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TheMionicDonut
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Doomkid92 said:

You're fairly new to mapping? These look pretty cool man, definitely above what I used to make in my newbie days. The only thing I would suggest, is replacing the zombiemen on sticks with corpses, or maybe sticking them in the wall so they won't obstruct the path. I personally find things like this to be strategical in a map, but I believe most deathmatchers will complain about them.



In addition to that, avoid doors in deathmatch. They also just get in the way. Nice work otherwise.

Old Post 03-23-13 17:48 #
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Enzo03
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I figured that doors, for the most part, will only slow down gameplay, which is why I'm avoiding actual doors in most parts of my maps. Where doors would be appropriate, I put in fake "doors" that are permanently open; in reality, it's just a door-shaped sector with a lowered ceiling to look like an open door. Exits, however, are always behind slow-opening doors.

I've actually been working on a second map since I've gotten to a point where I'm mostly satisfied with the first; it needs a good playtest and some work with weapon balance. However, I have both levels in the same WAD... should I do one WAD per level instead?

Actually, I don't know how to split em. :)

Old Post 03-24-13 06:30 #
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Doomkid
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Enzo03 said:
Where doors would be appropriate, I put in fake "doors" that are permanently open; in reality, it's just a door-shaped sector with a lowered ceiling to look like an open door. Exits, however, are always behind slow-opening doors.


This is a really good idea, I've done this in a few of my maps. I feel that doors can occasionally be welcomed, but only if they're placed strategically rather than being a hinderance (map02 of Dwango5 is an example of a map I really like that has doors.)

Sending them both to me in one single WAD is just fine, to get everyone's maps in there I'm going to have to do a lot of fusing of files anyway, so this will probably take out a few seconds of work for me :P

Old Post 03-24-13 07:31 #
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TheMionicDonut
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http://i.imgur.com/n039P1N.png

A little something something to whet your whistle.

Old Post 03-24-13 09:56 #
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Doomkid
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Looking nice so far MionicDonut, glad to see your work. At the moment there are 16 maps in the pack, with more on the way, and there's a really nice mix of things here. A few of them aren't fully ZD/Odamex compatable yet, but everything still runs, there are just a few texture issues and they will be totally fixed.

In the next few days, i'll be sending the 'very early' beta to all of the contributrs, so we can help eachother with ideas and critiques, to make them all as good as they can be.

Everyone keep it up, the progress here is awesome.

Old Post 03-25-13 06:34 #
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Omegalore
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Having a bit of trouble with Filezilla. Disconnects me after 240 seconds.
http://www.2shared.com/file/xi1hA-cM/Comfield.html?

Old Post 03-25-13 11:12 #
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Doomkid
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Cool map Omega, this one is sprawling, and seems like the big brother of shockwave1993attack's map, which takes on a similar base style. Nice sparing use of custom textures and Zdoom features, too. Do you want a custom MIDI, or just something with a similar vibe to d_runnin?

Old Post 03-25-13 11:45 #
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Omegalore
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Doomkid92 said:
Cool map Omega, this one is sprawling, and seems like the big brother of shockwave1993attack's map, which takes on a similar base style. Nice sparing use of custom textures and Zdoom features, too. Do you want a custom MIDI, or just something with a similar vibe to d_runnin?
Hmm. Will get to that. Won't take long. Have a couple of midis.

Old Post 03-25-13 11:53 #
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Omegalore
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Did more customizing. The weapon sprites I left the same. I know how to replace but decided to leave them. Also some of the sounds may a little loud.

http://www.2shared.com/file/f-B-dKqa/Comfield.html?

Old Post 03-25-13 12:27 #
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Flamen0d
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done with the basic layout of my map. and it has (most likely) crappy starting locations and item placements. http://www.mediafire.com/download.php?u8v1021glav7ytc . Thanks for any advise that helps make the map better.

Old Post 03-25-13 14:29 #
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mrthejoshmon
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Donating a quick DM map I made, has a hell theme, enough weapons around for frantic combat:
http://www.mediafire.com/?gw2ptgo26qxx52l

Old Post 03-25-13 17:23 #
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Doomkid
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Omegalore said:
Did more customizing. The weapon sprites I left the same. I know how to replace but decided to leave them. Also some of the sounds may a little loud.

Good updates, Thanks Omega.

Flamen0d said:
done with the basic layout of my map. and it has (most likely) crappy starting locations and item placements. http://www.mediafire.com/download.php?u8v1021glav7ytc . Thanks for any advise that helps make the map better.

Okay, all I would say is to remove the big table in the middle, and instead leave it as a more open area for combat. Also, an alternate exit from the stairs might be nice. You don't mind if this gets polished up a bit do you?

mrthejoshmon said:
Donating a quick DM map I made, has a hell theme, enough weapons around for frantic combat:
http://www.mediafire.com/?gw2ptgo26qxx52l


Thanks for the submission! This maps looks fun from just exploring around, and it's nice to get more hell maps in here. So far, there are 3.

Old Post 03-26-13 05:28 #
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Flamen0d
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Doomkid92 said:

Okay, all I would say is to remove the big table in the middle, and instead leave it as a more open area for combat. Also, an alternate exit from the stairs might be nice. You don't mind if this gets polished up a bit do you?


Fixed the table in the middle. added some benches that act as stairs, or would you rather me just take it out entirely (imo I think it's better with the table, but I still don't know crap about making wads let alone a dm)? I also don't mind if it gets polished, but just don't take away from the feel of the map. Oh yeah, forgot to mention something. I really need help with the item placement.

Old Post 03-26-13 07:30 #
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TheMionicDonut
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Oh, hey. Do you want exits incorporated in?

Old Post 03-26-13 07:58 #
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Doomkid
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TheMionicDonut said:
Oh, hey. Do you want exits incorporated in?

Yeah, I think every map should have an exit. I'm really glad you asked this, I'll tell everyone that when the beta is ready and I send it out.

Old Post 03-26-13 13:21 #
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Doomkid
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EDIT 3: I've sent the beta out to everyone. Post your responses here so we can all know what you think!

Last edited by Doomkid on 03-28-13 at 05:56

Old Post 03-28-13 03:53 #
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Omegalore
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Doomkid92 said:
EDIT 3: I've sent the beta out to everyone. Post your responses here so we can all know what you think!

Quite excellent at that! The exit on MAP01 is blocked somehow. Also, love the maps are some of the arenas of Mario Kart 64.

Old Post 03-28-13 07:36 #
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Flamen0d
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Yeah, I really like the music for the most part, and the maps look fun too. Though since the friend I play doom with is on vacation right now I can't really test the maps in a DM.

Old Post 03-29-13 05:40 #
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TheMionicDonut
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http://i.imgur.com/AR5c6x6.png

Layout is done. Gratuitous detail and item placement in progress.

Old Post 03-29-13 08:05 #
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durian
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So, against my better judgement I started playing with one of these old maps (retaining the structural alterations introduced by Doomkid92) - why the hell did I make these maps so bright!?

Screenshots of early progress:

Before
https://dl.dropbox.com/u/28198906/DW/DM1a.jpg

After
https://dl.dropbox.com/u/28198906/DW/DM1b.jpg


Before
https://dl.dropbox.com/u/28198906/DW/DM1c.jpg

After
https://dl.dropbox.com/u/28198906/DW/DM1d.jpg

Will update as things progress.

Old Post 03-29-13 09:30 #
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Doomkid
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Wow to both of you! Brilliant progress indeed, TMD's map looks very nice and durian's updates look slick too. Glad to see more screenies :)

Here's some reviews from others involved in the project about the beta that was sent out.

katZune's notes:

map01 is very good!, i like the music and textures combination, but i think the bfg is a bit easy to take 9.2/10

map02 is fine, the music i felt it good, has open areas and that is good for many players but i felt it have low details 8.2/10

map03 o.0, looks funny but if it get a lot of player the fun maybe will be only for the one is live, pretty good for 4-8 players 8.8/10

map04 no words. in a good way ofc

map05 i smell the "os times"... the map remember me an os mappack, i think it was a dwango idk, but the bfg spam is present 9.3/10

map06 is too complex!, and that is good the music is pretty good bro and i think is a good one 9.5/10

map07 nice that's all, seems the guy tooks it time... and it's good as well the music 9.5/10

map08 is too big and small at the same time... yes i mean has a lot of rooms but they are so small :(, but maybe with 6-10 players will be pretty fun 8/10

map09 hell live in us!, nah joke, but i like hell themed maps and it is pretty good for sure it is for 4-8 players 9.8/10

map10 nice one bro'! the map is good and the music is a epic remix of the d_runnin, but i don't know how to get the bfg :( but that's good imo =P 9.1/10

map11 the name is..., well i don't know but the map is good for 4-10 players, it is a good os map ;) 8.5/10

map12 ah another remake... and it is good, i think is a combination between map01 and e1m1? but is good themed 9/10

map13 i'm stuck, i respawn in a room i had to use noclip for this, anyway the gameplay is meh, but have good detail :P need have more connected rooms! 7.6/10

map14 wow, is too big! the music is good but i think is for 8-16 players 8.6/10

map15 bad if you are claustrophobic, is small but i'ts not bad... maybe add more sector or "gameplay" 7.9/10

i think i cant do a review of my own map

map17 is good but for lms, don't offend but i did't see weapons and is too for dm maybe a 16-32 but i think would be better for a tmls or lms 7.8/10 because if bad for dm but the map isn't so bad

map18 is not bad, but i feel it so poor :(, need details and a bit of gameplay 8/10

map19 i don't want stay in hell D:!, jokes but the map is good bro! need a bit of detail but the gameplay i think is good 4-8 but is good ofc 8.9/10

map20 NO WAY!, another remake? haha ofc is it in a good way very good but i think need more, i don't know but i think there is something that need 8.6/10

(I think I'm going to remove Entrymake 3 because I don't really like it anymore)

W1D3A55's notes:

MAP01 (DMR01): Overall very nice. I'd make it just a tad bigger (ie adding a few rooms). Oh and remove the player spawn at bfg. It's just a bad idea.
MAP02 (Entrymake): Pretty cool and playable layout. Like one_Two said, it's most likely going to be popular. The only fix i really see is the BFG lift (make the delay shorter, I could get there with SR50 with time to spare).
MAP03 (Rocket Jump): Not a bad concept. Maybe put at least one other weapon in there (like maybe a chaingun), as well as just a bit more texture variation.
MAP04 (Block Fort): Reminds me a bit of a Mario game I once played, not bad, but the BFG is WAAYY too easy to grab (I can get it without the switch via jumping).
MAP05 (Big Donut): Even easier to get the BFG than the previous map, but I like this map. Very spacious and playable. Slight bit more detail would be nice.
MAP06 (Opposing Forces): Again, not a bad map (would be nice for TDM), however I don't see any real way of getting the BFG (except for rocket jumping).
MAP07 (Generic UAC Base): HO MAH GAWD NICE (it's my map, so im not gonna give an opinion on it.
MAP08 (Trips and Tracks): Nice Doom II map remake. Fairly playable. Again, another easy BFG to grab. Also, id either make the center doors faster or just remove them altogether. It sorta interrupts the flow of the map.
MAP09 (Hellfighter): Fairly good. Feels like there's a hallway missing on the right side of the map, but I like it. I see no way of getting the BFG or exiting the map.
MAP10 (Weapon Research Facility): Very nice and big. Good flow, very playable, and a neat way of getting the BFG and plasma gun.
MAP11 (one_Two's Map):Basic but very playable. I'd add just a bit more detail, and weapon spots.
MAP12 (Entrymake 2): Not as good as the first one, but i sorta like the MAP01/E1M1 crossover. I'd trim down the size of the map, as it seems a bit too big. Nice way to get the BFG.
MAP13 (The Crematorium): All of my wat. Seriously, I, nor anybody really, could even play this as a duel map. WAAYY too small, linear, and tight. Please tell me this isn't the final map product.
MAP14 (Spaceport): I've got mixed feelings. The Detailing and some of the layout is nice, but it felt to close for comfort. Ceilings and room width in some spots felt way too short, and the BFG I could get by jumping as well. Overall, not bad, but needs some improvemnt.
MAP15 (The Algae Wall): Uhh....was this meant for DM? It looks like this was sorta made for Co-op, judging by the small amount of rooms there are, as well as the fact that I could run to both sides in 5 seconds with no issues. Needs to be a lot bigger.
MAP16 (Judgement): A map with a decent concept and nice layout. Fairly playable, and the BFG is a decent challenge to get. I'd make the floor where the BFG is moving so that you can't camp there with it all day. Oh and I'd make the lava have a bit more height than the water and blood (just some common sense and logic).
MAP17 (Comfield): To be honest, this is pretty bad. One area is way too fucking compact and close for comfort. The map is waayy to big for probably an FNF (and that's saying a lot), the texturing seems to be somewhat slapped there just because.... Overall, kinda unplayable. Needs tons of improvement.
MAP18 (Splatter House): Cool concept, but the level feels kinda bland with all the wood texturing. Id make the map a bit bigger with more rooms, and use some more detailing. Overall, pretty playable, just needs a bit of improvement.
MAP19 (You're In Hell): I like this a fair bit. Pretty playable, but it needs the line horizon in the lava pit area on the far side. Also in the lava pit, I'd make some islands you can jump to (just for more usage of space).
MAP20 (Entrymake 3): Possibly the worst Entrymake in here. You can't get the blue armor, the map feels okay at best, and the BFG is once again a somewhat easy grab. (doom_kid92 I know you made these probably, so I suggest maybe removing this one. Two remakes is enough.)


It's good to get detailed feedback like this, it really will make the mapset come together better in the end. Also remember that many of these maps are still far from completion, so there's plenty of "wiggle room" with the maps, so to speak.

Old Post 03-29-13 11:09 #
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durian
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One more before I stop for the day.

Before
https://dl.dropbox.com/u/28198906/DW/DM1e.jpg

After
https://dl.dropbox.com/u/28198906/DW/DM1f.jpg

Old Post 03-29-13 12:25 #
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TheMionicDonut
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http://www.speedyshare.com/4hBYf/NoFun.wad

Map Name: No Fun Zone!
Build Time: 20 hours over about two weeks.
midi: Some DDR song, I dont know.
Rules: NO FUN ALLOWED!

Will probably be doing more cosmetic stuff in the coming updates, but now would be a good time as ever to get some gameplay in, to ensure it is not completely broken.

updates for next update:
diff music - oh gosh ive made a huge mistake
fix one or two sticky decors. (you have to be actively trying to get stuck but still...)
Make BIGBRIK halls less boring.

Let me know what gameplay can be fixed.

On a testing related notes:
1. for the love of the alleged baby jesus, put player one starts in your map!
2. Who the heck signed off on the idea to put monsters in deathmatch maps? And more than half of them to boot!
3. Custom sounds (despite them being used on said monsters). Fine. Family guy sounds? oh lawdy...
4. This is gonna need some serious playtesting. There are certainly some gems in this already but there are some that clearly convey single player mappers first foray into DM...to speak nothing of the monster placement, the maps are very linear; DM maps need to have multiple routes in and out of each room.

More individual map related notes once I get the chance to play them more thoroughly.

Last edited by TheMionicDonut on 03-30-13 at 01:56

Old Post 03-30-13 00:02 #
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Omegalore
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Thsi is a first on Doomworld. How do I post my work?

Old Post 03-30-13 04:14 #
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schwerpunk
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I use Dropbox, personally. But there are a lot of options. I noticed that this one doesn't require an account, and is more than large enough for a .WAD file, but I'm no expert on these things.

Then just post the url hyperlink that the website you chose gives you in your message.

Old Post 03-30-13 04:43 #
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Omegalore
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https://www.dropbox.com/s/4pn4vku72...IVAL%200001.bmp
Idea was taken from FearDM.wad. A Skulltag Duel map.

Old Post 03-30-13 05:40 #
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Omegalore
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Here are others
https://www.dropbox.com/s/kctxewzj5...IVAL%200002.bmp
https://www.dropbox.com/s/pex28t81l...IVAL%200003.bmp

Running out of ideas for detailing.

Old Post 03-30-13 05:51 #
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Doomkid
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Really nice map TMD, This one feels different from the rest in a way, which is a good thing for the sake of freshness. The song is the end of the century by Captain Jack, I remember loving that song when I was going through the DDR phase. :p

One thing I'd suggest Omega, is to worry less about detail and more about making hallways nice and wide. Your maps looks just fine, but the opinions seems to be that your map (as well as shockwave1993attack's map) has too many less-than-128-wide hallways.

As long as your halls are wide enough to zoom through and weave about, they'll be nice. I look back at my Sabbat Martyr maps from ~07/08, and I put waaaay too many skinny hallways in them, and it totally ruined the feel of fast-paced FFA.

nub_hat has suggested we do a public testing/server run of this, and one_Two has already hosted a Zandronum testing server. As TMD said, there are some real gems in here, and every map present (in my opinion) has loads of potential.

Also.. I put monsters in a couple of my maps because it's a weird old tradition, and I'm dumb like that. I always put a random Demon or pesky chaingunner in there somewhere. They're fun to blow away quickly before the round starts, but i'll definitely remove them if that's what everyone wants.

As far a the gib sounds, they're randomized. Another result of blindly following old tradition, if everyone hates them I'll take em out, but I always laugh at those random splatter sounds :)

Old Post 03-30-13 06:55 #
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Pottus
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Looks like you guys have a fairly decent set of mappers! I have some high hopes for this from some of the work I'm seeing here.

Old Post 03-30-13 07:59 #
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Omegalore
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Added new room.
https://www.dropbox.com/s/y7bro2x0c...IVAL%200004.bmp

Done for the day.

Old Post 03-30-13 09:55 #
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