WindbagJacket Posted March 31, 2013 EDIT: Fixed texture errors. Now running in prboom-plus -complevel 9 Screenshots: http://i.imgur.com/aUT6EoV.png http://i.imgur.com/u08Ssfz.png http://i.imgur.com/3cGemWP.png http://i.imgur.com/WfZP5kE.png http://i.imgur.com/PnXu5uf.png Hi all, after lurking for years and admiring from afar, I've got my act together and done a map. This is my first release (I have made about 3 maps prior over the last few years which were awful - just playing around). I'd really appreciate any views/criticism on the map. (I certainly have a few regrets and lessons learned here already.) I could go back and make loads of changes but I've already put many hours into it (mainly changing my mind about things constantly). I think it better to just see what people think of this and move on to a fresh project. This was made in Boom configuration in DB2 and requires the DOOM2 IWAD. Tested in zdoom. (Any advice on best practises for game config and test port would be much appreciated!) Link: http://www.mediafire.com/download.php?4djeb205wub7rr6 Apologies for the unzipped filesize. I tried to find an efficient way to remove unused textures but it just seemed to cumbersome to be worth it (if anyone has any advice about this that would be great). Resource credits: UAC Ultra textures - 40oz (awesome textures and a fantastic WAD too) 5rtxt.wad - I think this is a Comunity Chest pack? Thanks to whoever made and packaged these My own views: - Detail in places where it definitely isn't needed (ceilings which no one can see) - Some questionable texture use - got overwhlemed with texture options. I think for any future maps I will limit to one pack or vanilla only. - Werid difficulty - too easy - probably because it was originally to be a small simple MAP01 but grew a bit, but the difficulty didn't scale - Kind of flat gameplay. Too much thought on how I wanted it to look and not enough on how it played. - Needs to be more dynamic. Needs some lifts or something different to get between areas - Kind of happy with the connectivity of the map - although the vent area may be a bit tight and therefore annoying to navigate - Wanted to give the idea that this was just a part of a bigger whole architecture-wise... not sure how well that turned out 0 Share this post Link to post
Ribbiks Posted March 31, 2013 gets a lotta texture errors in prb, so guess this requires zdoom (or whatever other ports support wall/flat shtuffs) also hello 0 Share this post Link to post
Memfis Posted March 31, 2013 I think you are 40oz and you want feedback on Uac Ultra 2 map that you just finished. 0 Share this post Link to post
Da Werecat Posted March 31, 2013 Ribbiks said:gets a lotta texture errors in prb, so guess this requires zdoom (or whatever other ports support wall/flat shtuffs) There are two TEXTURE1 lumps in the wad. 0 Share this post Link to post
Enjay Posted March 31, 2013 Long time lurker and newbie mapper or established mapper and faek account? I don't know. What I do know is that I really enjoyed the map. Aside from one switch texture that it took me a little while to recognise as a switch, I wasn't lost and looking for something to do at any point. The map has good flow with a mix of good looking and varied places to have battles. I liked the progression of the monsters and I thought that the weapons were given out with reasonable progression too. It's also a map that looks good with some really nice architectural touches. Interesting use of a forcefield texture too. There were a few places where 32 wide all features were wrapped around corners in a way that would be difficult with a real wall fixing of that type but this did not spoil my enjoyment of the map. I like it. I played in GZDoom BTW. Oh, as for the texture errors... yeah: Unknown top texture 'N_MT5E09' on second side of linedef 21 Unknown top texture 'N_MT5E09' on second side of linedef 23 Unknown top texture 'N_MT5E09' on second side of linedef 26 Unknown top texture 'N_MT5E09' on second side of linedef 33 Unknown top texture 'N_MT5E09' on second side of linedef 34 Unknown top texture 'N_MT5E09' on second side of linedef 48 Unknown top texture 'N_MT5E07' on second side of linedef 67 Unknown top texture 'N_MT5E07' on second side of linedef 94 Unknown middle texture '64GRATE' on second side of linedef 176 Unknown top texture 'N_MT5E10' on second side of linedef 215 Unknown top texture 'N_MT5E10' on second side of linedef 262 Unknown top texture 'N_MT5E10' on second side of linedef 377 Unknown top texture 'N_MT5E18' on first side of linedef 413 Unknown top texture 'N_MT5E09' on first side of linedef 478 Unknown top texture 'N_MT5E10' on first side of linedef 617 Unknown bottom texture 'N_MT5E10' on first side of linedef 617 Unknown top texture 'N_MT5E10' on first side of linedef 619 Unknown bottom texture 'N_MT5E10' on first side of linedef 619 Unknown top texture 'N_MT5E10' on first side of linedef 622 Unknown bottom texture 'N_MT5E10' on first side of linedef 622 Unknown top texture 'N_MT5E10' on first side of linedef 624 Unknown bottom texture 'N_MT5E10' on first side of linedef 624 Unknown top texture 'N_MT5E07' on second side of linedef 641 Unknown top texture 'N_MT5E08' on first side of linedef 985 Unknown top texture 'N_MT5E07' on second side of linedef 1055 Unknown top texture 'N_MT5E18' on first side of linedef 1180 Unknown top texture 'N_MT5E18' on first side of linedef 1182 Unknown top texture 'N_MT5E08' on first side of linedef 1220 Unknown top texture 'N_MT5E08' on first side of linedef 1229 Unknown top texture 'N_MT5E08' on first side of linedef 1236 Unknown top texture 'N_MT5E07' on second side of linedef 1279 Unknown top texture 'N_MT5E10' on second side of linedef 1346 Unknown top texture 'N_MT5E10' on second side of linedef 1448 Unknown bottom texture 'C8STEP01' on second side of linedef 1575 Unknown bottom texture 'C8STEP01' on second side of linedef 1581 Unknown bottom texture 'N_MT5E09' on first side of linedef 1653 Unknown bottom texture 'N_MT5E09' on first side of linedef 1663 Unknown bottom texture 'N_MT5E09' on first side of linedef 1669 Unknown bottom texture 'N_MT5E09' on first side of linedef 1675 Unknown bottom texture 'N_MT5E09' on first side of linedef 1684 Unknown bottom texture 'N_MT5E09' on first side of linedef 1686 Unknown bottom texture 'N_MT5E09' on first side of linedef 1688 Unknown bottom texture 'N_MT5E09' on first side of linedef 1745 Unknown bottom texture 'N_MT5E09' on first side of linedef 1746 Unknown top texture 'C8TRIM02' on second side of linedef 1878 Unknown top texture 'C8TRIM02' on second side of linedef 2024 Unknown bottom texture 'C8TRIM02' on first side of linedef 2273 Unknown top texture 'N_MT5E18' on second side of linedef 2395 Unknown top texture 'N_MT5E18' on first side of linedef 2398 Unknown top texture 'N_MT5E18' on first side of linedef 2415 Unknown top texture 'C8TRIM02' on second side of linedef 2766 Unknown top texture 'C8TRIM02' on second side of linedef 2768 Unknown top texture 'C8TRIM15' on second side of linedef 2924 Unknown top texture 'C8TRIM15' on second side of linedef 2928 Unknown top texture 'C8TRIM15' on second side of linedef 2929 Unknown top texture 'C8TRIM15' on second side of linedef 2930 Unknown top texture 'C8TRIM15' on second side of linedef 2931 Unknown top texture 'C8TRIM15' on second side of linedef 2932 Unknown top texture 'C8TRIM15' on first side of linedef 2933 Unknown top texture 'C8TRIM15' on first side of linedef 2934 Unknown top texture 'C8TRIM15' on first side of linedef 2935 Unknown top texture 'C8TRIM15' on first side of linedef 2936 Unknown top texture 'C8TRIM15' on first side of linedef 2937 Unknown top texture 'C8TRIM15' on first side of linedef 2938 Unknown top texture 'C8TRIM15' on first side of linedef 2939 Unknown top texture 'C8TRIM15' on first side of linedef 2940 Unknown top texture 'C8TRIM15' on first side of linedef 2941 Unknown top texture 'C8TRIM15' on first side of linedef 2942 Unknown top texture 'C8TRIM15' on second side of linedef 2943 Unknown top texture 'C8TRIM15' on second side of linedef 2944 Unknown top texture 'C8TRIM15' on second side of linedef 2945 Unknown top texture 'C8TRIM15' on second side of linedef 2946 Unknown top texture 'N_MT5E08' on first side of linedef 3188 Unknown top texture 'N_MT5E08' on first side of linedef 3194 Unknown top texture 'N_MT5E08' on first side of linedef 3199 Unknown top texture 'N_MT5E08' on first side of linedef 3203 Unknown bottom texture 'N_MT5E10' on first side of linedef 3214 Unknown bottom texture 'N_MT5E10' on second side of linedef 3252 Unknown bottom texture 'N_MT5E10' on second side of linedef 3256 Unknown top texture 'N_MT5E10' on second side of linedef 3260 Unknown bottom texture 'N_MT5E10' on second side of linedef 3260 Unknown bottom texture 'N_MT5E10' on second side of linedef 3264 Unknown top texture 'N_MT5E07' on first side of linedef 3302 Unknown top texture 'N_MT5E07' on first side of linedef 3309 Unknown bottom texture 'C8STEP01' on second side of linedef 3406 Unknown bottom texture 'C8STEP01' on second side of linedef 3409 Unknown bottom texture 'C8STEP01' on second side of linedef 3412 Unknown bottom texture 'C8STEP01' on second side of linedef 3429 Unknown bottom texture 'C8STEP01' on second side of linedef 3432 Unknown bottom texture 'C8STEP01' on second side of linedef 3435 Unknown top texture 'N_MT5E10' on first side of linedef 3447 Unknown bottom texture 'C8STEP01' on first side of linedef 4045 Unknown bottom texture 'C8STEP01' on first side of linedef 4048 Unknown top texture 'N_MT5E09' on first side of linedef 4753 Unknown top texture 'N_MT5E18' on second side of linedef 4930 Unknown top texture 'N_MT5E18' on second side of linedef 4934 Missing texture 'N_MT5E10' is used 9 more times Missing texture 'C8TRIM15' is used 51 more times 0 Share this post Link to post
WindbagJacket Posted April 1, 2013 Thanks for your comments... Those texture names look like they're for textures I replaced at the last minute. Used DB2 map analysis to remove them but I guess it doesn't check for when they are completely obscured by a neighbouring sector? I don't suppose there's a nice easy way to isolate them all and fix them? 0 Share this post Link to post
Da Werecat Posted April 1, 2013 Trying to merge two separate texture packs by simply loading all of the lumps (including texture definition tables) into one wad is not a good idea, I believe. I've tried to fix everything by reloading all of the patches with XWE, but there are some multi-patch textures that should be defined manually. 0 Share this post Link to post
WindbagJacket Posted April 6, 2013 I've been through and fixed all the texture errors and removed all the unused textures from the resource packs to get filesize down, and merged them properly this time. It now runs on prboom-plus-2.5.0.7 with -complevel 9, as well as zdoom. Also added some screenshots. Updated link: http://www.mediafire.com/download.php?4djeb205wub7rr6 Screenshots: http://i.imgur.com/aUT6EoV.png http://i.imgur.com/u08Ssfz.png http://i.imgur.com/3cGemWP.png http://i.imgur.com/WfZP5kE.png http://i.imgur.com/PnXu5uf.png 0 Share this post Link to post
Pottus Posted April 6, 2013 This map is pretty good I only really noticed one thing that would be the caco's near the exit can't cross because of a blocking line then they start spasing out uselessly. 0 Share this post Link to post
Enjay Posted April 6, 2013 I've played through a few times and I really enjoy this map. My only point to mention is that there are a number of places in the map where it looks like the player could fall over an edge and plummet into the inky darkness below. I was certainly playing cautiously and trying to avoid these edges - until I realised that most of them are blocking lines. Personally, I would prefer edges that look like you can cross them to actually be passable (and if you fall off you end up in a damaging sector and get killed - although a way back up would be nice too). Either that, or have a visible clue that the line is not passable (eg a handrail or something). In this map, however, I think a handrail would probably spoil the look of the areas concerned. I'm not suggesting that you go back and change all these lines or anything but perhaps it could be something to think about for future maps? 0 Share this post Link to post
Exede Posted April 7, 2013 I wanna play this later. But i looked the pics, pretty good mapping. 0 Share this post Link to post
WindbagJacket Posted April 7, 2013 Yeah Enjay funny you should mention that. Originally there were some handrails on almost all of those lines and I didn't really like the look of it, but I still didn't want the player to fall down because I didn't want to shoehorn in some contrived way of getting back up, and having slime or something didn't seem right to me either. I kind of wish I had let the player fall now, it would make those segments a bit more frantic if you knew there was a risk of falling. I agree with what you say though, there should at least be some visual cue about where you can and can't go. I'll definitely look at handling that differently in future maps. 0 Share this post Link to post