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Phobus
Senior Member


Posts: 1482
Registered: 10-06


Just... wow.

Old Post 04-08-11 22:14 #
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EarthQuake
9.5 on the Richter!


Posts: 2747
Registered: 05-03


Another cacoward in the making.

The automap view alone makes this an untouchable work of art.

Old Post 04-08-11 22:22 #
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Mike.Reiner
Forum Regular


Posts: 977
Registered: 01-05


We'd probably be testing out the gameplay right now if your bitch ass would stop playing so much Star Crack II.

Old Post 04-08-11 23:43 #
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Mr. Chris
The term is "prehensile"


Posts: 3665
Registered: 07-02


Good lord, what is the thing/linedef/sidedef/sector count for the first image?

__________________
Chris's uploads - Link
Doom videos 1 - 2
BrutalDoom mod download

Old Post 04-09-11 02:12 #
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Khaoscythe
Mini-Member


Posts: 99
Registered: 04-04


Very nice indeed.

Old Post 04-12-11 19:26 #
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fullmetalvaran33
Member


Posts: 257
Registered: 08-10


The screencaps look fantastic. I think you've definitely made impovements to the first edition of DVII. This thing is a whole new beast! Can't wait to play it :)

Old Post 04-15-11 20:26 #
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Doom Marine
Senior Member


Posts: 1378
Registered: 09-03


People have been asking about DVII's progress in another thread, might as well keep these for the record.

E1M1 remade in my style.

http://img846.imageshack.us/img846/3064/25174572.jpg

http://img405.imageshack.us/img405/2162/62092503.jpg

http://img195.imageshack.us/img195/1388/91000053.jpg

http://img854.imageshack.us/img854/8818/96309728.jpg

http://img221.imageshack.us/img221/2609/71499955.jpg

Old Post 07-18-11 22:45 #
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DuckReconMajor
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Style indeed. Can't wait.

Old Post 07-18-11 23:04 #
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esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5268
Registered: 01-02


Looks sweet. I had been wondering what the long empty halls with repeating arrows in them were in the editor shot you posted. :P

Old Post 07-18-11 23:10 #
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Mechadon
Senior Member


Posts: 1787
Registered: 12-06


That is pretty damn sweet. I love the craters and what I'm guessing are runways.

Old Post 07-18-11 23:44 #
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Daiyu_Xiaoxiang
Member


Posts: 585
Registered: 11-10


Very nice E1M1 remake design, so which level number this map will be in?

Old Post 07-19-11 03:09 #
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Doom Marine
Senior Member


Posts: 1378
Registered: 09-03


The very first one. This will be DVII's Map01, and as a result Entryway Pass will be relocated.

Old Post 07-19-11 03:18 #
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Marnetmar
Forum Staple


Posts: 2028
Registered: 09-10


I have a suggestion DM, perhaps you could put some cliffs on the horizon to block the sky? I assume that the player is not allowed to go into that outside area, but if you put some cliffs in, it would make sense to allow the player to roam that area and make the map feel more open and less restricted.

Old Post 07-19-11 03:39 #
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Doom Marine
Senior Member


Posts: 1378
Registered: 09-03


While putting cliffs around the horizon would somewhat allow the player to freely roam the background area, it comes with a few trade-offs:

1. When the player finally encounters the horizon cliff walls, the level will feel like it's walled off.

2. Blocking the sky has a net negative effect on the vista as a whole, and isn't as aesthetically pleasing as having the edge of the map meet the sky in the manner which my screenshot is showing.

Even if the player got to roam the background area, they will eventually hit a physical restriction, and will feel like it's walled off anyway. Ever seen that movie, "The Truman Show"?

In the current build, the closest to the crater plains the player is allowed to go, is on the runway. This is currently the optimal compromise between gazing at the vista versus the Doom Engine's limitation.

Old Post 07-19-11 04:01 #
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Marnetmar
Forum Staple


Posts: 2028
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Still, are you sure about limiting play area to just the runway? I would think that having an invisible barrier suddenly blocking the player would really break the map, unless you plan on installing a fence or something.

Old Post 07-19-11 04:30 #
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Doom Marine
Senior Member


Posts: 1378
Registered: 09-03


I wanted the vista without obstruction, having fences would also diminish this effect. With the aesthetic direction I'm taking, invisible barriers in reasonable places is the design choice I chose.

Invisible barriers are not that bad in my eyes, as long as they're placed tastefully in areas that doesn't affect combat movement too much.

Old Post 07-19-11 05:07 #
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Marnetmar
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Posts: 2028
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Very well. Your mapping skills are miles ahead of mine anyway, I shouldn't be the one talking.

Old Post 07-19-11 05:48 #
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j4rio
Forum Regular


Posts: 885
Registered: 07-10


Yo.

Just wanted to mention that there is a bug (feature?) in that japan map - you can sr50 out of the jingjang battle before you get closed in.

Old Post 07-19-11 08:09 #
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mk3Howitzer
Warming Up


Posts: 15
Registered: 08-11


Any updates? Just curious, looking forward to the results.

Old Post 08-23-11 15:02 #
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Doom Marine
Senior Member


Posts: 1378
Registered: 09-03


http://img855.imageshack.us/img855/7084/dviimap22.th.png

Old Post 09-04-11 22:55 #
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General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 1951
Registered: 01-10


Two words: Fuck Awesome!

Old Post 09-04-11 23:01 #
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Vermil
Senior Member


Posts: 1224
Registered: 03-04


Might look better without the "black area"?

Old Post 09-04-11 23:13 #
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esselfortium
Cumulonimbus Antagonistic Posting


Posts: 5268
Registered: 01-02


Structurally it looks interesting from what I can make out, but the palette makes it look like total barf. You really should let someone fix your palette; it's pretty easy to improve the reds without sacrificing anything.

Old Post 09-05-11 00:22 #
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Doom Marine
Senior Member


Posts: 1378
Registered: 09-03


It's a problem I've always been aware of, and I've attempted to fix the palette before, and I've never been completely satisfied with the results.

If someone wants to come forward and improve DVII's palette, please contact me.

Old Post 09-05-11 01:14 #
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jerrysheppy
Junior Member


Posts: 102
Registered: 03-09


I think that's the very first Hell map I've ever seen where the level geometry looks so close to blending into the landscape in the skybox. It really looks like you're 'in' the mountain range from the E3 sky you've got going on there. Or at least in the foothills.

Major kudos.

Old Post 09-05-11 04:21 #
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