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Hellbent
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Foodles said:
Is it too late to start making maps for this project? I have an E2 map which I made recently which might be suitable for this project.


It is not too late. By all means, anyone can still contribute!


walter confalonieri said:


Same question here, for what engine is intended this project? Zdoom or chocolate doom? Thanks...



I should run on Vanilla. Given the project's guidelines, there is no reason it should not run on vanilla.

Old Post 10-18-10 18:20 #
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walter confalonieri
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ok, i'll see to pack up a e2 or e3m1 map...

whatever, how i can upload maps to this project? I send you a pm, a mail? Or i post directly here?

Old Post 10-18-10 19:36 #
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Hellbent
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walter confalonieri said:
ok, i'll see to pack up a e2 or e3m1 map...

whatever, how i can upload maps to this project? I send you a pm, a mail? Or i post directly here?

you can post a link to it here. or if you prefer, you can email it to me. thanks!

Old Post 10-18-10 20:39 #
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Lawstiker
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Hellbent said:


It is not too late. By all means, anyone can still contribute!




Good to hear, then I will attempt something for this.

Old Post 10-19-10 01:54 #
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Foodles
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Heres the link to a short E2 style map I made, it plays on e2m3,

http://www.mediafire.com/?qo2f1b43a7qa4es

Old Post 10-19-10 13:36 #
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_bruce_
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Foodles said:
Heres the link to a short E2 style map I made, it plays on e2m3,

http://www.mediafire.com/?qo2f1b43a7qa4es



Very cool.
STEP1 stuff is 'pegged and fruttis in game.

http://img18.imageshack.us/img18/719/27211932.th.jpg

Old Post 10-20-10 13:04 #
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walter confalonieri
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today a started a crazy e3m1 remake, is made in "pandemonium" style. Added also some other things i liked in episode 3.

http://img808.imageshack.us/img808/2318/w3m1map.png

Old Post 10-20-10 19:39 #
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Foodles
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_bruce_ said:

Very cool.


Changed the step texture to something different, never really been a fan of STEP1 anyway

I've decided that I dont like the outside STONE2 section and am going to change it

Old Post 10-20-10 19:52 #
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Hellbent
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Foodles said:
Heres the link to a short E2 style map I made, it plays on e2m3,

http://www.mediafire.com/?qo2f1b43a7qa4es



Very nice foodles! It definitely has echoes of E2M3 while being an original map. One of the reasons I suggested that maps be made with the idea of fitting between existing levels in a given episode is that I didn't really want remakes of existing levels, but rather levels that would conceivably fit somewhere in the episode so that it would be impossible for someone not very familiar with Doom to pick out the non-id level... one way of thinking about it is like adding another level to the original episode so that it is now 10 levels instead of a 9. So the idea was that you design the level to fit early in the episode, in the middle, or near the end; roughly speaking, rather than designing a level that replaces an existing level in the episode. I am open to reserve a caveat to this for remakes of first levels.

Some feedback/criticisms: (I realize the map isn't finished) Maybe some of the texturing/areas are a bit too uniform and could maybe be slightly more abstract. (maybe). Or perhaps some of the layout seems to be too much going from one room to another similar room (the map is a bit 'room heavy' vs. the sense that you are in a unique and changing environment and not just rooms). Lighting also could perhaps use some improvement. Improved light-type use might help give the map more mood. The level could also use some more decorations somehow.

I agree that the outside stone2 section didn't quite fit in its current form, but not sure that it needs to be scrapped altogether. Areas that I thought were especially good were where the stairs raise, the marble area where the second baron was and the connecting area via the window.

I do like the sladwall pillars at the end, but it's too obvious a remake of the pipewall pillars at the end of the original e2m3. Everyone knows there's a soul sphere in that secret and so I naturally half expected to find one in yours. So as much as this area was well implemented into your map, you might want to consider something more original here or alter your area to be less a homage to the original (the rest of the map already feels a bit homagey to the original and so this sort of, for my feeling, takes it a bit too far).

One of the reasons I suggested that maps be made with the idea of fitting between existing levels in a given episode is that I didn't really want remakes of existing levels, but rather levels that would conceivably fit somewhere in the episode so that it would be impossible for someone not very familiar with Doom to pick out the non-id level... one way of thinking about it is like adding another level to the original episode so that it is now 10 levels instead of 9. So the idea was that you design the level to fit early in the episode, in the middle, or near the end; roughly speaking, rather than designing a level that replaces an existing level in the episode. I am open to reserve a caveat to this for remakes of first levels. Obviously first levels, secret levels and final levels would have to replace the originals, rather than fitting somewhere between them in the episode.


Don't get me wrong, I think the level is very good. These are just some of my own observations on how you might be able to make the level even better. Obviously it's easier said than done: this is better than anything I could produce.

Old Post 10-21-10 05:02 #
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Foodles
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I understand that this level seems largely to be a remake of E2M3 because almost all of the inspiration for this level was drawn from e2m3 as I have no other sources to take ideas from. Does anyone know any good, classic E2 style wads?

I would recommend this wad as a good example but its only 2 maps
http://www.doomworld.com/idgames/index.php?id=11784

Old Post 10-21-10 20:58 #
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Mista_T
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Pencil me in for a mapping position - I'm a little busy at the moment with real life shit, but you have my interest.

Old Post 10-21-10 21:53 #
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walter confalonieri
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i've already posted on the doom pictures thread, but it leave it here:


http://img521.imageshack.us/img521/6983/wa3m13.th.png http://img836.imageshack.us/img836/77/wa3m1.th.png

http://img6.imageshack.us/img6/3422/wa3m11.th.png http://img808.imageshack.us/img808/3731/wa3m12.th.png

Old Post 10-21-10 23:03 #
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Hellbent
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Great Mista T! Look forward to your contributions, even if they won't be for awhile.

Confalonieri: excellent! I really like those shots. Very nice. I might say that the third screenie might a bit large area for doom... but hard to say without playing it.


Foodles said:
I understand that this level seems largely to be a remake of E2M3 because almost all of the inspiration for this level was drawn from e2m3 as I have no other sources to take ideas from. Does anyone know any good, classic E2 style wads?

I would recommend this wad as a good example but its only 2 maps
http://www.doomworld.com/idgames/index.php?id=11784

I can't think of any off hand, but instead of focusing on one map, you could draw inspiration from several maps, and then try to do something original form those maps. I liked your map--I thought it was very solid. No reason to be discouraged. Sometimes trial and error is necessary to get the desired end result.

Old Post 10-22-10 04:24 #
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walter confalonieri
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http://www.mediafire.com/?kstmhbvp70qupec

i know it needs a lot more of work here, but is done following the original ID way.

Fully works on vanilla doom.exe (unluckily, my computer doesn't work fairly good recently T_T)

Old Post 10-22-10 22:10 #
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Hellbent
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I like it walter. I haven't had enough time to play it all the way through properly, but I really liked it. It felt very true to the feel of e3m1, while being quite different. I'm sure I'll have some nitpicks of it at some point, but I don't have much time of late.

Old Post 10-25-10 22:50 #
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walter confalonieri
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Thank you!

Old Post 10-25-10 22:57 #
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_bruce_
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walter confalonieri said:
http://www.mediafire.com/?kstmhbvp70qupec

i know it needs a lot more of work here, but is done following the original ID way.

Fully works on vanilla doom.exe (unluckily, my computer doesn't work fairly good recently T_T)



Cool map!

Old Post 10-26-10 14:54 #
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Hellbent
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Hi everyone. I just want to post to say the project is running very smoothly right now. People are making excellent contributions and many of the maps are looking to be oh-so-very-doomy. The preliminary results are as good as I could have hoped for. I am getting really excited about this project! The maps that have been submitted so far show that people really have the vision and enthusiasm I was hoping they would for this project to really pull it off, even though it is a tall order!

While it is important to let everyone know that they are doing a great job, I am, admittedly, a perfectionist and someone with very high standards. In the next few days I hope to articulate some constructive criticisms to help everyone make their maps as id-erific as possible! In the meantime, keep up the excellent work!

Also, as some of you have been doing, it's probably a good idea to PM me whatever work you want to show me, rather than posting it directly in the thread. This will ensure your excellent work won't be leaked too early and will generate exclusivity for the project, which it duly deserves. Also, in light of people taking the project seriously and clearly working hard on it, I am extending the due date for 'rough drafts' of your maps. Many people have expressed concerns over having enough time to work on their maps--people have busy schedules--I want to make sure everyone has all the time they need to produce their best work possible!

Thanks again for all the great stuff so far!

If you have any questions or concerns--any thing at all--please don't hesitate to contact me or post in this thread! Posting in the thread for most things is best as other people might have similar questions or concerns as you.

all the best,
Hellbent

Old Post 10-31-10 16:37 #
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Cyanosis
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Now THIS is the kind of thing I like seeing more of. Not even so much that it's oldschool, but they're id quality maps. The kind you can jump into and with that great flow and re-playability factor. Awesome stuff.

Old Post 10-31-10 17:02 #
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Hellbent
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Some more general tips to get closer to id style:

  • Don't think in rooms. Think in abstract areas by looking at id levels to see how 'rooms' are unique areas connected in non-repetitive ways: area transition pics

Last edited by Hellbent on 10-31-10 at 17:53

Old Post 10-31-10 17:43 #
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st.alfonzo
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It's coming along slowly, yes, but that's pretty much the most I can say at this stage. 'Nout more, 'nout less. I'm hoping to have it all done, dusted and ready for criticism by the end of the week. Possibly by Friday if I'm feeling at all productive. Here's a wireframe pic. Hope it's idy enough for you! It's about 40% done at this stage:

http://img218.imageshack.us/img218/4865/progressoj.png

In-game screenies later. Are we handing out names for these levels?

[edit]: Also, I've noticed something quite interesting about id's maps. Particularly when observing some of e2's levels, the map layout seems to be squashed into a rough square shape, such that even segregated rooms (such as those that you have to teleport to) are kept within the square layout. A good example of this can be seen with e2m4, where both the starting and ending rooms/areas are located almost right next to other parts of the map. I'm not sure if this is due to overcoming limitations or because the ambient sound from monsters permeates the area, but it's something to take note of when creating such rooms.

Last edited by st.alfonzo on 10-31-10 at 18:21

Old Post 10-31-10 18:14 #
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Hellbent
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st.alfonzo said:
It's coming along slowly, yes, but that's pretty much the most I can say at this stage. 'Nout more, 'nout less. I'm hoping to have it all done, dusted and ready for critisism by the end of the week. Possibly by Friday if I'm feeling at all productive. Here's a wireframe pic. Hope it's idy enough for you! It's about 40% done at this stage:

http://img218.imageshack.us/img218/4865/progressoj.png

In-game screenies later. Are we handing out names for these levels?

That looks really interesting st. Alfonzo. I hadn't thought about level names. Of course that makes perfect sense; since the map isn't meant to be replacing a mapslot in the episode, but adding to it. So by all means, name it if you like!

Old Post 10-31-10 18:16 #
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I'd like to participate and do something E3M3-ish.

Old Post 10-31-10 19:01 #
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Hellbent
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Vaporizer said:
I'd like to participate and do something E3M3-ish.
Thanks Vaporizer! I have added you to the mappers list.

Some more thoughts on the abstract quality of doom maps. If you can immediately tell what it is that you have done architecturally or texturally, then you may want to consider re-doing the area to be more abstract. I think abstract can roughly be defined as not easily recognized as something. So the goal should be to have in the viewer say "what is it?" rather than immediately be able to tell what it is. This applies more, perhaps, to e2, and e3 than e1.

Old Post 10-31-10 19:59 #
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Dragonsbrethren
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st.alfonzo said:
[edit]: Also, I've noticed something quite interesting about id's maps. Particularly when observing some of e2's levels, the map layout seems to be squashed into a rough square shape, such that even segregated rooms (such as those that you have to teleport to) are kept within the square layout. A good example of this can be seen with e2m4, where both the starting and ending rooms/areas are located almost right next to other parts of the map. I'm not sure if this is due to overcoming limitations or because the ambient sound from monsters permeates the area, but it's something to take note of when creating such rooms.

http://www.doomworld.com/vb/showthr...1817#post741817

(Curse my memory. I can't remember the names of people I used to hang out with every day a few years ago, but I can remember a random two year old Doomworld post based on the word "trapezoid.")

Old Post 11-01-10 13:03 #
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walter confalonieri
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i send a pm of a fixed pm of e3m1 to hellbent, also i have a half idea about e3m2...

Old Post 11-01-10 17:15 #
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dannebubinga
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Is it to late to contribute to this project?

Old Post 11-01-10 18:26 #
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Hellbent
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dannebubinga said:
Is it to late to contribute to this project?
nope! Just read over the thread to get an idea of what the project is about, although I realize there is a lot of info to sift through. I'm working on consolidating it into a more assimalable size.


walter confalonieri said:
i send a pm of a fixed pm of e3m1 to hellbent, also i have a half idea about e3m2...
Thanks. Btw, I love the exit area of your map.

Last edited by Hellbent on 11-01-10 at 20:10

Old Post 11-01-10 20:03 #
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I'm kinda working on an E2M1 map. It's hard to get something in that style without being vaguely plagiaristic.

Old Post 11-03-10 01:39 #
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Hellbent
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Mista_T said:
I'm kinda working on an E2M1 map. It's hard to get something in that style without being vaguely plagiaristic.
well, remember, the idea of the project is to make a map that could foreseeably fit between two maps, rather than trying to make a replacement map. But I think that is a great map to draw inspiration from. I'm sure you can find creative ways of evoking the mood without copying the structures and areas of the level.

Old Post 11-03-10 03:08 #
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