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Do0minat0r
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myk said:
Copy pasting and recreations aren't very different. One makes a copy, the other a derivative work. Both are copyright infringement when you don't have permission.

For the DOOM games, you can legally use pieces of an IWAD (or a derivation of them) in a PWAD which requires the IWAD the pieces are taken from. So to make a PWAD that takes things (or is based on things) from more than one IWAD, it should require all the base IWADs.



Well, little change to the project to fix this. Make the maps as follows:

6 maps for Ultimate Doom:
-4 combining each M1-M7 (1 per episode)
-1 boss level combining each M8
-Secret level combining each M9
-If you need the boss level to be M8 due to triggers, make M5-M7 of each episode a filler map. Of course, I think it's probably possible to get around that when you're mapping for a source port (I'd prefer it be designed for at least a Boom compatible engine, maybe even ZDoom).

In a separate Doom II wad, include 5 maps:
-1 combining 01-11 minus 07
-1 combining 12-20
-1 combining 21-29
-1 boss level combining 07 and 30
-Secret level combining 31 and 32

Otherwise, use the guidelines I've mentioned previously.

Then you'll have to total of 11 levels and all the copyright issues will be gone. Does that solve the problem?

EDIT: Another little suggestion: In the Ultimate Doom secret level, start the player on E3M9, so it looks like the player is playing a repeat of the E3M1-E3M7 level at first. My suggestion for doing this is that when the E3M1-based area is complete in the E3M1-E3M7 map, simply copy it and paste it right into the secret level, then let another author/other authors do their recreation of the rest of E3M9 (and of course the other M9's as well). Put the secret exit on the E3M1-E3M7 level as well.

Last edited by Do0minat0r on 06-25-09 at 18:31

Old Post 06-25-09 18:22 #
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Chrome Bolt
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I'm already getting to work at this. But recreating the levels is quite annoying. I'm starting with Doom 2 Map01 because I don't play Ultimate Doom often and I don't know levels too well.

Old Post 06-25-09 18:34 #
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Do0minat0r
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Chrome Bolt said:
I'm already getting to work at this. But recreating the levels is quite annoying.


It's meant to be a community project. Think KDiZD, etc.

I don't have mapping skills, unfortunately, but if enough interest is shown, I might put up a sign-up list. I won't at this point do any strict limits as to how many people can sign up to make a map; as I said, the goal is to have people work together to make sure it is a solid and varied reimagining/combining of the maps. So there could be 20 or even more people working together on just one of the 11 levels - hopefully you get the picture. If you sign up, just remember to work as a team to make sure all the original levels a map is meant to incorporate are reimagined/redesigned in some way. And as a final note, don't forget what I said on how the maps can be completely interconnected.

Last edited by Do0minat0r on 06-25-09 at 18:42

Old Post 06-25-09 18:35 #
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Chrome Bolt
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Do0minat0r said:


It's meant to be a community project. Think KDiZD, etc.



Yes. Precisely. I'm doing some work to start it off.

Old Post 06-25-09 18:37 #
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Do0minat0r
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Chrome Bolt said:


Yes. Precisely. I'm doing some work to start it off.



That's OK. But make sure you don't to too much like design/redesign a whole level, since the entire community should have an equally fair chance to be a participant.

And BTW, if you're working on Map01, make sure you're designing for Doom II. See the intended format (the 11 level one, not the 9 level one) for details.

Finally, don't forget about the unlimited interconnectivity. An E1M6-based area could be right next to an E1M2-based area, a Map05-based area could be right next to a Map01-based area, etc. For what I mean, use Cleimos 2 Map20 as an example; that map randomly combines various areas from E1. Except this time, all recognizable areas should be incorporated in some way, not just some random picks. And of course, you can modify/detail/reimagine the areas far more than that map in Cleimos 2 does; just don't get TOO carried away (not another KDiZD). The only exceptions to interconnectivity are perhaps for E3M1 and E3M9 (see above for the reason). But even there, if you don't like that idea (the one regarding E3M1 and E3M9), simply voice it and I'll cancel that suggestion.

Last edited by Do0minat0r on 06-25-09 at 19:09

Old Post 06-25-09 18:44 #
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GreyGhost
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Nixot said:
There's one on Maximum Doom called IDBEST.WAD that combines E1M1..5 together.
Yep - that's the map I was trying to put a name to.

Old Post 06-26-09 07:02 #
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Super Jamie
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Nick Baker's E1 MAP01 combines many areas of E1M1 and MAP01, but in a new style and with significantly different flow. It's actually really good!

Old Post 06-26-09 10:05 #
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The Ultimate DooMer
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d2remix.wad

Old Post 06-26-09 10:47 #
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Lantern Jaw
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Why not just close your eyes and hum really loudly at the end of each level to make it just seem continuous? ;-)

Old Post 06-29-09 21:38 #
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Hellbent
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my uacexp.wad level has elements from each e1 level together in an original map. It was featured on the last /newstuff as well as one from many many years ago.

Reviews of it:
"You're going to love this. A single map for DOOM, E1M4, in Episode 1 style! I would agree that this level does capture some of the many intangibles of E1M3, M4, and M6. And the level is very, very long. Some of you will just eat this one up! The pulsating lights, space base walls, it imitates Episode 1 rather well, in my opinion. ZDoom recommended."

"Absolutely epic. This level seems to have lots of architecture from episode 1, but tons of original new stuff too. The theme was consistent throughout, and you kept true to the original theme of episode 1 by not using any registered content. It was quite confusing to navigate however, but the gameplay was superb. Hats off to you sir! 5/5! From Nixot."

"A map for Doom, on E1M4. It's a classic Doom style map. It pulls this off pretty well, feeling like an expanded classic map, with a lot of monsters. The layout is large and non-linear. Ammo is pretty tight at first; you can end up running out if you take the wrong path. The map has 25 secrets in total, so you might want to get to hunting down those secrets. Fans of classic Doom will definitely want to check this one out. Recommended."

The map has many areas that are very similar to areas from various E1 maps, but it also has areas that feel new but not out of place for an e1 map. Perhaps instead of DoOminator's idea of combining existing maps into one map (I've actually done this many years ago with a couple e2 levels) one can go through all the e1 maps and get inspiration to recreate similar areas and connect them together in an original map so that it is distinctly E1. For me my uacexp map has elements from all of the e1 maps 1thru7. I'm actually tweaking the map a little to make some of the secrets not so challenging. If anyone is interested in playtesting the updated version let me know.

I played idbest just now. Many of the sutures seemed hackneyed by today's standards but otherwise it was pretty neat. what was with the exit tho.... The m1 outdoor secret connected to m2 was the best connection in the map. Since there seems to be some legality issues, why not 'copy' from scratch all the areas that you like best from Doom into original maps with original areas as well as 'copied' areas... though if the legality stuff can be worked out, I'm all for DoOminator's idea, although it will be pretty hard to merge the 3 (or 4) M9s into a cohesive whole and none of those maps are particularly interesting anyhow.

Old Post 07-01-09 05:26 #
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Lantern Jaw
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Hey Hellbent... I'd love to have a go at that.

Old Post 07-01-09 05:36 #
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Super Jamie
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Hellbent said:
If anyone is interested in playtesting the updated version let me know.

*puts hand up*

Old Post 07-01-09 05:39 #
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Hellbent
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kewl... thanks guys--to be honest it might be a couple days--it's kinda tricky to edit very large levels you haven't touched in 9 years....

Last edited by Hellbent on 07-02-09 at 01:34

Old Post 07-02-09 01:27 #
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Do0minat0r
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Hellbent said:
my uacexp.wad level has elements from each e1 level together in an original map. It was featured on the last /newstuff as well as one from many many years ago.

Reviews of it:
"You're going to love this. A single map for DOOM, E1M4, in Episode 1 style! I would agree that this level does capture some of the many intangibles of E1M3, M4, and M6. And the level is very, very long. Some of you will just eat this one up! The pulsating lights, space base walls, it imitates Episode 1 rather well, in my opinion. ZDoom recommended."

"Absolutely epic. This level seems to have lots of architecture from episode 1, but tons of original new stuff too. The theme was consistent throughout, and you kept true to the original theme of episode 1 by not using any registered content. It was quite confusing to navigate however, but the gameplay was superb. Hats off to you sir! 5/5! From Nixot."

"A map for Doom, on E1M4. It's a classic Doom style map. It pulls this off pretty well, feeling like an expanded classic map, with a lot of monsters. The layout is large and non-linear. Ammo is pretty tight at first; you can end up running out if you take the wrong path. The map has 25 secrets in total, so you might want to get to hunting down those secrets. Fans of classic Doom will definitely want to check this one out. Recommended."

The map has many areas that are very similar to areas from various E1 maps, but it also has areas that feel new but not out of place for an e1 map. Perhaps instead of DoOminator's idea of combining existing maps into one map (I've actually done this many years ago with a couple e2 levels) one can go through all the e1 maps and get inspiration to recreate similar areas and connect them together in an original map so that it is distinctly E1. For me my uacexp map has elements from all of the e1 maps 1thru7. I'm actually tweaking the map a little to make some of the secrets not so challenging. If anyone is interested in playtesting the updated version let me know.

I played idbest just now. Many of the sutures seemed hackneyed by today's standards but otherwise it was pretty neat. what was with the exit tho.... The m1 outdoor secret connected to m2 was the best connection in the map. Since there seems to be some legality issues, why not 'copy' from scratch all the areas that you like best from Doom into original maps with original areas as well as 'copied' areas... though if the legality stuff can be worked out, I'm all for DoOminator's idea, although it will be pretty hard to merge the 3 (or 4) M9s into a cohesive whole and none of those maps are particularly interesting anyhow.



I finally played uacexp about a week ago and I liked it too. In particular, it has more unnecessary to visit areas than most modern maps (or even most from 2000), which really gave a classic, old feel to it; I felt just like I was playing something ID made. In fact, it felt even more classic than some other classic wads or even megawads, including the recent Ultimate NMD by Fiend (that has slightly less simplistic architecture and mostly does away with unnecessary to visit areas).

However, I have two suggestions for improvement that you didn't explicitly mention working on. Firstly, while I don't mind the very simple architecture/very low detail level (and it likely was the intent of the map to be like that anyway), the texture alignment could use some improvement. Secondly, I was a bit dissapointed when I found just one key and then after opening the door that needed it, I went through a few rooms and found the exit. It is a great level, but despite its size, it just seemed to end too soon. But some of the original maps did that too, so that may be intentional. However, I just wanted to point that out anyway.

On a side note, I plan on playing Lost Refinery sometime soon.

Old Post 07-02-09 02:46 #
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Hellbent
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Do0minat0r said:


I finally played uacexp about a week ago and I liked it too. In particular, it has more unnecessary to visit areas than most modern maps (or even most from 2000), which really gave a classic, old feel to it; I felt just like I was playing something ID made. In fact, it felt even more classic than some other classic wads or even megawads, including the recent Ultimate NMD by Fiend (that has slightly less simplistic architecture and mostly does away with unnecessary to visit areas).

However, I have two suggestions for improvement that you didn't explicitly mention working on. Firstly, while I don't mind the very simple architecture/very low detail level (and it likely was the intent of the map to be like that anyway), the texture alignment could use some improvement. Secondly, I was a bit disappointed when I found just one key and then after opening the door that needed it, I went through a few rooms and found the exit. It is a great level, but despite its size, it just seemed to end too soon. But some of the original maps did that too, so that may be intentional. However, I just wanted to point that out anyway.

On a side note, I plan on playing Lost Refinery sometime soon.

Thanks for the feedback. I appreciate it! I was gonna update lost refinery as well with a few small tweaks... LR replaces e1m3 and uacexp replaces e1m4, so you may want to try playing the two updated versions back to back.

You know, I just recently realized the map has only one key (not sure if that was intentional when I made it or not--probably). It is a bit odd for such a large map. I'll see about maybe adding another key or prolonging the exit somehow. How many secrets did you find? Were they too hard? too easy? Do you care about that kind of stuff? Any other experiences or impressions would be helpful. One thing I think may be too challenging about the map is the scarcity of rad suits and their locations. This was done intentionally to make the effort to get those remote secrets more difficult and thus the reward for doing them sweeter, but perhaps they were too hard?

Old Post 07-02-09 03:18 #
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Do0minat0r
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Hellbent said:
Thanks for the feedback. I appreciate it! I was gonna update lost refinery as well with a few small tweaks... LR replaces e1m3 and uacexp replaces e1m4, so you may want to try playing the two updated versions back to back.

You know, I just recently realized the map has only one key (not sure if that was intentional when I made it or not--probably). It is a bit odd for such a large map. I'll see about maybe adding another key or prolonging the exit somehow. How many secrets did you find? Were they too hard? too easy? Do you care about that kind of stuff? Any other experiences or impressions would be helpful. One thing I think may be too challenging about the map is the scarcity of rad suits and their locations. This was done intentionally to make the effort to get those remote secrets more difficult and thus the reward for doing them sweeter, but perhaps they were too hard?



I might still play Refinery so I can give specific suggestions n that too. I might also just wait and see what you do with it.

Thanks for appreciating my criticisms (although you said nothing about texture alignment). If you prolong the map are add another/more key(s) that would help too, but keep in some of the unnecessary to visit areas as that, as I mentioned, was one of the main things that made it rise even above many other classic style wads/maps in feeling like something right from ID.

And on the secrets, I'm not sure, I actually found only a small number of them. But they were mainly the ones that were not that hard to get to, but were very extensive once you found them. The hardest secret I think I found is where, after having the exit available but going the other way, you have to flip 3 switches and catch the lifts up to the secret area; I also found and explord another extensive unnecessary to visit/secret area about 75% or so on the way to the key. There could be better placement of the rad suits, I agree with that, but I didn't mention it too strongly since they're just secret areas; it would never hurt to improve that though. Finally, some of the secret areas were so long and extensive they made things a bit confusing, but the ID levels occasionally had a bit of that too and you mention making it a bit less confusing as one of your imprvements, a good idea as far as I am concerned.

If you have any other questions or feedback requests for me, don't hestitate to ask me for it (although note that I likely won't have time to get any replies in for the next 18 hours or so, I have real life plus sleep to take care of, so please don't start thinking that I'm ignoring you).

P.S. One little possible suggestion, you obviously don't have to pay attention to it but I wanted to mention it: Maybe you could update both maps, add in an E1M9 since that is off of E1M3 (Lost Refinery; add a secret exit into this level), and upload all three maps combined into a single release (a zip containing a 3-level wad for E1M3, 4, and 9). Just a suggestion; I just thought that would be cool if you did that.

Last edited by Do0minat0r on 07-02-09 at 03:44

Old Post 07-02-09 03:30 #
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Hellbent
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I will improve the texture alignments, particularly ones that make it look like there is a secret when there isn't (id did this sometimes too, tho, since they were somewhat lazy with the alignments). I like your idea of a secret exit off of e1m3. I have to be honest, tho, these two maps, particulalry uacexp, are rather rare for me to produce that kind of quality, (they are probably my best SP maps) but I will try to make an e1m9 as compelling. I was always somewhat disappointed by E1M9. It always seemed a little uninspired for a secret level: not as interesting or evocative as the regular levels when it should be even cooler. Over the years I've given it thought as to what a good secret level for E1 would be like. I never really came up with any good ideas, though, but I am going to brain storm it for awhile. My idea of a secret level was always that it should be very distinct with something non-conventional to set it apart. Warrens had the right idea, but the execution wasn't all that inspired. Sort of goes the same for The Fortress, but it is such a short level! Military Base has a star teleport, but so does E1M5. It is unique to the rest of the maps in that it has a very grid like layout--but this is not an interesting way to make a distinction from the rest, it feels uninspired.

EDIT: I'm impressed you found the secret with the 3 lifts. Took me awhile to figure out how to time the switches in order to make all 3 lifts. You say the "just secrets" but the secrets are a big part of what make me like this map and was my original impetus to make it. When I replayed this map, it was like it was the first time because I barely remembered it having made it 9 years ago; I didn't remember 3/4 of the secrets. But I found them to be very rewarding when I did find them and to provide that old feeling that i loved about E1 of finding secrets (more so than most maps I play). The most classic examples of great secrets from E1 that I was trying to emulate would be the secrets where you had to jump into slime... like on E1M4 to get the RL; all the secrets leading to the secret level (but I guess everyone concurs on that), and the secret in the slime on E1M6 after you get the blue key; so many of the secrets in uacexp aimed at recapturing the atmosphere and feeling of finding those secrets, and when I played the map it really succeeded for me in ways other maps don't. (I don't mean to toot my own horn, that was just my own experience playing the map, and everyone has unique tastes.) I'm glad I rediscovered this map because it is one of the few maps where I succeed (for my own feeling at least) at creating what is for me the quintessential atmosphere and high points of the E1 experience.

Last edited by Hellbent on 07-02-09 at 04:40

Old Post 07-02-09 04:11 #
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Super Jamie
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Hellbent said:
You know, I just recently realized the map has only one key (not sure if that was intentional when I made it or not--probably).

That's fine, LR is a large and fairly well laid out map, though the fight is essentially front to back you take alot of side paths and switchbacks. I'd say it's more of a challenge to make a good big interlinked map with only one key, than a big map with 3 keys.

The problem with LR was that it made you backtrack almost the entire huge map after you got the yellow key, by which time I'd killed pretty much every monster. Boring.

Also, the secrets were not so obvious. A grey-with-slime texture against grey slime walls in a dark passage is not something that catches the eye. Perhaps try using a different color (like a brown STARTAN door on grey STARTANs similar to E1M2's backpack secret), or indent your walls a little, maybe use different lighting or lighting effects. Notice Romero's E1M3 computer room secrets blink or flicker, to give you a hint they're there. One door in LR (to the megasphere?) just all SLADWALLs, I only found it with idbeholda.

Secrets were very hard to spot in general as texture alignment was all over the place. There are some computers near the yellow key that have a COMP texture auto-aligned so it wraps around a corner, when they should have one texture per side, and the sides should be 64.

The large area with the slime was well laid out, but needed some detailing to break up the long walls. Even just a 24-long SUPPORT every so often (256-384 lengths) does help.

I feel like I'm bashing it too much, it really was fun to play. Obviously I remember alot about the level, so there's more good to say about it than bad. I really dug the classic styling of it, and you did seem to capture the Vanilla Doom atmosphere really well. The way the level had multiple ways to get to certain areas worked great and the way they tied in with slime tunnels reminded me of Episode 1.

You need a thread about your levels man, whilst there's room for improvement they are most definitely more good than bad :)

Old Post 07-02-09 04:11 #
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Thanks Super Jamie for the feedback. I intentionally made the secrets difficult, but perhaps they are too hard. I will probably remedy this in the update.

I wonder if a mod couldn't move these last several posts into a new thread starting with my shameless plug?

EDIT: I will look into the backtracking issues. There are some pretty simple ways of solving that problem.

Last edited by Hellbent on 07-02-09 at 05:58

Old Post 07-02-09 05:49 #
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Do0minat0r
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Hellbent said:
I will improve the texture alignments, particularly ones that make it look like there is a secret when there isn't (id did this sometimes too, tho, since they were somewhat lazy with the alignments). I like your idea of a secret exit off of e1m3. I have to be honest, tho, these two maps, particulalry uacexp, are rather rare for me to produce that kind of quality, (they are probably my best SP maps) but I will try to make an e1m9 as compelling. I was always somewhat disappointed by E1M9. It always seemed a little uninspired for a secret level: not as interesting or evocative as the regular levels when it should be even cooler. Over the years I've given it thought as to what a good secret level for E1 would be like. I never really came up with any good ideas, though, but I am going to brain storm it for awhile. My idea of a secret level was always that it should be very distinct with something non-conventional to set it apart. Warrens had the right idea, but the execution wasn't all that inspired. Sort of goes the same for The Fortress, but it is such a short level! Military Base has a star teleport, but so does E1M5. It is unique to the rest of the maps in that it has a very grid like layout--but this is not an interesting way to make a distinction from the rest, it feels uninspired.

EDIT: I'm impressed you found the secret with the 3 lifts. Took me awhile to figure out how to time the switches in order to make all 3 lifts. You say the "just secrets" but the secrets are a big part of what make me like this map and was my original impetus to make it. When I replayed this map, it was like it was the first time because I barely remembered it having made it 9 years ago; I didn't remember 3/4 of the secrets. But I found them to be very rewarding when I did find them and to provide that old feeling that i loved about E1 of finding secrets (more so than most maps I play). The most classic examples of great secrets from E1 that I was trying to emulate would be the secrets where you had to jump into slime... like on E1M4 to get the RL; all the secrets leading to the secret level (but I guess everyone concurs on that), and the secret in the slime on E1M6 after you get the blue key; so many of the secrets in uacexp aimed at recapturing the atmosphere and feeling of finding those secrets, and when I played the map it really succeeded for me in ways other maps don't. (I don't mean to toot my own horn, that was just my own experience playing the map, and everyone has unique tastes.) I'm glad I rediscovered this map because it is one of the few maps where I succeed (for my own feeling at least) at creating what is for me the quintessential atmosphere and high points of the E1 experience.



I happen to have a few minutes now, so I just wanted to post that I'm glad you're impressed with me finding the 3 lifts secret and I'm also glad you plan on making my suggested improvements and maybe even executing the 3-level pack also. As for a good secret level, I don't really require that; if you can't think of one, I don't think you should hestitate to simply concentrate on making another good map, but of course if you think of an idea, don't hestitate to go for it either. And of course, while I won't be around for the next 10 hours or so (real life), if you want to ask me more, please don't hestitate to do it.

Old Post 07-02-09 11:27 #
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