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alien8
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Posts: 54
Registered: 05-08


This is the second deathmatch map that I've ever worked on for the Doom series (the first also being a DM-Deck16 remake), and although I've learned a lot since I started, I've still got a long ways to go towards being able to create a single, cohesive level.

I've got the majority of the architecture and texturing (hopefully) completed, but I've been staring at the level for so long that I need a fresh outlook on it. Please critique my existing work and give me some ideas on how I should go about breaking up the main room so that it doesn't look four big walls o' textures.

Here's some mostly up-to-date screenshots of what I've worked on so far:

http://eric.hushagen.ca/files/doom/deck1-skulltag-1.jpg

http://eric.hushagen.ca/files/doom/deck1-skulltag-2.jpg

http://eric.hushagen.ca/files/doom/deck1-skulltag-3.jpg

http://eric.hushagen.ca/files/doom/deck1-skulltag-4.jpg

Some of the blatantly misplaced textures in the screenshots have already been replaced.

Here's the wad. As you'll be able to see, my weakness is definitely in my texturing, so I'd especially love to get some pointers on that.

Old Post 06-20-08 23:07 #
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BlackFish
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You should be able to make the original feel of the map instead of that because ST has the ability to make 3d floors.

Old Post 06-21-08 02:22 #
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alien8
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BlackFish said:
You should be able to make the original feel of the map instead of that because ST has the ability to make 3d floors.

I actually experimented with 3D floors, but to be honest, I didn't really like them - the level seemed to have faster flow without. I'm also aiming for a bit of a de-imagining of Deck16 as well, and this basic layout sort of fits my vision a bit better.

Old Post 06-21-08 03:07 #
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Tango
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Posts: 707
Registered: 04-06


Never seen the original but that looks pretty cool :D

Old Post 06-21-08 04:35 #
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The Ultimate DooMer
(former) /newstuff Chronicler


Posts: 3830
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3D floors are also banned from online DM modes in ST. (as not everyone has systems capable of running OpenGL smoothly)

Old Post 06-21-08 16:24 #
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leileilol
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Posts: 2342
Registered: 06-04



The Ultimate DooMer said:
3D floors are also banned from online DM modes in ST. (as not everyone has systems capable of running OpenGL smoothly)

hehe, then what's the point of all that 'st has 3d floors' hype then **

Old Post 06-21-08 17:01 #
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glaber
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maby it was to kill the hype of the other ports that have Floor Over Floors (FOF for short)

Old Post 06-21-08 19:25 #
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Tango
Forum Regular


Posts: 707
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leileilol said:

hehe, then what's the point of all that 'st has 3d floors' hype then **



Yeah I don't see why they allowed sp 3d floors and not dm ones.

Old Post 06-22-08 17:54 #
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K!r4
Member


Posts: 606
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I agree with you, if someone can't run smoothly the opengl with 3D Floors then he can avoid himself to play this wad online.

Old Post 06-22-08 18:02 #
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alien8
Mini-Member


Posts: 54
Registered: 05-08


Well, the map is getting closer to being in a state that I feel is ready for release. I've done a fair amount of work in texturing and detailing, and I've done some adjusting with the item placement (especially in making the powerful doom sphere much more dangerous to get at).

Here's some updated shots of the main ramp room:

http://eric.hushagen.ca/files/doom/skulltag-dwforums1.jpg

http://eric.hushagen.ca/files/doom/skulltag-dwforums2.jpg

If anybody's got any other gameplay advice or ideas on breaking up the wall textures in the ramp room, I'd love to hear them. If not, I'll be spending some more time on general texture cleanup and hopefully it will be ready for release. Here's the updated wad for anyone who's interested.

Old Post 07-02-08 02:35 #
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