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Tarnsman

Final Doom The Way id Did

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Lol no idea how this switch got here - a very early shot of my WIP TNT replacement for Level 18: Mill.

http://i.imgur.com/T5US68D.png

It's called Reactor Core...

***


BTW, could someone please do a test run of this in-development Map 10? All it is so far is a tiny outside area. I'm going to implement everything like enemies and doors later, I just need someone to do test run for me. You know, check it out. I want feedback, all right? Tell me if it's too cramped, or if it's boring, or if it sucks, or if I should just can it right away. thanks!

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Joe667 it looks a lot like Mill, which you should avoid doing especially for a map in the map18 slot. The "no-homage" rule is in effect, even with Final Doom's more nebulous guidelines. A retexturing might be all you need though.

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Thanks, but since it really doesn't look good without that kind of texturing, it looks like I'm gonna have to can it :(


But what you said made the penny drop. So far, all I've really been doing is redesigning the levels a different way. So I came up with this (for Map 17):

http://i.imgur.com/RrDv5OZ.png

http://i.imgur.com/DXEyEMO.png


(The BFG is Multiplayer-only, for Deathmatches and stuff)
Now, unfortunately I think this time I strayed too far from the TNT design. This map will be in my style but I don't think it fits the 90's theme. What do you think?

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I like the huge window in shot 2, but there's not enough to say yet :V Keep at it and we'll see where it goes.

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There are no reservations, make a map and if it's good enough it gets in, if a better map comes along and all the slots have better maps as well it's out.

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Is this good for MAP21? The brick building and the yard it's facing in this shot are both originally made from MAP11 of D2TWID.

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I think my plutonia-styled map is quite big - 466 sectors and took about 30 minutes to complete (or may be Im just slow)

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I've been making a map as a joint collaboration with 2 others. I'm not sure it is fitting for TNT but I think it is. The map is a planet airport called UAC Airport. It is an open in out map which could possibly have a secret exit for map 15 and also it is good for deathmatchers.

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sincity2100 said:

Also here's my Plutoina enrry http://www.mediafire.com/download/eua7mtgh1olaa25/Plutonia3.wad

It's a Milo Casali map in episode 2, It's named "The Forsaken Library"

hope you enjoy


Looks and feels like a Plutonia map, but the monster count is a bit high for Plutonia (188 monsters on UV, close to Go 2 It's monster count :o). You may want to reduce that a bit.

Oh, and as for Hell Itself, it also looks like a TNT map. However, again, the monster count needs some changes (for example, having two arch-viles in the red key area with very limited cover is a bit dickish). Also, when I'm in the IoS room, why am I able to teleport back to the previous area?

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AD_79 said:

Looks and feels like a Plutonia map, but the monster count is a bit high for Plutonia (188 monsters on UV, close to Go 2 It's monster count :o). You may want to reduce that a bit.

Oh, and as for Hell Itself, it also looks like a TNT map. However, again, the monster count needs some changes (for example, having two arch-viles in the red key area with very limited cover is just dickish). Also, when I'm in the IoS room, why am I able to teleport back to the previous area?


There are few plutonia maps that the monster count exeedes 100's of enemies,example map09 from plutonia has about 180 monsters in the map

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I'll take a look at it, but plutonia did have a few dickish arch-vile traps in it. It's actually not all that uncommon in plutonia.

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Here are Plutonia's monster counts on UV, if anyone cares:

1: 46
2: 68
3: 52
4: 68
5: 70
6: 60
7: 34
8: 85
9: 170
10: 91
11: 18
12: 93
13: 71
14: 54
15: 110
16: 109
17: 73
18: 96
19: 116
20: 89
21: 85
22: 139
23: 196
24: 66
25: 108
26: 166
27: 79
28: 182
29: 157
30: 23
31: 78
32: 206

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A lot of the monster count actually comes from the final trap either way which I think could be reduced considering it's a massive hitscanner + revenant trap. It's kind of mirroring the final large spawn in the sewers, but chaingunners are a fuck ton more annoying. I would say either change the chaingunners to shotgunners or rework the trap in some other way.

My second gripe is with the neurosphere type beginning. Doesn't seem to fit in a mapset which is using D2TWID as a base instead of doom 2.

I enjoyed the majority of the fights, only area I actively dislike is progressing to the blue key through the boring blood hallway.

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Dime said:

I'll take a look at it, but plutonia did have a few dickish arch-vile traps in it. It's actually not all that uncommon in plutonia.


About the Arch-Vile trap, I was talking about his TNT submission :P I suppose it's not too bad, but it was a little unexpected for a TNT-esque map.

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Dime said:

A lot of the monster count actually comes from the final trap either way which I think could be reduced considering it's a massive hitscanner + revenant trap. It's kind of mirroring the final large spawn in the sewers, but chaingunners are a fuck ton more annoying. I would say either change the chaingunners to shotgunners or rework the trap in some other way.

My second gripe is with the neurosphere type beginning. Doesn't seem to fit in a mapset which is using D2TWID as a base instead of doom 2.

I enjoyed the majority of the fights, only area I actively dislike is progressing to the blue key through the boring blood hallway.


Thanks,I actually took this based from map14 the flooded library

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j4rio said:

Shouldn't plutonia be made only by two people to be the way id did?

And then be published by someone completely different?

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j4rio said:

Shouldn't plutonia be made only by two people to be the way id did?

You mean like how Doom's levels were made by only three people? :P

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I'll toss a map into the ring. Plays on Map01; http://www.mediafire.com/download/zlx6igg9xvyxdi7/DEF6T.wad

This is for TNT and is in the "my own '96 style." This one, for better or worse, is a truly authentic '90s style map because it was almost complete in 1998. For people who might be map-geeks to the extent I am, here is the "proof file" dated 5/5/98, made on a Mac using the glorious editor Hellmaker. By comparison to the recently-finished version, this one includes a functioning exit and is complete up to the unfinished Megasphere room, which is to say, roughly 90% done. It plays on Map06; http://www.mediafire.com/download/s4pxiutpi9luabt/DEF6E.WAD

This map has many of the features people are looking for in '96-style maps. It is not pretty. Its Bronze, Wood5 and Metal2 theme might conceivably fit into the TNT style, although there is that odd green Marble room. Some of the progression is a bit obtuse. Alignment is nothing to write home about, and all those Wood5 texture cut-off flaws are genuine, original '90s mistakes!

Even the gameplay is mostly unchanged from '98. Aside from adding a few monsters and making the Megasphere room fight, the rest of the combat is little changed from the 5/5/98 version. It's a fairly large map, but not gigantic, with 275 monsters on UV.

I have other finished and partially finished maps from that period, so I might try 1 or 2 more if this project lasts long enough for me to get to them.

Some pics:

http://i1329.photobucket.com/albums/w555/steveduff2/Evilution/DEF02_zpsd1d8d055.png

http://i1329.photobucket.com/albums/w555/steveduff2/Evilution/DEF_zps2b351efb.png

http://i1329.photobucket.com/albums/w555/steveduff2/Evilution/DEF03_zps5a0374e7.png

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Lord Paaras said:

I've been making a map 30 for Plutonia. I think I've made it Milo style but am unsure here is the link to the file. http://www.mediafire.com/download/zsxallxixfbclaj/PLUT30.wad

Please can people give me tips as this is the first time I've made a proper level. I will make a separate deathmatch hall.

Thanks


Well,the map looks so fine...but,I'm not sure if that is a Milo Casali style,you need to take a look at Milo Casali maps style in Plutonia how it is designed,also the maps are not supposed to be a remake of a map that already exists in the original Plutonia,so you're supposed to come up with your own idea and pretend that you're creating a Plutonia final map that doesn't exist and do your own map design with a Casali style.

I've been in this situation before,all you have to do is keep practicing on how to emulate the map designers' style,and I'm sure you'll succeed

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Well I've just been letting this thing rot away on my computer for a few month's without touching it. I stated it shortly after releasing my first submission, & at this point I'm pretty sure I won't ever get motivated to finish it. If anyone wants to finish it feel free to do as you please with it.

While I'm here I'll go ahead and update my Tom Mustaine map http://www.solidfiles.com/d/341c63b674/TNT1.wad

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