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Flamen0d
Green Marine


Posts: 38
Registered: 02-13


http://www.mediafire.com/download.php?t2xovv8by0sy5i5. Updated my map. added more rooms and hallways, and they don't all use boring wood textures now lol. And like I said in my previous posts I would definitely love to get help for item placement and detailing.

Old Post 03-30-13 11:35 #
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Doomkid92
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Posts: 516
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I'll definitely help you out with the things placement Flamen0d. :)

Good to see more progress Omega. Are you making some changes to Comfeild? I think it could help the map a lot for the thin hallways to become a lot wider, and maybe an alternate exit to the outdoors from the dead-end room. I'll post a pic soon of what I'm trying to explain :P

And thanks for the kind words, Pottus!

I've been re-vamping a few areas in my maps, screenies soon.

Old Post 03-31-13 02:52 #
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Enzo03
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Posts: 79
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Although my first map should be vanilla compatible, my second map, I've decided to make my second map require a limit-removing port not because of visplane overflows (though I'll stop caring about this), but too many drawsegs resulting in good ol' HOM in choco/vanilla.

Once I'm done with my second map, I'll submit both my first and second maps for testing and then start working on simpler maps instead of what I've been doing lately.

Old Post 03-31-13 05:06 #
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Omegalore
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https://www.dropbox.com/s/ju4pzevu0...0331_000443.png
https://www.dropbox.com/s/ukaub8531...0331_000536.png
https://www.dropbox.com/s/1o952posh...0331_000558.png

Also widened some hallways.

Old Post 03-31-13 08:08 #
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Omegalore
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https://www.dropbox.com/s/hx0bx4b9l...IVAL%200005.bmp
What the Map looks like so far.

Old Post 03-31-13 09:21 #
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joepallai
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Posts: 142
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This is a stupid question; how are you guys getting screen captures of your maps in editing? (I'm still new to Doombuilder and haven't found this feature).

At any rate the maps look good so far.

Old Post 03-31-13 15:19 #
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mrthejoshmon
Senior Member


Posts: 1048
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joepallai said:
how are you guys getting screen captures of your maps in editing? (I'm still new to Doombuilder and haven't found this feature)
Using the print screen button and then pasting the result in a picture editing software (MS paint), then saving the results is how I do it

Old Post 03-31-13 15:55 #
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joepallai
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Thanks mrthejoshmon

http://img6.imageshack.us/img6/1810/jpdm01.png

http://imageshack.us/a/img687/7987/jpdm01se.png
http://imageshack.us/a/img543/7752/jpdm01lookingsw.png
http://imageshack.us/a/img17/5710/jpdm01lookingnw.png
http://imageshack.us/a/img850/9451/jpdm01lookingne.png

Last edited by joepallai on 03-31-13 at 18:05

Old Post 03-31-13 16:55 #
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Doomkid92
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I got your email Joe, the map is really cool, very spacious with multi-level combat, a welcome addition to the pack :)

I'm setting a soft deadline for map layouts at May 1st. Everyone has worked really quickly to pull this together and we basically have a large DM pack as it is, it's just that some maps are still in need of texturing/overhauls/etc. But the progress is really impressive!

Old Post 04-01-13 15:06 #
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Enzo03
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Posts: 79
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Taste of what I'm cookin' up:
https://dl.dropbox.com/u/67334237/enzdm02.png

edit: MORE:
edit #2: mind the mumble overlay :<
map01:
https://dl.dropbox.com/u/67334237/d...0401_122821.png
https://dl.dropbox.com/u/67334237/d...0401_122828.png
https://dl.dropbox.com/u/67334237/d...0401_122856.png
https://dl.dropbox.com/u/67334237/d...0401_122921.png
https://dl.dropbox.com/u/67334237/d...0401_122931.png
https://dl.dropbox.com/u/67334237/d...0401_122958.png
https://dl.dropbox.com/u/67334237/d...0401_123011.png
https://dl.dropbox.com/u/67334237/d...0401_123027.png
https://dl.dropbox.com/u/67334237/d...0401_123036.png

map02:
https://dl.dropbox.com/u/67334237/d...0401_123201.png
https://dl.dropbox.com/u/67334237/d...0401_123222.png
https://dl.dropbox.com/u/67334237/d...0401_123346.png
https://dl.dropbox.com/u/67334237/d...0401_123405.png
https://dl.dropbox.com/u/67334237/d...0401_123416.png
https://dl.dropbox.com/u/67334237/d...0401_123503.png
https://dl.dropbox.com/u/67334237/d...0401_123454.png
https://dl.dropbox.com/u/67334237/d...0401_123513.png
https://dl.dropbox.com/u/67334237/d...0401_123535.png
https://dl.dropbox.com/u/67334237/d...0401_123548.png
https://dl.dropbox.com/u/67334237/d...0401_123643.png
https://dl.dropbox.com/u/67334237/d...0401_123701.png
https://dl.dropbox.com/u/67334237/d...0401_123651.png

Last edited by Enzo03 on 04-01-13 at 18:48

Old Post 04-01-13 18:23 #
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Doomkid92
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Lookin' good Enzo03, More maps I can't wait to playtest :)

nub_hat has also shown me an early sketch of his map.. I'm curious to see what he comes up with, but so far it's interesting!

Old Post 04-02-13 03:07 #
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Doomkid92
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Dusk has posted this screenshot over at the Zandronum forums:

https://dl.dropbox.com/u/66055976/Screenshots/Screenshot_Doom_20130402_180844.png

Shmexy!

Old Post 04-03-13 06:57 #
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durian
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Question: Is there an intended source port for this set? In my tweaking/updating I've been working with DOOM2 (limit removing) in mind, but it might be useful to use some BOOM line actions, but only if that's not outside the purview of the project.

Not had much time to work on this this week, but I just checked what I've done so far with the software renderer (only used GZDoom up til now) to make sure there aren't lighting issues.

https://dl.dropbox.com/u/28198906/DW/Screenshot_Doom_20130403_232253.jpg

Perhaps it's now a little too dark, although I guess it's good contrast these things - will continue to tinker.

Old Post 04-03-13 23:45 #
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TheMionicDonut
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Posts: 1072
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I used Boom lines in mine anyway. ALL the major multiplayer ports are more than boom compatible at this point.

If you want me to change this to make it fully (limit removing) vanilla, let me know. I will call you silly, but I will fix it.

Old Post 04-04-13 00:46 #
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Omegalore
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Posts: 67
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Updated:
http://www.2shared.com/file/aQhM6rkE/Comfield.html?

Old Post 04-04-13 00:56 #
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Doomkid92
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Basically, this thing needs to be able to run in Odamex and Zdaemon.

The only problem that's arisen so far is floor flats being used as wall textures - Most ports don't support that (Zandronum and GZDoom are the only 2) so a few people have had to retexture their whole maps. Other than that, all basic Zdoom functions should work in Oda and ZD too, slopes and deep water and such, just nothing too fancy. Odamex has a list of availible features which is linked in the very first post, for reference.

Eaisiest thing to do is just make it Boom compatable :) though all of my maps are pure vanilla. Looks good too durian, maybe a bit too dark, but still nice and sleek.

I'll check out the new Comfeild soon, Omega!

Old Post 04-04-13 04:16 #
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Omegalore
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Doomkid92 said:
Basically, this thing needs to be able to run in Odamex and Zdaemon.

The only problem that's arisen so far is floor flats being used as wall textures - Most ports don't support that (Zandronum and GZDoom are the only 2) so a few people have had to retexture their whole maps. Other than that, all basic Zdoom functions should work in Oda and ZD too, slopes and deep water and such, just nothing too fancy. Odamex has a list of availible features which is linked in the very first post, for reference.

Eaisiest thing to do is just make it Boom compatable :) though all of my maps are pure vanilla. Looks good too durian, maybe a bit too dark, but still nice and sleek.

I'll check out the new Comfeild soon, Omega!



No need to worry. Did test that on Zdaemon and Omadex. Fixed where I need to place textures.

Old Post 04-04-13 04:38 #
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joepallai
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the monsters is an optional thing, yes?

Old Post 04-04-13 05:21 #
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durian
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Posts: 415
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Doomkid92 said:
Basically, this thing needs to be able to run in Odamex and Zdaemon.
... Other than that, all basic Zdoom functions should work in Oda and ZD too, slopes and deep water and such, just nothing too fancy.


Cool. The only thing I wanted to implement were light level transfers, which I can use to brighten up the playing area, whilst keeping the grittier ambient light as it is - excellent!

Old Post 04-04-13 10:50 #
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Doomkid92
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joepallai said:
the monsters is an optional thing, yes?

Very optional :) I'm guessing all servers will run this with the "no monsters" flag anyway.

Old Post 04-04-13 13:27 #
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joepallai
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Cool, I should have this map ready in two weeks then.

Old Post 04-04-13 17:04 #
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Doomkid92
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Does anyone have any issues with the next beta being public? I want to get some thourough testing done, and one_Two has suggested this. Unless anyone takes issue with it, the next release will be freely downloadable :)

Old Post 04-05-13 02:57 #
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joepallai
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works for me; it's better to get feedback early

Old Post 04-05-13 03:15 #
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Flamen0d
Green Marine


Posts: 38
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Wait! I want to fix my item placement first. idk where ammo/health should be exactly.

Old Post 04-05-13 05:47 #
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Omegalore
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This will be the last room on this map.
https://www.dropbox.com/s/rnz9xy21t...0404_231621.png

Old Post 04-05-13 07:18 #
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durian
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Doomkid92 said:
Does anyone have any issues with the next beta being public? I want to get some thourough testing done, and one_Two has suggested this. Unless anyone takes issue with it, the next release will be freely downloadable :)

No problem with me, although when is that penciled in for? - I'm not able to move very quickly, what with work commitments etc.

Would it still be useful to have feedback on the maps in the last beta, or have things already moved on too much? I'll be able to take a proper look at it this weekend if so.

Old Post 04-05-13 11:14 #
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schwerpunk
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Omegalore said:
This will be the last room on this map.
https://www.dropbox.com/s/rnz9xy21t...0404_231621.png

Looks good Omegalore, but two critiques (pic): (A) I would replace the ceiling flat just above where the LITE3 'pillars' join up with the TLITE6_5 flat with CEIL6_1, that way you don't cut off the little red ceiling lites. CEIL6_1 blends perfectly with TLITE6_5, which is a real godsend.

(B) Secondly, the vertically repeating GRAYBIG texture on the side is a bit jarring. There are a few ways you could break this up more organically. Anyway, I souped up two examples of how I might 'fix' these, but take it or leave it. It's your map, after all. :)

Staggered the repeating wall texture, and changed some ceiling flats:
http://i.imgur.com/5bwgu3a.png
Example Screenshot #1

Shortened the pillars, if you prefer the look of TLITE6_5 over CEIL6_1:
http://i.imgur.com/joIExj5.png
Example Screenshot #2

Last edited by schwerpunk on 04-05-13 at 15:28

Old Post 04-05-13 15:20 #
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joe-ilya
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I have a good idea for a map , can I join in?

Old Post 04-05-13 18:46 #
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durian
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Posts: 415
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Have been able to take some time on this this evening. More updating FZ-DM1 - I'm trying to give each area a distinctive look which distinguishes it from the others.

It's quite satisfying fixing up something I made such a long time ago.

Before.
https://dl.dropbox.com/u/28198906/DW/DM1i.jpg

After.
https://dl.dropbox.com/u/28198906/DW/DM1j.jpg

Before.
https://dl.dropbox.com/u/28198906/DW/DM1k.jpg

After.
https://dl.dropbox.com/u/28198906/DW/DM1l.jpg

I have something fun in mind for the BFG ;)

Old Post 04-05-13 23:57 #
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Omegalore
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schwerpunk said:
Looks good Omegalore, but two critiques (pic): (A) I would replace the ceiling flat just above where the LITE3 'pillars' join up with the TLITE6_5 flat with CEIL6_1, that way you don't cut off the little red ceiling lites. CEIL6_1 blends perfectly with TLITE6_5, which is a real godsend.

(B) Secondly, the vertically repeating GRAYBIG texture on the side is a bit jarring. There are a few ways you could break this up more organically. Anyway, I souped up two examples of how I might 'fix' these, but take it or leave it. It's your map, after all. :)

Staggered the repeating wall texture, and changed some ceiling flats:
http://i.imgur.com/5bwgu3a.png
Example Screenshot #1

Shortened the pillars, if you prefer the look of TLITE6_5 over CEIL6_1:
http://i.imgur.com/joIExj5.png
Example Screenshot #2



Took your advice.
https://www.dropbox.com/s/f5oh4s7rm...0405_193330.png

Old Post 04-06-13 03:35 #
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