 09-05-08 01:56 #
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kaiser_wilhelm
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It doesn't really matter to me, I've just gotten started right now. I'll post up some screen shots in a bit. Do the levels have to be progressively difficult?

Old Post 09-05-08 02:08 #
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kaiser_wilhelm
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Here are some Screen shots of the map I just started. Its vaguely Egyptian temple themed.

What source Port should I be testing this in?

http://img.photobucket.com/albums/v209/anotherdayanotherdeath/Screenshot_Heretic_20080904_212817.png

http://img.photobucket.com/albums/v209/anotherdayanotherdeath/Screenshot_Heretic_20080904_212902.png

http://img.photobucket.com/albums/v209/anotherdayanotherdeath/Screenshot_Heretic_20080904_212811.png

Old Post 09-05-08 05:40 #
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ler
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It would be best if you tested in Heretic+; if it runs in that, then it should run in anything else.

As for difficulty, it'd be best if you adapted it to your level slot, which is why I asked that you choose one. I could give you liberation's slot, who hasn't reported back in a few months.

Old Post 09-05-08 06:58 #
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kaiser_wilhelm
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Yes that would be great! As I prefer to make levels that aren't super difficult. I will certaintly test it in Heretic+, I just need to know where to get Heretic+ and how to configure doom builder to load it in there because I have had trouble configuring doom builder to use source ports other than Zdoom.

Old Post 09-05-08 07:23 #
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ler
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http://prboom-plus.sourceforge.net/

Under the Doom+ heading is Heretic+. It's literally just a modified Heretic.exe, so I would recommend you swipe the Heretic setup program from a release, and put that in a folder along with Heretic+ and your wads.

As for setting up with Doom Builder, just have it point at Heretic+ and write something like "-warp %E %M (or whatever it is that doom builder uses for episode and map number) -skill 4 -file %map %texturewad". There's an explanation below that line, iirc.

Old Post 09-05-08 13:23 #
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Fenriswolf
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ler said:
Vermil: I think I remember there being another staircase right there you could use to get back.

Good map, though. Nice feel to it, despite a couple of technical issues such as the aforementioned doom builder start.



Hey I didn't expect such a positive feedback! Thank you very much!
At the moment I'm fixing the bugs Vermil mentioned, if you want to add any other things, let me know.

But why did you say a second doom builder start is a critical error?

Old Post 09-05-08 14:54 #
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Spleen
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I've started on a sort of ice/snow-mountain-themed map. Kind of like MAP29 in HR2 except it will have a tower in the middle instead of a crater, and has ice/snow/water instead of rocks/lava. And it's for Heretic, not DOOM, of course, lol.

Anyways I'm trying to find a good texture to match up with FLAT517 and FLAT517C. For FLAT517B and FLAT509B I used LOOSESNW, and for FLTFLWW1 and FLTWAWA1 I used WATRWAL1, but I need a good one for those two others, please. :P Any ideas? Or am I allowed to find my own and add it in? In particular the texture pack looks like it has water, snow, and ice flats, but only water and snow textures (no ice), and the map would look weird without ice textures.

Last edited by Spleen on 09-05-08 at 19:09

Old Post 09-05-08 18:56 #
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Dreadopp
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@Kaiser Wilhelm: Your map looks pretty nice so far. I like that Egyptian style you have going on there. :)

Old Post 09-05-08 21:20 #
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ler
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Fenris: Any doombuilder start makes Heretic reject the map because of an unknown thing type.

Edit: Good news! Another finished map, sort of. http://www.speedyshare.com/733450538.html E5M2 by daimon, courtesy of ZDoom forums. I need some people to check it out in Heretic+, though, because I get a weird crash when I try to play it through that gives no error.

Edit 2: Torn has pulled himself from the E2M2 slot (though he's keeping his E1M1 slot), so that one's open now.

Last edited by ler on 09-05-08 at 22:12

Old Post 09-05-08 21:35 #
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kaiser_wilhelm
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Dreadopp said:
@Kaiser Wilhelm: Your map looks pretty nice so far. I like that Egyptian style you have going on there. :)


Thanks! Care to alpha test my map a little bit?

hello everyone this is my map: Valley of the Kings Its probably around 50% Architecturally complete.
It works in E1M1 Slot (I know I have a different slot I am just using it there for now) It works in any heretic port as it is compatible with heretic.exe

http://img.photobucket.com/albums/v...0906_005523.png

http://img.photobucket.com/albums/v...0906_005540.png

Download:

http://www.sendspace.com/file/4qsv4p

Old Post 09-06-08 09:11 #
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Fenriswolf
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I really like it!
Great map!
I was always dreaming of a map in an egyptian style :)

Old Post 09-06-08 14:01 #
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Lord_Z
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Indeed, it is looking pretty nice so far. Keep it up.

Old Post 09-06-08 19:50 #
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Dreadopp
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kaiser_wilhelm said:
Care to alpha test my map a little bit?

Sure! Just finished testing it now.

I am going to have to agree with Fenris and Lord_Z on this one. The map looks great so far. The one thing you could improve is the outside areas. Rooms, like the starting area, that have the outdoor rocky textures should not be a big square. Instead, you should make it look more rocky and more natural. Look at my E3M8 map (if you haven't already) to get an idea of what I mean.

Anyway, keep up the good work. :)

Old Post 09-07-08 01:40 #
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Ismaele
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I started testing finished map for the "Heretic - Treasure Chest" project: I am using ZDoom. Here is my feedback about the levels I played till now.

E1M2:
Gameplay: short, simple, but good. No flaw, apart from the balcony on the courtyard, that you can jump on with ZDoom-compatible ports! Good difficulty level with balanced health and ammo.
Graphics: nice green theme, very simple architecture. No flaw.

E1M3:
Gameplay: very good with a large amount of ammo (and health)... but the Phoenix Rod and the Iron Lich in this map (E1M3!) seem to be exaggerated! Nevertheless I liked the finale with that trap, but you can easily (or even worse: accidentally!) exit the map.
Graphics: Very nice theme with a pretty detailed architecture. No flaw.

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Old Post 09-07-08 20:47 #
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magicsofa
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This is a limit-removing and GL port project, and jumping is not allowed.

(thx for review though)

Old Post 09-07-08 20:49 #
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Creaphis
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I'm still around. I just haven't posted in here much lately because I'm ashamed of how little I've managed to get done...

I'll get it together yet.

Old Post 09-07-08 22:16 #
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Spleen
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Spleen said:
I've started on a sort of ice/snow-mountain-themed map. Kind of like MAP29 in HR2 except it will have a tower in the middle instead of a crater, and has ice/snow/water instead of rocks/lava. And it's for Heretic, not DOOM, of course, lol.

Anyways I'm trying to find a good texture to match up with FLAT517 and FLAT517C. For FLAT517B and FLAT509B I used LOOSESNW, and for FLTFLWW1 and FLTWAWA1 I used WATRWAL1, but I need a good one for those two others, please. :P Any ideas? Or am I allowed to find my own and add it in? In particular the texture pack looks like it has water, snow, and ice flats, but only water and snow textures (no ice), and the map would look weird without ice textures.



Since my post was pretty much ignored I went ahead and made an icy texture by bluifying the LOOSESNW texture in GIMP. Would it be okay if I sent this to anyone, or should I just make the map such that it doesn't have any textures of ice, and instead just has rock and snow? (with ice I'd just have to stick to depressions of ice but no blocks of it, since if it's a depression of ice I can just use the flat without using the texture because the lower texture will be the material surrounding the depression, but with a block of ice I have to use the ice texture for the lower sidedef, if you get what I mean)

This is going to be a map I want to have submitted to this project, so it's not like I'm hijacking the thread (I think).

Old Post 09-07-08 23:22 #
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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


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You don't need to make any artistic concessions. If you want a texture in your map it can stay in your map.

If you don't have the know-how to add a texture to the resource wad, then you could upload your edited patch to a file-hosting or image-hosting site and someone here can revise the texture wad.

I won't be able to this time, as I don't have any internet on my home computer.

Old Post 09-07-08 23:30 #
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Kirby
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I am HERE!!!! I even posted like one or two pages ago T_T

Don't leave meeeeeee!!

Old Post 09-07-08 23:31 #
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Spleen
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Creaphis said:
You don't need to make any artistic concessions. If you want a texture in your map it can stay in your map.

If you don't have the know-how to add a texture to the resource wad, then you could upload your edited patch to a file-hosting or image-hosting site and someone here can revise the texture wad.

I won't be able to this time, as I don't have any internet on my home computer.



Okay thanks, I guess I'll continue as planned for now! :D

Old Post 09-08-08 01:42 #
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Ismaele
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Here is my feedback about other levels of the "Heretic - Treasure Chest" project I am testing.

E1M5:
Gameplay: I liked this big map very much. Who's the author? Is this the famous Kaiser's map?! All fights are well balanced and (switch) puzzles make this level interesting, though I got lost few times. The map (E1M5) contains some Iron-Liches and even Maulotaurs: though they are "compatible" with this epic map, I think they are excessive in E1M5: maybe this map would be good as final map of E2 or E3.
Graphics: Aesthetically it is a very nice level, with a good layout and simple but effective architecture. I couldn't find any flaw.

E1M6:
Gameplay: Good level based on action and search for keys and switches. Health balance is quite good, ammo is finely balanced... maybe a bit tight at the beginning: a bag of ammo near the start would be good!
Graphics: Very nice and detailed level. I liked that sort of church very much! I couldn't notice any flaw, but I'd like to point out one thing: in the exit room I'd change the texture of walls, because rhombi are cut by the torch alcoves - I'd suggestto replace that texture with the one without the rhombus.

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Old Post 09-09-08 21:22 #
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rf`
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E5M7: Vulcan Wasteland

http://i217.photobucket.com/albums/.../currentmap.jpg
http://i217.photobucket.com/albums/...efox/e5m7_1.jpg
http://i217.photobucket.com/albums/...efox/e5m7_2.jpg
http://i217.photobucket.com/albums/...efox/e5m7_3.jpg
http://i217.photobucket.com/albums/...efox/e5m7_4.jpg
http://i217.photobucket.com/albums/...efox/e5m7_5.jpg
http://i217.photobucket.com/albums/...efox/e5m7_6.jpg

I decided to scrap the first map and do something almost totally non-linear instead. I'm having a lot of fun doing it so far too. As far as layout, start to finish is playable, so its only a matter of time now. Haven't added any enemies yet. Weapons will probably only be firemace, elven wand, and phoenix staff in keeping with the fire motif. Also has four maulotaurs at the very end too, should note for whoever's making e5m8.

Current stats:
1514 sectors
13571 sidedefs
54 things

Old Post 09-10-08 04:45 #
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Ismaele
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Here is my feedback about the last levels of Episode 1 of the "Heretic - Treasure Chest" project.

E1M8:
Gameplay: Simple map based mostly on search of keys and not so much action, apart from the finale: I mean that pace is quite slow, maybe a bit too slow to be the final map of E1. I would have expected something more epic! Moreover ammo is very tight at the beginning: fighting all those Gargoyles with just the magic wand is already annoying; fighting them with the staff (no, not the Hellstaff!) is even more annoying! Fortunately enough ammo is scattered throughout the map, though you'd better leave some monsters (like the sniping Undead Warrior on the roofs) alive at the beginning, to save ammo for "real fights" during your exploration of the level. I know that, once the whole project is complete, this map will be played in sequence with the previous levels an you will have lot of ammo since the beginning, but some players like playing every level from scratch, so I think that the author should balance ammo much better! I'd also balance health a bit better, because few times I wandered seriously injured... though this is due to lack of ammo too.
Graphics: Though I don't think that a level set in a sort of town can be a good final map for E1, layout and architecture are pretty nice, with some fine details. I couldn't find any serious error!

To the project leader: think seriously over the possibility to re-arrange maps in a different order or ask authors to make maps that fit their slots... if you want a coherent .WAD! If the project is meant to be just a collection of Heretic maps, then there's no problem!

E1M9:
Gameplay: Nice map with fast-paced action and few simple puzzles to vary the classical hunt for keys. Ammo balance is good and I liked the gauntlets at the start; health was never a problem; monster placement is good. To sum up: very good level as for gameplay and difficulty.
Graphics: Odd, but nice theme... actually there is not a definite theme, but I liked how the map looks, thanks to combinations of flat and textures and good-looking colour schemes; lighting is painstaking and adds a fine touch to the ambience. I noticed only one flaw in the "blue room" where the switch, that opens the bars to the exit door, is: opposite to that swtich there is a sky texture, that looks out of place!

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Old Post 09-10-08 22:16 #
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Dreadopp
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@rf': That map looks great! :D Hope to test it soon. ;P

Old Post 09-10-08 22:22 #
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ler
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Ismaele: it is indeed supposed to be just a collection of maps. You can play them either all the way through or one after the other, it doesn't really change it up. This isn't exactly a high concept project.

Old Post 09-10-08 22:23 #
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Ismaele
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ler said:
Ismaele: it is indeed supposed to be just a collection of maps. You can play them either all the way through or one after the other, it doesn't really change it up. This isn't exactly a high concept project.


Ok! I'll keep this in my mind in my next "reviews".

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Old Post 09-10-08 22:47 #
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Spleen
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rf` said:
E5M7: Vulcan Wasteland

http://i217.photobucket.com/albums/.../currentmap.jpg
http://i217.photobucket.com/albums/...efox/e5m7_1.jpg
http://i217.photobucket.com/albums/...efox/e5m7_2.jpg
http://i217.photobucket.com/albums/...efox/e5m7_3.jpg
http://i217.photobucket.com/albums/...efox/e5m7_4.jpg
http://i217.photobucket.com/albums/...efox/e5m7_5.jpg
http://i217.photobucket.com/albums/...efox/e5m7_6.jpg

I decided to scrap the first map and do something almost totally non-linear instead. I'm having a lot of fun doing it so far too. As far as layout, start to finish is playable, so its only a matter of time now. Haven't added any enemies yet. Weapons will probably only be firemace, elven wand, and phoenix staff in keeping with the fire motif. Also has four maulotaurs at the very end too, should note for whoever's making e5m8.

Current stats:
1514 sectors
13571 sidedefs
54 things



Nonlinear maps for the first level seems to be a sort of tradition. Look at HR2 level 1, Heretic e1m1, Ultimate Doom e1m1.. it sort of gives a nice feel to a wad and I am glad to see it continued.

[edit: oops misread your post lol :x sorry]

Last edited by Spleen on 09-11-08 at 21:53

Old Post 09-11-08 02:41 #
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