Mancubus
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Danne's E1 is on /idgames
Pages (2): [1] 2 »  
Author
All times are GMT. The time now is 14:51. Post New Thread    Post A Reply
dannebubinga
Forum Regular


Posts: 897
Registered: 04-10


I posted 3 maps in this thread in 2010 and kind of promised to make a full E1 replacement. And now it's time! But don't expect anything spectacular...

WH-Wilou and Phml was kind enough to test it out for me so I could finally post a link to the wad here without any crucial mapping flaws.

Some info:

Started working on this in 2009 and made the last map (e1m9) last week. So there is a super big difference in detail and design from the early maps to the later ones, which could be cool. It shows how I have evolved from noob E1 rip-off to detail nerdy slaughter mapper (I've left out the slaughter here though).

It's vanilla compatible. So use any port you want.

Skill levels implemented but not so thouroughly playtested as UV.

Coop starts but no testing done, nor additional stuff for coop.

Here's the final version:/idgames

The same old screenshots apply:

http://i56.tinypic.com/119r09g.png
http://i52.tinypic.com/z2zv4.png
http://i51.tinypic.com/2cm5a9.png
http://i52.tinypic.com/2ymblu0.png
http://i52.tinypic.com/33eswzo.png
http://i56.tinypic.com/2zywjed.png

Last edited by dannebubinga on 03-22-13 at 17:16

Old Post 09-11-10 10:46 #
dannebubinga is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
omegamer
Member


Posts: 330
Registered: 02-10


I took a short look.
Looks strange sometimes, but all in all very good work dude.

Old Post 09-11-10 13:04 #
omegamer is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
bgraybr
Member


Posts: 398
Registered: 05-10


You should probably post some screenshots, and try to keep your project to one thread.

I played through it in prboom, it had a few meh spots (like the starting room)- but overall it was nice looking. It does have a lot of bugs though, and towards the end it broke completely. Are you sue you're not using anything zdoom specific?

You should also remove the chainguns, its completely unnecessary to have two chainguns in the starting area. You have some cool secret areas in the map where you could place one- it would make it a little more difficult.

Old Post 09-12-10 00:01 #
bgraybr is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Twinzen
Mini-Member


Posts: 90
Registered: 09-09


I thought the map was pretty excellent, I also made a demo for you to show how it could look for a first time playthrough by someone else. (Technically my second try since I died early on the first time in the little tunnel with the shotgun guys ambush)

ZDoom demo: http://www.mediafire.com/?bcde065uo66d264

Old Post 09-12-10 00:29 #
Twinzen is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Kyka
Loser


Posts: 1861
Registered: 06-08


That was a really good map. I used ZDoom, and nothing broke for me, tho this doesn't mean all that much.

Only a couple of minor things that I noticed, texture alignments, but I ain't gonna mention them coz even they added to the classic feel of the level. There is probably a few too many 'poison' signs in the area in the third screenie below.

I agree with bgraybr and the chaingun suggestion, though this will possibly mean modifying the demon traps at the start of the level.

More!


Also, screenies.


http://img704.imageshack.us/img704/6450/screenshotdoom201009121.png
http://img716.imageshack.us/img716/6450/screenshotdoom201009121.png
http://img638.imageshack.us/img638/6450/screenshotdoom201009121.png
http://img210.imageshack.us/img210/6450/screenshotdoom201009121.png
http://img69.imageshack.us/img69/6450/screenshotdoom201009121.png
http://img834.imageshack.us/img834/6450/screenshotdoom201009121.png
http://img225.imageshack.us/img225/6450/screenshotdoom201009121.png
http://img715.imageshack.us/img715/6450/screenshotdoom201009121.png

Last edited by Kyka on 09-12-10 at 09:53

Old Post 09-12-10 09:27 #
Kyka is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
dannebubinga
Forum Regular


Posts: 897
Registered: 04-10



bgraybr said:
You should probably post some screenshots, and try to keep your project to one thread.

I played through it in prboom, it had a few meh spots (like the starting room)- but overall it was nice looking. It does have a lot of bugs though, and towards the end it broke completely. Are you sue you're not using anything zdoom specific?

You should also remove the chainguns, its completely unnecessary to have two chainguns in the starting area. You have some cool secret areas in the map where you could place one- it would make it a little more difficult.



How did it broke?

One thing that I have noticed is that when I use chocodoom or chocorenderlimits my game crashes when I step outside (to a sky texture). I have added the sky2 texture from TNT to my wad. But in the version I uploaded I didn't use the TNT sky2 texture, nor custom music. When I use the original sky texture everything works fine. But when I use tnt's sky the game crashes in choco.

Old Post 09-12-10 20:27 #
dannebubinga is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Flesh420
Member


Posts: 309
Registered: 08-05


Good job sir!

Old Post 09-13-10 01:17 #
Flesh420 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Marnetmar
Forum Staple


Posts: 2853
Registered: 09-10


I think this is a great map. It's difficult, it's aesthetically pleasing, etc.

My only real complaints (Keep in mind I've only played this WAD about twice) are that:

1. Nukage area has way too many poison signs.
2. The door to the blue key room could use a different texture. I don't know about anyone else's opinion, but it just doesn't look right IMO.

Other than that, I'm impressed.

Old Post 09-13-10 01:57 #
Marnetmar is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
dannebubinga
Forum Regular


Posts: 897
Registered: 04-10


Thank you so much for the kind words! It really helps me to continue mapping.

I still need help with mapping and testing. I want to make this a 9 map replacement. But it will take years for me to make this alone hehe. Please PM me if you want to contribute in any way.

Old Post 09-13-10 17:07 #
dannebubinga is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
walter confalonieri
Senior Member


Posts: 2147
Registered: 07-09


awesome stuff, fully works on prboom, i liked it.

Old Post 09-14-10 01:54 #
walter confalonieri is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
dannebubinga
Forum Regular


Posts: 897
Registered: 04-10


If you want to playtest, just PM me. I rather have someone test the episode now even if it's not 100% finished rather than spending for ever to fix all the crappy parts later.

http://i51.tinypic.com/2ir6m1s.png
http://i55.tinypic.com/2r7n0ww.png
http://i55.tinypic.com/23qyr8p.png
http://i53.tinypic.com/razt5i.png
http://i51.tinypic.com/24cwmdv.png

Old Post 10-21-10 22:55 #
dannebubinga is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Cell
Senior Member


Posts: 2452
Registered: 08-10


Stuning! Looks even more great than I've expected!

Old Post 10-22-10 20:31 #
Cell is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
dannebubinga
Forum Regular


Posts: 897
Registered: 04-10



Cell said:
Stuning! Looks even more great than I've expected!


Thank you very much!

I just realized I've spent several days working on a map that totally goes beyond 256 SEG and HOM's in chocodoom. I'm pretty pissed of at myself atm for not testing my maps in chocorender limits regularly.

Old Post 10-22-10 22:19 #
dannebubinga is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
dannebubinga
Forum Regular


Posts: 897
Registered: 04-10


Check the OP for info about the project.

Old Post 03-16-13 11:45 #
dannebubinga is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Cell
Senior Member


Posts: 2452
Registered: 08-10



dannebubinga said:
Check the OP for info about the project.

The what?

Anyways, forgot to mention that this E1 contains alot of E2 textures. Not really a problem, just mentioned.

Old Post 03-16-13 12:43 #
Cell is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
dannebubinga
Forum Regular


Posts: 897
Registered: 04-10


The original post.

I never intended to copy romero's E1 style so the E2 textures is no problem what so ever.

Old Post 03-16-13 12:49 #
dannebubinga is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Ribbiks
Senior Member


Posts: 1318
Registered: 02-11


have an hour on your hands?

like watching terrible demos?

If you answered yes to both of these questions, this fda may be exactly what you're looking for!


So yeah, played e1m1-e1m8 without deaths. to make it a true e1 experience I played keyboard only (I was also too lazy to get out of bed and play at a desk, btw I'm a terrible keyboarder). Maps were pretty fun. I noticed a distinct stylistic difference starting at e1m7, all of a sudden the maps turned clean and more organized, less wonky id-style hallways and such.

m6-m8 felt the strongest to me, but that's probably because that's when you decided to ratchet the difficulty up a bit :)

Old Post 03-16-13 13:21 #
Ribbiks is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Memfis
Forum Spammer


Posts: 5801
Registered: 04-07


Oh sorry, I was supposed to make e1m9 for this but that didn't go anywhere. E1 isn't really my style. All I have is two unfinished attempts that show that I at least tried...

Old Post 03-16-13 13:53 #
Memfis is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
mouldy
Senior Member


Posts: 1654
Registered: 02-12


Cool, not a bad set of maps. Maybe a bit linear in places in comparison to original doom e1 but entertaining nonetheless.

Here's a bunch of demos
http://www.mediafire.com/?olayny46hjzc68c
all FDAs apart from e1m9 which killed me a few times (was having too much fun with the chainsaw)

Didn't notice any bugs playing on prboom+

Old Post 03-16-13 15:37 #
mouldy is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
DeathevokatioN
Forum Staple


Posts: 2584
Registered: 03-10


Fucking awesome, I'm definitely going to download this and play it hopefully soon (after I finish my Warlords 3 playthrough), because your one of my favorite mappers. :)

Old Post 03-16-13 15:41 #
DeathevokatioN is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
dannebubinga
Forum Regular


Posts: 897
Registered: 04-10


Thanks for the FDA's. I spotted some stuff I need to take care of!

Memfis: No worries! I started to wonder why you never got back to me like... 2 months after we first spoke, but I figured you just changed your mind so I did it myself heh ;)

Death: Hah! Don't expect any spectacular stuff from these maps. :P Thanks anyway!

Old Post 03-16-13 17:00 #
dannebubinga is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
j4rio
Forum Staple


Posts: 2655
Registered: 07-10


Neato. ;)

Now you can proceed onto danne's megawad.

Old Post 03-16-13 17:05 #
j4rio is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
darkreaver
Senior Member


Posts: 1938
Registered: 05-08



j4rio said:
danne's megawad.


(y)

Old Post 03-16-13 19:27 #
darkreaver is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
schwerpunk
Senior Member


Posts: 2067
Registered: 05-12


Screenshots look great. I will never get tired of E1 remakes.

Old Post 03-16-13 20:09 #
schwerpunk is offline Profile || Blog || PM || Search || Add Buddy IP || Edit || Quote
Cell
Senior Member


Posts: 2452
Registered: 08-10



dannebubinga said:
I never intended to copy romero's E1 style so the E2 textures is no problem what so ever.

Being a "naturalist" E1 mapper doesn't mean to copy Romero's style. Someday I'll introduce you Doomep47's E1M7, which has no FLAT8, FLAT9, FLOOR0_2, COMPOHSO, METAL* or anything else, but still huge and is able to play and walk around.

Anyways, finished with it. Sometimes the E2 nitpicks were rather constructive (the E1M4 RL secret was just fantastic), and the ideas were cool and original. However, the aesthetics all over needs a decision, because the mapset has stuck between plainness and over-aesthetism, with having both of them at the same time, thus rendering some more meticulous players mindblown. Indeed, progressing ahead shows the progression of your mapping skills aswell, but in quite an "arrogant" way. And the real eye-piercing problem is that most doors that are set up diagonally (anything else than orthogonal, to be more precise) are not given a separate ceiling distinguishing them from the surrounding ones, giving me an immediate and intense inducement of vomiting. If FLAT20 doesn't fit your taste in case of cutting the 8x8 tiles of it, try FLAT23, that suits better.

Old Post 03-16-13 20:44 #
Cell is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit || Quote
Glaice
formerly Mr. Chris


Posts: 4928
Registered: 07-02


Looks good by the screens. I'll do some recording and post one or two along with the playlist when it's done.

__________________
Glaice's uploads - Link
BVV - Doom stuff, reviews, etc
Tumblr

Old Post 03-16-13 21:36 #
Glaice is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
dannebubinga
Forum Regular


Posts: 897
Registered: 04-10


Cell: I have never, ever claimed to be a naturalist E1 mapper :P It sounds like something I would despise.

I think I get what you're saying, but I don't feel any need to change anything when it comes to design or layout. It shows my progression and that's that. I'll consider changing the ceiling flats on the doors though.


j4rio said:
danne's megawad.


It took me 10 months to make 7 maps for cs2. You do the math :/

Old Post 03-18-13 09:12 #
dannebubinga is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
Jimi
Senior Member


Posts: 1527
Registered: 06-04


I think the shotgunners were a bit too much at the m9 end. It was fun sawing the demons and imps, but then ehh..

Well, here's my demo: http://koti.mbnet.fi/jeejeeje/doom/..._at_m9_jimi.lmp

Old Post 03-18-13 12:11 #
Jimi is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit || Quote
gggmork
If you can make any sense of this post, congratulations


Posts: 2828
Registered: 06-07


Me no have doom 1.

Old Post 03-18-13 14:24 #
gggmork is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
Kontra Kommando
Let's attack aggressively


Posts: 1509
Registered: 02-13


From what I see in the pics, it looks like a cool map, good job man. I'm currently working on my first episode too, it replaces episode 3.

Old Post 03-18-13 14:52 #
Kontra Kommando is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 14:51. Post New Thread    Post A Reply
Pages (2): [1] 2 »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Danne's E1 is on /idgames

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.