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pming
Junior Member


Posts: 112
Registered: 06-00


Hiya.

Well, I'm pretty much "done" with this wad I've been making for the last few days. It's nothing fancy, and primarily done for fun as a creative outlet.

So...I have a question. It's a map, sans monsters/weapons/ammo (re: all the actual "game-play" stuff, really). There are only 4 monsters I put in because of how I envisioned the area as I designed it. What I'm wondering about, is if anyone out there wants to fill it up with stuff, modify, mangle or otherwise manipulate it to finish it off? I'll upload it to the ftp or email it to whomever wants it.

I built it for GZDOOM in Hexen format...but I'm pretty sure it would be easily converted to anything else that uses "lights"; it's quite a dark little map, with almost all lighting being from "dynamic" lights.

Here are a few screen shots:

http://s20.postimage.org/i93btcjn1/Nascent_01.jpg

http://s20.postimage.org/up01n3cz1/Nascent_02.jpg

http://s20.postimage.org/6mj7s7wbx/Nascent_03.jpg

http://s20.postimage.org/3tq086vzh/Nascent_04.jpg

http://s20.postimage.org/4kiqdyyct/Nascent_05.jpg

http://s20.postimage.org/6qd18h1t9/Nascent_06.jpg

http://s20.postimage.org/xbkm15ai5/Nascent_07.jpg

http://s20.postimage.org/86tlnqb1p/Nascent_08.jpg

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Paul L. Ming, a.k.a., The_Hierarch on some other boards.

Old Post 02-17-13 09:52 #
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joe-ilya
Nescient Member


Posts: 2645
Registered: 10-12


Looks good , nothing much to say else.

Old Post 02-17-13 17:28 #
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zinkai
Mini-Member


Posts: 98
Registered: 05-09


How did u do the dynamic lights? Can u link me a tut?

Map looks good nice atmosphere

Old Post 02-18-13 11:43 #
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pming
Junior Member


Posts: 112
Registered: 06-00


Hiya.

I don't know of any tutorial...but I use GZDOOMBUILDER 1.14 (r1699) from the DRD Team (here is where you can find the latest...: http://svn.drdteam.org/doombuilder2-gzdb/ ). With it, making a GZDOOM level, obviously, you can simply add a "dynamic light" via the Things mode. It's at the very bottom. There are multiple choices for them...a regular "Light" (no animation), which is primarily what I use, but there's also "Light, Flicker", "Light, Flicker, Additive", "Light, Flicker, Subtractive", "Light, Pulse" (another fave), etc...etc. After placing it in your map, select it and at the top right (default I think) of GZDOOMBUILDER is a little 'color wheel' icon. Clicking that, with a light selected, brings up that lights properties. You set its color, it's range, and other parameters if it has it (re: a "pulse" light has an Upper and Lower range that it pulses between, as well as an Interval which determines how fast it 'pulses'...lower number is faster, higher is slower).

Anyway, that's about all there is too it, really. I quite enjoy the visual aspects of GZDOOMBUILDER with GZDOOM, combined with super simple ease of use makes it a joy to just dick around with various ideas and such. Thanks DRD Team! :D

Currently I just started a Hexen level. I'm going for a *heavy* 'fantasy setting' theme, with lots of unusual and bright colored lights. I have plans to create a new animated sprite or two for some other ideas I have...but I haven't ever made a Hexen sprite. Come to think of it, I don't think I've ever made any Doom-engine sprite. Odd.

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Old Post 02-18-13 15:51 #
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zinkai
Mini-Member


Posts: 98
Registered: 05-09


Gonna have a little mess around an see what's what. Cheers for the info

Old Post 02-20-13 16:27 #
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chubz
Blackfish changed my title again


Posts: 320
Registered: 07-04


Sometimes it amazes me just how much dynamic lighting lends to the atmosphere of a map. It looks wonderful and if I had the time to update it myself, I'd love to. Unfortunately I don't, but be sure to keep us updated in case someone steps up and offers to finish it.

Old Post 02-20-13 22:47 #
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zinkai
Mini-Member


Posts: 98
Registered: 05-09


cant seem to get it to work, i dl the latest version from the drd team unzipped the file strait over my doombuilder 2 directory. only got errors from the unzip and i am assuming that it have not installed properly. bah i hate computers

Old Post 02-22-13 17:23 #
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chubz
Blackfish changed my title again


Posts: 320
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zinkai said:
cant seem to get it to work, i dl the latest version from the drd team unzipped the file strait over my doombuilder 2 directory. only got errors from the unzip and i am assuming that it have not installed properly. bah i hate computers


It is actually completely separate from Doom Builder 2, so don't unzip it there. Just unzip it to a new folder/directory and run the "Builder" executable.

Old Post 02-22-13 20:50 #
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zinkai
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Posts: 98
Registered: 05-09


Bah noob mistake, thanks

Old Post 02-22-13 23:20 #
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zinkai
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Posts: 98
Registered: 05-09


ok got it working now, any way i can convert a doom 2 map into doom hexan format to work with gzdoombuider or am i gonna have to start from scratch?

Old Post 02-22-13 23:36 #
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zinkai
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Posts: 98
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nvm sorted it :)

Old Post 02-22-13 23:46 #
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pming
Junior Member


Posts: 112
Registered: 06-00


Hiya.

Not sure if this is how you did it, but what I have done is take a plain DOOM1/2 map, open it up in DB2, Select all Sectors, switch to Things, Select all Things, Ctrl-C to copy. Create a new map of the type I want (say, DOOM in Hexen format), and when the blank map opens, hit Ctrl-V to Paste. Works every time. :)

However, you can't go "backwards"; so making a DOOM in Hexen format and then trying the copy/paste trick to make a plain DOOM map will give you all sorts of errors.

Anyway, have fun mapping!

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Old Post 02-22-13 23:56 #
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zinkai
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Posts: 98
Registered: 05-09


Yeah that's how I done it, cheers for the info

Old Post 02-23-13 01:01 #
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zinkai
Mini-Member


Posts: 98
Registered: 05-09


another question, any way of finding out the radius of a light source without having to jump in game a see for your self? something like in the GTKraident for quake 3? if you dont know what i mean ill get a reference.

Old Post 02-23-13 08:50 #
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pming
Junior Member


Posts: 112
Registered: 06-00


Hiya.

Hmmm...I don't think so. There has been talk about it (and allowing 'left/right' movement of lights and other Things while in Visual mode (right now, it's only up/down).

I haven't done any actual checking, but from what I gather the 'radius' is the outside edge of the lights brightness. It's probably not a linear fall off, so there is still some guessing on the brightness farther and farther away from the centre. However, from what I can tell a radius of "64" means that at 65 'pixels' away from the lights centre you would have 0 light. At least it can give you a general idea before you have to go in an do the whole tweak --> check --> tweak --> check --> tweak --> check, etc.

GZDoom lights still have some fine tuning to do (re: they easily "bleed" through corners, walls, doors, etc), but the ability to visualy place and view them during map making is easily worth that little "quirk".

Now, if we could get a DoomBuilder that let us do that with the Doomsday engine....*drool* Yes, I think Doomsdays' engine is probably the most beautiful, or potentially beautiful, port so far...only Vavoom really has/had a chance.

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Paul L. Ming, a.k.a., The_Hierarch on some other boards.

Old Post 02-23-13 14:24 #
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