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Solarn
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ArmouredBlood said:
Now, for why I'm really posting: Got the map compatible in prboom! Here it is. I'd get some SS but I got to get to bed. At this point I'm pretty much out of things to detail unless I want to completely revamp the final staircase, I think everything else is good. Snarboo I checked the tags but only the lift has those tags, I'm not sure what you're hearing =/

I really like what you've done with the map. It's very atmospheric. I found a slime trail and a misaligned texture in the altar room with the four cacos though. Here are the screenshots with map positions.

http://img505.imageshack.us/img505/4255/screenshotdoom200907021.th.png
http://img32.imageshack.us/img32/4255/screenshotdoom200907021.th.png
Slime trail

http://img32.imageshack.us/img32/9586/screenshotdoom200907021o.th.png
http://img505.imageshack.us/img505/5563/screenshotdoom200907021s.th.png
Misaligned texture

Old Post 07-02-09 11:29 #
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masayan
Warming Up


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esselfortium said:

The "after" shot looks very flat compared to the original. Also, I don't like how the ceiling structures are mostly symmetrical to the floor ones; it looks weird, especially considering that the shape is clearly based around the floor texture.


Thank you for a precious opinion.
Improvement is necessary, but still wants you to feel a rough flow

I do not yet make the small place, but I want to take good care in the future.

I want you to say without hesitation if there are a ceiling else and other decoration, a good place

Last edited by masayan on 07-02-09 at 13:27

Old Post 07-02-09 12:06 #
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Solarn
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Masayan, just a piece of friendly advice. Don't use online translators to translate your post. It comes out sounding just plain wrong. If you can't write well enough in English, then do it in your original language and we'll find someone who will translate for us.

Old Post 07-02-09 12:11 #
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LogicDeLuxe
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I'm not good in enhancing 94's maps, but I have some favorite maps, I'd like to suggest for this, in case you haven't decided which one to pick, yet.

FORGEX.WAD by John C. Lyons: http://www.fileplanet.com/125191/120000/fileinfo/Forge
The archive version is stripped of all sounds and textures. The sounds were silly and indeed nothing you would miss. Some textures I would consider rather essential, though, since most areas using them make no sense without them. Technically problematic areas are the long elevator shaft and some excessive deep pits, which can cause problems on vanilla's software renderer. Also the end level sector effect seems out of place on all sectors which use it.

The Wasteland Series by Alberto Barsella: http://ishark.free.fr/homepage/games_doom.html
2 complete plus 2 rather incomplete maps. The complete maps could be easily joint into one map. There are 2-story buildings with transitions best suited for Boom's line teleport.

RRWARD01.WAD (all the cool names were taken) by Richard R. Ward: http://www.doomworld.com/idgames/index.php?id=593
I very liked how it plays tricks with the automap. Something Mountain of Fire from the Wasteland Series also could use, according to the map sketch in the text file.
It has this notice:

Authors may NOT use this level as a base to build additional levels, but if something in here gives you insperation, I won't hunt you down if you interpolate my ideas (just don't copy verbatim, looks cheap).
That sure is open for interpretation. Enhancing the map significantly and giving proper credits doesn't seem to violate this, imho.

Old Post 07-02-09 13:19 #
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masayan
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Solarn said:
Masayan, just a piece of friendly advice. Don't use online translators to translate your post. It comes out sounding just plain wrong. If you can't write well enough in English, then do it in your original language and we'll find someone who will translate for us.

Thank you advice.
I try translation by my power in future

Old Post 07-02-09 13:32 #
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printz
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Initially I was willing to revamp something from Serenity, specifically E3M7 which is atmospheric but badly textured. But the original text file wasn't very specific:

SERENITY.TXT said:
Authors may use this level as a source of inspiration to build
new levels. Please don't copy parts of this WAD, and leave us
unmentioned in your description file...

So okay, I could credit them. But the source of inspiration and build new levels and copy parts of the WAD is sounding a bit different than "a whole level" and "revamping it". Whatever, now I'm with ABDITN.

Old Post 07-02-09 13:34 #
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tatsurd-cacocaco
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JohnnyRancid, you did great work. Thank you for nice arrangement.

Some mappers' work are fast, but my work is very slow.... I only finishied around the start point. I post the first screen shots.

Before

After
After2

Last edited by tatsurd-cacocaco on 07-02-09 at 16:05

Old Post 07-02-09 15:55 #
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Solarn
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tatsurd-cacocaco said:
JohnnyRancid, you did great work. Thank you for nice arrangement.

Some mappers' work are fast, but my work is very slow.... I only finishied around the start point. I post the first screen shots.

Before

After
After2


Hey, you're the guy whose speedrun of Plutonia MAP32 I just watched on Youtube! Is that a coincidence or what?

Old Post 07-02-09 16:59 #
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SirTimberWolf
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Nice work everyone.

I just got my stuff moved in so I thought I'd anny up with what I had so far. . . Not a whole lot but that pesky real life thing getting in the way slowed me down. . . Heh.

I did change it to map07 to make use of the 666/667 specials.

Before: http://img213.imageshack.us/i/scree...m200907021.png/

http://img397.imageshack.us/i/scree...m200907021.png/

After:

http://img11.imageshack.us/i/screen...m200907021.png/

Old Post 07-02-09 17:02 #
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lareman
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SirTimberWolf said:

After:

http://img11.imageshack.us/i/screen...m200907021.png/


That sky is sexy.

Old Post 07-02-09 17:04 #
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ArmouredBlood
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lareman said:

That sky is sexy.



Yar ... lol.

De-slime-trail no.2 done. Think I'll do all my vanilla doom2 maps in boom config now >.<
http://wadhost.fathax.com/files/AB....EMENT.BPFFF.zip

Old Post 07-02-09 18:00 #
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40oz
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I'm using STARTAN for my sky on my next map. Speaking of skies:


Snarboo said:

One thing I did want to ask is you is if you are using MBF's transfer sky for the custom sky in your wad. If not, please do so, as most ports are compatible with that feature.



No I did not, how does MBF's transfer sky work?

Old Post 07-02-09 18:22 #
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Snarboo
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JohnnyRancid said:
No I did not, how does MBF's transfer sky work?
Here is a post I found on the forums describing transfer skies. Essentially, you create a dummy sector, then put your sky on one of the dummy line's upper texture. You then mark the line with special 271 (or 272 if you want to flip the sky) and then pick a sector tag. Any sector with a sky texture using that tag will use that sky instead of the default. Any texture will work with this method.

Old Post 07-02-09 18:32 #
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40oz
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Should I name the patch according to anything? RSKY4 perhaps?

Also sign me up for Ultima 1, I am about 1/3 done with that one. Heh.

Last edited by 40oz on 07-02-09 at 22:26

Old Post 07-02-09 21:53 #
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Pavera
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Well I think this map is close to finished. I tried to keep close to the original gameplay of the map for the most part, since I quite liked it, though I did change it in spots. I've only been testing this by myself, so I already know the level progression by heart, but some of it was kinda cryptic at first.

Anyways, here it is: http://www.mediafire.com/download.php?yymywzqunck

I'm always looking to improve, so don't be afraid to get ugly with your criticism.

Old Post 07-03-09 01:36 #
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traversd
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Just about done with WillE1M1. Not sure if I've stuck with the spirit of the original concept though sorry. I've done a fair bit to the original map. It was very flat so I added a few height changes and enlarged some areas slightly to make it work better. But I think I've largely kept the original's shape and design.

I'm now working on revising the item and monster placement. Because the map was quite simple in terms of monsters etc I've added or upgraded some monsters to hopefully strengthen the map (I did the same with increasing the hit of damaging floors). The flipside to this is the original map only ever gave the player a shotgun and chainsaw for the whole map. I've now placed a chaingun in the map and dropped the chainsaw (for now). But I'm toying with redoing all the items and using Doom2 items/monsters as well.

-t

Starting Area
http://t.underworldgamers.com/wp-content/uploads/2009/07/startingarea-before-150x150.jpg
http://t.underworldgamers.com/wp-content/uploads/2009/07/startingarea-after-150x150.jpg

Central Area
http://t.underworldgamers.com/wp-content/uploads/2009/07/centralarea-before-150x150.jpg
http://t.underworldgamers.com/wp-content/uploads/2009/07/centralarea-after-150x150.jpg

Blue Key Area
http://t.underworldgamers.com/wp-content/uploads/2009/07/bluekeyarea-before-150x150.jpg
http://t.underworldgamers.com/wp-content/uploads/2009/07/bluekeyarea-after-150x150.jpg

Red Key Area
http://t.underworldgamers.com/wp-content/uploads/2009/07/redkeyarea-before-150x150.jpg
http://t.underworldgamers.com/wp-content/uploads/2009/07/redkeyarea-after-150x150.jpg

Exit Area
http://t.underworldgamers.com/wp-content/uploads/2009/07/exitarea-before-150x150.jpg
http://t.underworldgamers.com/wp-content/uploads/2009/07/exitarea-after-150x150.jpg

Old Post 07-03-09 02:48 #
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Pavera
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You really did a number on those rooms there, some of them are almost unrecognizable though, though they might be more apparent when I actually play the map.

Old Post 07-03-09 02:52 #
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40oz
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Krispavera said:
I'm always looking to improve, so don't be afraid to get ugly with your criticism.


Good. I got some things to say.

Some big things I want to make a note of

Ammo/Weapon Balance:

In the starting room, you get a chaingun, and all subsequent ammo after that is shotgun shells. Until you get past a baron and hell knight, you are rewarded with one box of bullets. The only ways past these monsters are if you are able to round up everything close together so you can murder them all with splash damage from the rocketlauncher, you can try to skip everything until you get to the shotgun guys, or you can find that super shotgun secret. The secrets not hard to find (Or at least I don't think so, I managed to find it accidentally.) but you should note that you shouldn't be required to find a secret in order to have a remotely fair advantage.

I suggest you either turn these shotgun shell boxes into bullet boxes, or the chaingun into a regular shotgun. I prefer the former. Chainguns are underrated.

Also, less than halfway into the map, I felt as though there was too much ammo. Maybe you should go around turning shellboxes into four shells, and bullet boxes into ammo clips. I'm weird. I like just enough ammo situations way more than being overstocked.

Details/Layout:
Thank you for keeping your details from obstructing player movement. One quirk I had though was with this hallway. Having to fight all those arachnatrons through this was really annoying. I'm not really sure what you can do. I guess your options are make a quick running route into that area (use block monster lines to keep the arachnatrons from blocking your path) Widen that hallway so I don't have to keep running downstairs to dodge plasma, or make an alternate entrance.

Some of your areas could use impassible lines so this or this doesn't happen. The player can't fit through those areas but dead bodies certainly can.

Also I like your use of the stretched faces texture for this little number here, but I suggest you make that face operate as a switch because currently there is no way out of that berserk secret. Once you are in you aren't getting out.

One more nitpicky thing: I don't know if you intended for this but that lion looks a little outnumbered.

I haven't yet played the original map yet, but everything that was said is for perfection purposes. I really do like your map alot aside from the weapon/ammo balance issues.

Old Post 07-03-09 03:22 #
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Pavera
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Yeah the weapon/ammo/health balance was something that concerned me as well, and believe me, the original map had TORRENTS of ammo and health. I was literally tripping over medkits and soulspheres, it was disgusting. That hallway with the arachnatrons right outside was also a concern, and the only reason I didn't change it was because I was afraid to alter the layout too much. But I guess it really calls for it, cause I hate that hallway more and more each time I play.

Hehe, the outnumbered lion made me laugh, I'll certainly fix that! And yeah, I forgot all about that face secret not having a way out. I had made a note of it at one point, and then I guess it slipped my mind. Thanks for reminding me.

Thanks for the feedback, and I'll definitely work more on that balance.

Old Post 07-03-09 03:33 #
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40oz
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traversd said:
Just about done with WillE1M1. Not sure if I've stuck with the spirit of the original concept though sorry. I've done a fair bit to the original map. It was very flat so I added a few height changes and enlarged some areas slightly to make it work better. But I think I've largely kept the original's shape and design.


It sucks you dropped the marble and cement texture I see in some of the before screenshots. It would be nice if you put 'some' of the original textures in there. Even if it's in small increments. Look at these two screenshots for example:

Before
After




traversd said:
The flipside to this is the original map only ever gave the player a shotgun and chainsaw for the whole map.


I would have been fine with that. I love having to utilize the chainsaw :)

Old Post 07-03-09 03:42 #
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40oz
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LogicDeLuxe said:
The Wasteland Series by Alberto Barsella: http://ishark.free.fr/homepage/games_doom.html
2 complete plus 2 rather incomplete maps. The complete maps could be easily joint into one map. There are 2-story buildings with transitions best suited for Boom's line teleport.



This is really sweet. Lots of inspiration in these wads. I call dibs on MTNFIRE.wad after I'm done Ultima 1.

Old Post 07-03-09 04:17 #
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Snarboo
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JohnnyRancid said:
Should I name the patch according to anything? RSKY4 perhaps?
You can name it anything as long as it does not conflict with an existing texture. I'd recommend something like SKY1_94, since you're the first person to finish a map.

Old Post 07-03-09 06:35 #
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Kyka
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traversd, those screenies look really good. Unrecognisable compared to the original, but how close the maps actually are to each other is hard to tell from just screenies, of course.


JohnnyRancid said:

Some of your areas could use impassible lines so this or this doesn't happen. The player can't fit through those areas but dead bodies certainly can.



This is one of my pet hates too. I always try to make inset areas/pillars etc impassable coz I dislike bodies floating in midair.

Old Post 07-03-09 08:28 #
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Pavera
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Yeah it's another one of those things that I kept meaning to do, but I was so engrossed in whatever next area I was fixing up, I just kept forgetting about it. I'm still relatively new when it comes to building decent doom maps. :>

Old Post 07-03-09 12:21 #
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40oz
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kay. Final version of the map.

The Tunnels

Would you kill me if I made an animated lightning sky for one of my next maps?

Old Post 07-03-09 13:09 #
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GreyGhost
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Progress report - with screenshots - so no-one gets the idea I just slept the day away.

http://www.mediafire.com/imgbnc.php/fb898721cc365b448d733816947301b52g.jpg

http://www.mediafire.com/imgbnc.php/8cd21f22d46a7410484a893b6632faa32g.jpg

I've decided to give much of the interior a dark and gloomy look to complement the night sky outside, the moss is being steam-cleaned from most of the interior (I'll apply some to the outside walls) and given I'm a detailing novice this maps likely to keep me occupied for weeks. None of the texture choices in the "after" shop are final - in other words - I'm open to suggestions.

Old Post 07-03-09 13:50 #
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traversd
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Hi all,

Still working on it but this is the map as it is now. JR- I put the chainsaw back and moved the chaingun further into the map.

Still working a bit with the final room. Everything else is done I think. Monsters and skill levels need to be finished off (ie: I'm only testing on UV - god knows what shows up in lower skill levels).

Couple if things I'm keen to hear back on. I'm making the player use the skull key icons to open a few doors - I'm wondering if that will be too confusing?

Also, I made the player have to do some repeated switch pressing right at the end to open the exit. My original idea was to have 2 Cyberdemons shooting at the player from afar while they scramble to hit the switches but I've removed them for now and put a teleport swarm in to content with instead (sorry for the spoiler).

EDIT: I'm testing in GZDoom and he map is using some Boom generalised linedef triggers (I've only just learnt how to use these *L*)

Hope it plays out OK guys.

Cheers,

-t

http://t.underworldgamers.com/wp-co...td-wille1m1.zip

Last edited by traversd on 07-03-09 at 14:00

Old Post 07-03-09 13:55 #
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Super Jamie
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GreyGhost said:
None of the texture choices in the "after" shop are final - in other words - I'm open to suggestions.

That brightly-lit GRAY4 looks funny cut off halfway. Maybe try working in with the horizontal lines of a shorter texture like GRAY7 or the bottom half of ICKWALL1?

Old Post 07-03-09 13:58 #
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Snarboo
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JohnnyRancid said:
Would you kill me if I made an animated lightning sky for one of my next maps?
Not at all! :) I believe animated textures work with MBF transfer skies, and if it works, I'd like to see it.

Edit:
I've decided that everyone should check in with their progress once week, probably on Sundays. This is just to see how everyone is doing and get a status report from those that haven't posted one yet.

Last edited by Snarboo on 07-03-09 at 18:25

Old Post 07-03-09 18:12 #
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Solarn
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Snarboo said:
Not at all! :) I believe animated textures work with MBF transfer skies, and if it works, I'd like to see it.

Edit:
I've decided that everyone should check in with their progress once week, probably on Sundays. This is just to see how everyone is doing and get a status report from those that haven't posted one yet.


I'm doing alright, by my own standards. This means that although I got distracted by Daedalus for most of the last two days, I didn't completely forget that I have a map to finish and kept working on it on and off. Also, the detailing part of the job is almost over, now it's time to decide what the hell to do with the monsters and items, because as they are in the original map, it isn't fun at all.

Old Post 07-03-09 19:23 #
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