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omegamer
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Posts: 305
Registered: 02-10


Hey guys,
I´m working on a stock episode 1 replacement for Doom1.
Some screens of unfinished map1:

http://img687.imageshack.us/i/skull...4171955542.png/
http://img691.imageshack.us/i/skull...4171955487.png/
http://img718.imageshack.us/i/skull...4171955402.png/
http://img340.imageshack.us/i/skull...4171955286.png/
http://img695.imageshack.us/i/skull...4171955239.png/



I need feedback from you to make the level better.
If you like it I can make the full episode!

The episode trys to give you the feeling of the original Doom1 episode
"Knee-Deep" in the Dead.

Last edited by omegamer on 04-18-10 at 13:10

Old Post 04-17-10 19:27 #
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Khorus
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Are you using flats for walls in shot 2? And walls for flats in shot 4? That is a feature only a few source ports support, so you're limiting quite a large part of your playerbase. Unless you're using other features that I can't tell from the shots or aren't in the OP?

Anyway. Good texture work will really improve the quality of your maps. Shot 1 is an example of where you aren't cutting into the shape of texture (though the centre sector could be improved). Shot 5, though, the STARTAN1 texture is being cut into on those hellish windows and the alignment of the texture is out of place next to the others. Upper and lower unpegging them there will sort that out.

Another example in shot 5 is that construct in the middle of the room. The FLAT5_5 ceiling doesn't suit the COMPSPAN walls. CEIL5_1 would do much better there as it fits the compsan colours.

Anyway, while I know you're trying to keep this simple, polishing up your maps will make them that much more memorable.

Oh, and while it really doesn't bother me at all, the shots don't remind me much of E1. :p

Don't look for others on whether you should make your episode. If you want to make one, go ahead and make it! :)

Best of luck with your maps.

Old Post 04-17-10 19:48 #
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omegamer
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Khorus said:
Are you using flats for walls in shot 2? And walls for flats in shot 4? That is a feature only a few source ports support, so you're limiting quite a large part of your playerbase. Unless you're using other features that I can't tell from the shots or aren't in the OP?

Anyway. Good texture work will really improve the quality of your maps. Shot 1 is an example of where you aren't cutting into the shape of texture (though the centre sector could be improved). Shot 5, though, the STARTAN1 texture is being cut into on those hellish windows and the alignment of the texture is out of place next to the others. Upper and lower unpegging them there will sort that out.

Another example in shot 5 is that construct in the middle of the room. The FLAT5_5 ceiling doesn't suit the COMPSPAN walls. CEIL5_1 would do much better there as it fits the compsan colours.

Anyway, while I know you're trying to keep this simple, polishing up your maps will make them that much more memorable.

Oh, and while it really doesn't bother me at all, the shots don't remind me much of E1. :p

Don't look for others on whether you should make your episode. If you want to make one, go ahead and make it! :)

Best of luck with your maps.



I changed the ceiling texture of the construct at shot5 to CEIL5_1.
I try to work with the offsets of some textures.
Thx for your great feedback Khorus!

Old Post 04-17-10 19:56 #
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omegamer
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I played with some texture offsets and sector heights of shot5.
Look at this:

http://img196.imageshack.us/img196/...04172107352.png

Is that a lil bit better?

Old Post 04-17-10 20:16 #
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Gez
Why don't I have a custom title by now?!


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One advice: find a more original name. Lost Episode has already been taken twice.

Old Post 04-17-10 20:24 #
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omegamer
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Okay, I´m thinking about it.

Old Post 04-17-10 20:27 #
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Gez
Why don't I have a custom title by now?!


Posts: 7046
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For reference:
The Lost Episodes of Doom
Doom: The Lost Episode (although sorted erroneously in the Doom2/ directory, it's for Ultimate Doom).
And a bonus: Torment & Torture Lost Episode: Fury of Fire
So yeah. Kinda thrice, actually. :)

Old Post 04-17-10 20:40 #
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omegamer
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Okay Gez.
Maybe call it "The forgotten DooM episode"?

I´ll post new pics tomorrow!

Old Post 04-17-10 21:25 #
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Aldaraia
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When will a playable version be out? Also, if you're stumped with level/episode names, try out this name generator, courtesy of cycloid. I hope you stay committed to the project this time and finish it unlike the Wolfenstein and other level set you were working on.

Last edited by Aldaraia on 04-17-10 at 23:02

Old Post 04-17-10 22:49 #
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Gez
Why don't I have a custom title by now?!


Posts: 7046
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Aldaraia said:
try out this name generator, courtesy of cycloid.

ALTAR OF THE PHOBOS CITY OF DEATH

Perfection.

Old Post 04-17-10 23:10 #
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PRIMEVAL
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Lookin good! Awaiting a playable version. :)

Old Post 04-17-10 23:28 #
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Nemark
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Make sure you have light variations. One thing that really bugs me is when everything is the same brightness.

Old Post 04-18-10 02:35 #
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Reaper978
We find his lack of rocket launcher faith disturbing


Posts: 221
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Gez said:

ALTAR OF THE PHOBOS CITY OF DEATH

Perfection.


DEATH'S CASTLE OF DEATH

(yes it actually generated that)

Old Post 04-18-10 04:17 #
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Aldaraia
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Some more advice... if you aren't planning to employ port-specific features on a decent scale throughout your map (scripting, slopes, DECORATE, etc.), don't even bother trying to make it "Skulltag-only". Skulltag IIRC, is meant for multiplayer. To be honest, don't even try getting into that stuff until you understand the basics of creating a decent map. A well-put together vanilla PWAD is more preferred than a trashy, script-happy ZDoom wad.

Try your best to make it vanilla Doom compatible if you aren't itching to do something fancy with the engine.

Old Post 04-18-10 04:19 #
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phi108
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I like those screenshots. Keep going!

For a title: The Misplaced Set of Doom Maps

Old Post 04-18-10 05:32 #
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omegamer
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phi108 said:
I like those screenshots. Keep going!

For a title: The Misplaced Set of Doom Maps


Cool Name!!!
Changed topic Name txh

Old Post 04-18-10 13:09 #
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40oz
And who knows, maybe I'm wrong. But that's extremely unlikely because I'm always right.


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I would avoid using textures that weren't included in the Doom Shareware if you are doing an E1 replacement. You should download DOOM1.WAD to see what's available in it. I know for a fact those skin texture weren't in it. Also that dark gray rocky floor wasn't in it either.

Old Post 04-18-10 18:00 #
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Jodwin
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omegamer said:
I played with some texture offsets and sector heights of shot5.
Look at this:

http://img196.imageshack.us/img196/...04172107352.png

Is that a lil bit better?


Learn what unpegging lower and upper textures does. That'll make aligning textures vertically so much easier.

Old Post 04-18-10 22:31 #
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D_GARG
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shit, episode1 is really popular to replace (im doing so myself too as well as ... uuh, many)

I wanna try it out when u have a full version ready :)

Old Post 04-19-10 10:31 #
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omegamer
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Here are two

newhttp://img202.imageshack.us/i/skulltag201004191618590.png/ shots:
http://img339.imageshack.us/i/skull...4191618515.png/

Updated shot of an earlier area:

http://img707.imageshack.us/i/skull...4191619055.png/

Old Post 04-19-10 15:28 #
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omegamer
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anyone interested anymore?
Begin working on map2.

Old Post 04-20-10 17:42 #
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D_GARG
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omegamer said:
anyone interested anymore?
Begin working on map2.



there is still intrest.

just need maps to test :)

Old Post 04-20-10 17:54 #
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omegamer
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I will give you map1 to Test.
The Problem at this Time is that my Computer is freezing After all 5 min.
When i solved that Problem its an Honor for me to give it to you.

Old Post 04-20-10 17:56 #
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Aldaraia
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omegamer said:
I will give you map1 to Test.
The Problem at this Time is that my Computer is freezing After all 5 min.
When i solved that Problem its an Honor for me to give it to you.



Restart your computer?

Old Post 04-21-10 22:14 #
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Torn
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To be honest, this (these) map(s) remind me more of episode 2 because of the rocky parts and the hell elementals. But good luck with your project. :)

Old Post 04-22-10 10:44 #
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omegamer
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Aldaraia said:


Restart your computer?



doesnt Works.
Its à fatal Problem .
Sorry gor Bad iPhone eriting again.

Old Post 04-22-10 12:36 #
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Hellbent
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omegamer said:
Hey guys,
I´m working on a stock episode 1 replacement for Doom1.
Some screens of unfinished map1:

http://img687.imageshack.us/i/skull...4171955542.png/
http://img691.imageshack.us/i/skull...4171955487.png/
http://img718.imageshack.us/i/skull...4171955402.png/
http://img340.imageshack.us/i/skull...4171955286.png/
http://img695.imageshack.us/i/skull...4171955239.png/



I need feedback from you to make the level better.
If you like it I can make the full episode!

The episode trys to give you the feeling of the original Doom1 episode
"Knee-Deep" in the Dead.



screen 1 needs more interesting. Prolly a computer panel or another texture other than the blue and the startan.

screen 2 is cool. The upper texture needs to be unpugged where the walkway ends.

screen 4 is pretty cool.

screen 5: the windows need their upper textures unpegged. The flesh textures violate the rules of episode 1.

Keep up the good work! Looks promising.

Old Post 04-22-10 23:41 #
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Epyo
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Looks pretty cool. Make sure you vary the lighting levels though. I think the most interesting thing about doom levels is the lighting. Make some rooms darker with bright lights, or maybe the rooms with slime brighter from the glow.

Old Post 04-23-10 04:06 #
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40oz
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Epyo said:
Looks pretty cool. Make sure you vary the lighting levels though. I think the most interesting thing about doom levels is the lighting. Make some rooms darker with bright lights, or maybe the rooms with slime brighter from the glow.


Very true. Every screenshot appears to be in 255 lighting.

Old Post 04-23-10 04:14 #
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omegamer
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Map1 to test: http://www.megaupload.com/?d=PKM0Q8JU

(It could be that the link isnt working the first minutes!!!)

The exit-room is 1-minute improvement.

Please tell if you like it.
I will make more.

Old Post 04-23-10 15:13 #
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