Ouchface
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > DVII Second Edition underway. It's time!
Pages (12): « 1 2 3 [4] 5 6 7 » ... Last »  
Author
All times are GMT. The time now is 03:08. Post New Thread    Post A Reply
Mike.Reiner
Senior Member


Posts: 1173
Registered: 01-05



printz said:
I think entryway was just joking to see your reactions. Screenshots look cool; I might consider giving it a try at some time. But on which skill level; Hey, not too rough?


People like you are the reason we implement difficulty settings. :)

Old Post 06-21-09 19:00 #
Mike.Reiner is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Khaoscythe
Junior Member


Posts: 101
Registered: 04-04


Don't know why...I've found myself playing 'The Death Marshes' track while plowing through Map23. Just a thought on a possible track selection for a map...

Old Post 06-21-09 19:03 #
Khaoscythe is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


Posts: 4177
Registered: 10-05


You don't all need to be so offended on Doom Marine's behalf. Consider Entryway's comment this way: amidst an archive of "average" maps, Huy's have thus far contained some sparks of innovation. Are these latest screenshots good? Of course, but it's fair to argue that they retread the ground covered by the first edition, that the gameworld's architecture is receiving less attention from Huy than the pizazz, that certain flaws from the first edition remain, etc. Entryway is holding Huy to a higher standard, which is almost a compliment. Almost.

Last edited by Creaphis on 06-21-09 at 19:22

Old Post 06-21-09 19:08 #
Creaphis is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Bloodskull
Reputation is a bubble which a man bursts when he tries to blow it for himself.


Posts: 939
Registered: 06-04



Creaphis said:
Entryway is holding Huy to a higher standard, which is almost a compliment. Almost.


I guess we can call it constructive criticism?

Old Post 06-21-09 20:08 #
Bloodskull is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Doom Marine
took his ball and went home


Posts: 1655
Registered: 09-03


I've talked to entryway through ICQ many times and he has done my work lots of favor in the past. I'm sure that his criticism is an honest evaluation of the aesthetics of the shots in good faith, in which case the shots in the level is don't actually show the scale of things at all.

The individual scenes of the level combine to form an experience into hell that can't really be captured on screen. The hell planet approach leads to another scene that results in the player falling miles into the hellish cavern with the Soul Crusher, while seeing miles of mountains rise above him (yes, it can be done in Boom through 4096-high textures). Entering the soul crusher leads the player to fall a couple more thousand feet deeper into hell, of which the next two screens show a glimpse. It's a bit more work than merely writing a paragraph or two in the textfile on how the player got into hell.

Four screenshots really don't do a 44,000 sidedef level justice now does it?

Old Post 06-21-09 21:52 #
Doom Marine is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Reevys
Junior Member


Posts: 230
Registered: 12-08


I want this level, now.

Old Post 06-21-09 22:47 #
Reevys is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Use3D
Forum Legend


Posts: 4713
Registered: 04-02



Bloodskull said:


Who made you a critic? Let's see some of your "creativity".



Yeah..it doesn't quite work that way.

Old Post 06-22-09 01:31 #
Use3D is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Mike.Reiner
Senior Member


Posts: 1173
Registered: 01-05



Use3D said:


Yeah..it doesn't quite work that way.


Person A: "This game sucks!"

Person B: "I'd like to see you do better!"

Person A talking to Person B: "You're an idiot."


That's my stance.

Old Post 06-22-09 01:33 #
Mike.Reiner is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Khaoscythe
Junior Member


Posts: 101
Registered: 04-04



Doom Marine said:
That's a speedrunning shortcut actually.


Hmm...would the aspect of the northern wing door not closing when I activate the BK trap be along those lines as well...? In Map 23 I mean...

Old Post 06-22-09 03:03 #
Khaoscythe is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Doom Marine
took his ball and went home


Posts: 1655
Registered: 09-03



Khaoscythe said:


Hmm...would the aspect of the northern wing door not closing when I activate the BK trap be along those lines as well...? In Map 23 I mean...

Which port were you using when this happen?

Unrelated update:

http://farm4.static.flickr.com/3422/3699549551_03008f7d17.jpg

http://farm3.static.flickr.com/2662/3700358940_1ba2d4d149.jpg

http://farm4.static.flickr.com/3472/3700358746_c18223d7fd.jpg

Old Post 07-08-09 05:27 #
Doom Marine is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Butts
Senior Member


Posts: 1491
Registered: 07-07


Pretty kickass.

Old Post 07-08-09 06:17 #
Butts is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
deldelda
Invisible Platforms = Where?


Posts: 385
Registered: 07-02


Oooooo pretty. Is that dynamic lighting I see? Will this be for GZDoom?

Old Post 07-08-09 17:40 #
deldelda is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Khaoscythe
Junior Member


Posts: 101
Registered: 04-04



Doom Marine said:
Which port were you using when this happen?


Sent you a PM somewhat explaining the scenario...

Old Post 07-08-09 19:34 #
Khaoscythe is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Patrick
someone employed to clean and maintain a building


Posts: 1998
Registered: 02-07


I name your wad the greatest doom mod of all time and then you go out and make it better? This gets the Janitor Seal of Approval

Old Post 07-08-09 22:45 #
Patrick is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Scuba Steve


Posts: 3930
Registered: 11-02


You're not allowed to blow his dick any more.

Old Post 07-09-09 02:24 #
Scuba Steve is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Doom Marine
took his ball and went home


Posts: 1655
Registered: 09-03



Scuba Steve said:
You're not allowed to blow his dick any more.
You can blow me with that snorkel.

Old Post 07-09-09 08:03 #
Doom Marine is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Butts
Senior Member


Posts: 1491
Registered: 07-07


Can I blow that snorkel? Or put it in the buttshark?

Old Post 07-09-09 08:11 #
Butts is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Csonicgo


Posts: 4435
Registered: 03-04


tic-tac-toe three shitposts in a row

But seriously if you're going to do a library area, make it like an actual library/reading room instead of "oh lets throw some boxes around with the book texture on them". Am I being picky? Yes I am. I've yet to see a convincing library area in a doom mod. Libraries are cramped, confusing, deathly silent and if done right, creepy as hell. I know of one library that only takes a sliver of a city block (as big as a space in NYC) and it's possible to get lost in that.

But this is DVII, so fuck you in advance if you disagree.

If you take a good hard look you notice that the bookcase textures imply a light at the top, so at a certain brightness, this looks fine. but in a dark area, it looks stupid. I suggest doing something involving translucent textures to assist in that.

Old Post 07-09-09 16:51 #
Csonicgo is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Patrick
someone employed to clean and maintain a building


Posts: 1998
Registered: 02-07


That being said, KILL THAT GREEN MAP WITH A RAKE!!!

Old Post 07-09-09 16:52 #
Patrick is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
pizzabob18
Member


Posts: 292
Registered: 03-08


how many new levels do you have in mind for this, (besides the new map 21 slot?

Old Post 07-11-09 18:05 #
pizzabob18 is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Doom Marine
took his ball and went home


Posts: 1655
Registered: 09-03


Sometime after releasing DVII-1 I realized that I'll never be completely satisfied with DVII until I have completely drawn out ALL of the ideas that I originally planned for it. That is, DVII will be worked on until it is a megawad, as intended originally many years ago.

Old Post 07-12-09 03:39 #
Doom Marine is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Insane_Gazebo
Member


Posts: 335
Registered: 12-07



Doom Marine said:
Sometime after releasing DVII-1 I realized that I'll never be completely satisfied with DVII until I have completely drawn out ALL of the ideas that I originally planned for it. That is, DVII will be worked on until it is a megawad, as intended originally many years ago.


Holy Crap. Knowing how much care and detail you like put into your maps, that's pretty ambitious in regards to your sanity :)

Good luck, though. You're probably my favourite mapper currently active, and I can't wait to see what crazy stuff you come up with, and somehow make run well.

I've also recently been trying to figure out how you get some of those curves to blend together so neatly. Other than those 'flower' shapes in the great green map, the only thing I've figured out is that you must plan your maps a lot better than me. :P

Old Post 07-14-09 15:17 #
Insane_Gazebo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Kyka
Loser


Posts: 1861
Registered: 06-08


The most recent screenies have a very Doom 3 Hell feel to them. I actually really like some of the shots.

The only real thing I would mention is the sprite of the Doomguy holding the two pistols. The pistols look to me like they are facing slightly outwards rather than towards the centre of the screen. It looks as if the right pistol should be in Doomguy's left hand and vice versa. Its a similar effect to when you put your shoes on the wrong feet and the toes are pointing outwards and it looks really weird.

And the bookshelf 'boxes' look kinda cheap.

But as usual, the styling is really unique. :) Amazing stuff

Old Post 07-14-09 17:52 #
Kyka is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
pizzabob18
Member


Posts: 292
Registered: 03-08



Doom Marine said:
Sometime after releasing DVII-1 I realized that I'll never be completely satisfied with DVII until I have completely drawn out ALL of the ideas that I originally planned for it. That is, DVII will be worked on until it is a megawad, as intended originally many years ago.


DV11-2 = next great classic megawad!

Old Post 07-15-09 15:14 #
pizzabob18 is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Doom Marine
took his ball and went home


Posts: 1655
Registered: 09-03



Insane_Gazebo said:
I've also recently been trying to figure out how you get some of those curves to blend together so neatly. Other than those 'flower' shapes in the great green map


A combination of the "Curve Linedef" function, hand-dragging, and yes, careful planning beforehand, will give you the shape you want. The circle can also act as a geometrical guide to designing some of the regular polygon shapes as well, take the pentagram for example. While mapping, I regularly use a calculator and quick sketches on paper to plan ahead, especially on the more complex maps like Unholy Cathedral or Vrack4.

After I'm done mapping, I'll probably write a tutorial on the planning and design techniques that I've used in DVII.

Old Post 07-16-09 00:41 #
Doom Marine is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Nems
I don't know how to use the [img] tag


Posts: 269
Registered: 07-05


:D

This is awesome.

Old Post 07-16-09 02:38 #
Nems is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Insane_Gazebo
Member


Posts: 335
Registered: 12-07



Doom Marine said:


A combination of the "Curve Linedef" function, hand-dragging, and yes, careful planning beforehand, will give you the shape you want. The circle can also act as a geometrical guide to designing some of the regular polygon shapes as well, take the pentagram for example. While mapping, I regularly use a calculator and quick sketches on paper to plan ahead, especially on the more complex maps like Unholy Cathedral or Vrack4.

After I'm done mapping, I'll probably write a tutorial on the planning and design techniques that I've used in DVII.



A calculator!? Okay, I'm looking forward to the tutorial more than the maps now!

Old Post 07-16-09 06:33 #
Insane_Gazebo is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
newt
Mini-Member


Posts: 72
Registered: 08-08



Doom Marine said:
[B]

A combination of the "Curve Linedef" function, hand-dragging, and yes, careful planning beforehand, will give you the shape you want. The circle can also act as a geometrical guide to designing some of the regular polygon shapes as well, take the pentagram for example. While mapping, I regularly use a calculator and quick sketches on paper to plan ahead, especially on the more complex maps like Unholy Cathedral or Vrack4.


Jesus, and I thought I was precise!

Sounds great, I can't wait to see all you've got planned--and seriously, good luck because that's a TON of work. That tutorial should be interesting, too.

Old Post 07-16-09 17:18 #
newt is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Doom Marine
took his ball and went home


Posts: 1655
Registered: 09-03


In case anyone cares, I'm going around DVII (except for the hell maps) and "defanging" it. My taste as a Doomer have changed over the years. I was once really into slaughtermaps and considered everything else shit, but now I'm exploring the more gung-ho take-no-prisoner gameplay that is e1.

I think as a megawad, there's plenty of opportunity for hard fights over 32 maps. That being said, not every fight should be a titanic life-and-death struggle as I'm seeing in too much of DVII-1. A touch less difficult feel should lend itself to better enjoyment of the earlier maps. Some of those revenants have got to go.

Now rest assured, there's ten levels dedicated to hell, and some of them are going to beat Belial to death. One of the hell maps is a direct dedication to HR24 Post Mortem, name it Rigor Mortis, featuring a church dedicated to NIN. Prepare for rape.

Old Post 07-17-09 10:16 #
Doom Marine is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Chrome Bolt
Mini-Member


Posts: 75
Registered: 05-09


I demand you devote your life to this.

Old Post 07-17-09 21:00 #
Chrome Bolt is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 03:08. Post New Thread    Post A Reply
Pages (12): « 1 2 3 [4] 5 6 7 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > DVII Second Edition underway. It's time!

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.