Sqrrt121 Posted March 8, 2014 Hello I have made a new survival wad for Doom 2. It is only ONE level and the level is NOT complete. I would like to know if anyone would like to help or provide feedback. This is my first wad, so please don't criticize. NEW Link and screenshots (http://www.mediafire.com/download/297j537evtuuec9/Sqrrt's_Survival.wad) This wad uses stock textures and music. The wad has been updated! Update date(9 March 2014) 0 Share this post Link to post
meapineapple Posted March 9, 2014 My FDA It's a decent start, but you might try adding more detail and fixing the missing textures causing HOMs. The monster placement might have been improved, and the one secret showed up on the automap. You've also got something strange going on with some of those sectors. 0 Share this post Link to post
Sqrrt121 Posted March 9, 2014 Okay. Thanks for the feedback. I will review the map. And the link has been updated. 0 Share this post Link to post
Kappes Buur Posted March 13, 2014 Map Analysis ( F4 ) shows this: Sector 0 is not closed Sector 11 is not closed Sector 12 is not closed Sector 29 is not closed Sector 31 is not closed Sector 32 is not closed Sector 33 is not closed Sector 41 is not closed Sector 9 is not closed Sidedef 10 has unused upper texture "BIGBRIK1" Sidedef 11 has unused lower texture "BIGBRIK1" Sidedef 13 has unused lower texture "BIGBRIK1" Sidedef 15 has unused lower texture "BIGBRIK1" Sidedef 17 has unused lower texture "BIGBRIK1" Sidedef 183 has unused lower texture "BIGBRIK1" Sidedef 19 has unused lower texture "BIGBRIK1" Sidedef 20 has unused lower texture "BIGBRIK1" Sidedef 22 has unused lower texture "BIGBRIK1" Sidedef 24 has unused lower texture "BIGBRIK1" Sidedef 26 has unused lower texture "BIGBRIK1" Sidedef 262 has unused upper texture "BIGBRIK1" Sidedef 266 has unused lower texture "BIGBRIK1" Sidedef 268 has unused lower texture "BIGBRIK1" Sidedef 270 has unused lower texture "BIGBRIK1" Sidedef 272 has unused lower texture "BIGBRIK1" Sidedef 276 has unused lower texture "BIGBRIK1" Sidedef 278 has unused lower texture "BIGBRIK1" Sidedef 280 has unused lower texture "BIGBRIK1" Sidedef 282 has unused lower texture "BIGBRIK1" Sidedef 29 has unused lower texture "BIGBRIK1" Sidedef 31 has unused lower texture "BIGBRIK1" Sidedef 33 has unused lower texture "BIGBRIK1" Sidedef 35 has unused lower texture "BIGBRIK1" Sidedef 37 has unused upper texture "BIGBRIK1" Sidedef 39 has unused upper texture "BIGBRIK1" Sidedef 4 has unused upper texture "BIGBRIK1" Sidedef 41 has unused upper texture "BIGBRIK1" Sidedef 43 has unused upper texture "BIGBRIK1" Sidedef 5 has unused lower texture "BIGBRIK1" Sidedef 6 has unused upper texture "BIGBRIK1" Sidedef 7 has unused lower texture "BIGBRIK1" Sidedef 8 has unused upper texture "BIGBRIK1" Sidedef 9 has unused lower texture "BIGBRIK1" Vertex 54 overlaps line 133 without splitting it Vertex 62 overlaps line 136 without splitting it Vertex 63 overlaps line 133 without splitting it Vertex 64 overlaps line 136 without splitting it Vertex 65 overlaps line 133 without splitting it Vertex 66 overlaps line 136 without splitting it For example: to close sectors, go into Make Sector Mode ( M ) and click on the sector, or retrace the outline of the sector in Draw Mode. 0 Share this post Link to post
Sqrrt121 Posted March 13, 2014 I use Doom Builder but I retrace the sector, but it still says that it is not closed! 0 Share this post Link to post
Sqrrt121 Posted March 13, 2014 I am going to stop trying to make this map for a while, it is eating away at my sanity trying to fix the bugs. 0 Share this post Link to post
Kappes Buur Posted March 13, 2014 I see, DB1 does not have the Make Sector Mode. However, it's not that difficult. Invoke Map Analysis ( F4 ) and click on each fault. That will move the screen to the area in question. Then, in Sector Mode, move the cursor close to the linedefs forming a sector and see if all the linedefs highlight. If they do not all highlight, then you know where that sector is not closed, meaning, some sidedefs have different sector numbers. In most cases, it is advantageous to split a large sector into smaller ones. This is what I have done here with sector 32. I added the two linedefs: This way it is easier to retrace a sector. If you retrace then the sector number will change. Or, go to each linedef forming this sector and check that the corresponding sidedefs, facing the sector, have the same sector number. In this case, 32. Then do the same for the other sectors. 0 Share this post Link to post