Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Shanoa

Post your Doom picture! [post in Part 2 instead]

Recommended Posts

The cheap way would be to adjust their x-alignment by 64 units to put the blank banners in the middle and the cross banners on the edges, or vice versa.

Share this post


Link to post



I've never really thought about this before but isn't this place amazing? You just walk towards some items and suddenly see a bridge rising. Even though you didn't press any switches or activate anything that looks like a trigger. This would never happen today, in modern maps.

Share this post


Link to post

Yeah, I've often thought this - it would be nice to see more maps in which these kinds of ideas were used.

Share this post


Link to post

Plenty of modern maps use walkover lines.

If this is yet another rant about the superiority of oldschool maps with "unrestrained creativity" or somesuch because the trigger is supposedly obtuse, I'd say the joke's on you. Stepping on a balcony overlooking a slime pool is a pretty obvious trigger.

Share this post


Link to post
Memfis said:

This would never happen today, in modern maps.

I agree that some intuitive ideas and triggers like this are harder to come by in modern level design, but it's a bit cynical to say outright that they no longer exist. An upcoming map for TNT2 by Tarnsman features a secret that relies on an intuition detached from any conventional method. It's quite similar to the Romero catwalk in that it's found in a cul-de-sac devoid (almost) of other provisions, with the player's actions thus being guided toward finding it.

In any case, we do need more of this stuff. It helps make the levels they're in feel fresher, more interactive and more thought provoking.

Share this post


Link to post
Phml said:

Plenty of modern maps use walkover lines.

Well, I don't know about Memfis, but for my part it isn't simply the use of a walkover line that makes this section interesting and worthy of note. It's interesting (for me) because there's no obvious reason - internal to the narrative of the map - why stepping into this area should cause a change in the map's structure. This contrasts with, say, cases in which the trigger line is more or less on a natural path towards, and close-by, the effected sector - in these cases, the fact that the sector is along the path in which you're headed lends the relationship between your movement and the action a kind of plausibility, since it makes narrative sense that things might actually be set up in that way. But in this case, well, not so much.

Share this post


Link to post

Yeah, of course it isn't just about using walkover triggers but about using them in somewhat illogical ways. I guess I shouldn't have used such categorical\provocative words as "would never happen today". I just wanted to point out that it's a cool moment in that map, not to criticize modern mappers or anything.

Share this post


Link to post

Step on balcony, see a bridge raise on area you're directly overlooking. Again, I'm really not seeing the disconnect. To me this was one of the most obvious triggers, one that made the most sense; and I have always been dense at picking up on stuff like that, I used to run around not understanding when or why lifts and doors lowered and opened.

If we're talking about realism or whatever, can't comment because it's an alien perspective to me, but when it comes to map flow this part makes perfect sense. I think you're actually much more likely to see weirder walkover triggers in many modern maps. Can't name any example, because I'm *not* fond of such maps; which makes me leave enough mapsets that I know they exist, and find sweeping statements about modern mapping annoying.

Especially if they come from someone like Memfis, who prefers to play (might even play exclusively?) vanilla and Boom maps. It's like... You stick to the most restrictive ports, and then you complain people map in (supposedly) restrictive ways. Well, duh! Just a passing look at ZDoom projects, no need to even go all the way over to the ZDoom forums, just the odd one popping up every month or so in Wads&Mods, will give you all the quirkiness and "unbridled creativity" you can handle, trust me.

Share this post


Link to post

I don't understand what you mean by obviousness/unobviousness of triggers. Like you saw that room and immediately thought "oh, I'm just going to step here and then a bridge will raise there"? Or do you mean that you trigger it and immedeiately realize how it works? Or wat.

I've already retracted my statement about modern maps (it just sounded cool to me I guess but in reality it was inappropriate) and clarified that I'm not attacking anyone so enough of that talk pls.

p.s. I'm not anti-zdoom, I play zdoom wads sometimes, mostly in zdaemon, and I made some zdoom demos. But I definitely like vanilla mechanics and everything more.

Share this post


Link to post

The bridge rising in E1M5 was epic.
I often use walkover lines to change a levels geometry.
If a line is crucial and not part of a path the player is required to cross then good hints and luring are essential. Nothing worse than the feeling of having no idea of what's going on aka lack of control over various outcomes.
In the case of E1M5 it was pulled of great and on top of that the original maps have the plus of "living through unique moments" was guaranteed when something new was happening.

Share this post


Link to post

Just to be contrary i'm going to say that I always thought the rising bridge on e1m5 was kind of annoying. I remember getting stuck on that bit when I was a kid until finally blundering through the magical bridge-raising doorway, and I also found its possible to run over that trigger without even noticing the raising bridge which means you don't even know that way is open until you go around checking everywhere again, and by then you won't know what you did to trigger it.

Share this post


Link to post
Memfis said:

I just wanted to point out that it's a cool moment in that map, not to criticize modern mappers or anything.


Right, it's something a lot of Ultimate Doom levels had that just made them shine, that "display window" type of mapping. There needs to be more moments in maps where you're just standing on a balcony or through a tower window and see the level shift around.

Share this post


Link to post
Memfis said:

This would never happen today, in modern maps.


I did it like three times in my map for the Monochrome Project... In UDMF format at that.

Share this post


Link to post

I'm trying to capture that cheesy 90's feel in this map for this project.



Under the cheesy story that you have been sent to rid a mansion/hotel/house of an infestation of murderous monsters with secret ritual rooms, a basement that quite literally leads to hell and other things like that, I have played a lot of 90's wads that have given me inspiration like multiple different themed but otherwise identical and pointless rooms:



(With included 90's obligatory toilet!)


And garish looking coridoors!


I love 90's wads.

Share this post


Link to post

Something I started the other day though it's going to take a good couple of years to get it visually stunning and have the game play down to a tee. Yes, the mis-alignments will be fixed.

Share this post


Link to post
Simon666 said:

First time i'm working on a map from my sketch book!
http://i.imgur.com/U27RRle.png

Always love to see anyone who also does work from sketch books.
Looks gorgeous, though.

mouldy said:

Oooh, what a shame. This masterpiece was completely overlooked because of the E1M5 bridge thread. Particularly fantastic, both design and the special atmosphere given.

Share this post


Link to post
doomguy93 said:

Let me know what you guys think.


not that i'm into deathmatch or football for that matter, but this would be funny if there was an actual football sprite you could kick around. Maybe a cyberdemon's severed head..

Cell said:

Oooh, what a shame. This masterpiece was completely overlooked because of the E1M5 bridge thread. Particularly fantastic, both design and the special atmosphere given.


Cheers old bean, here's a creamy doom-town for your trouble. I'll change the sky at some point.

Share this post


Link to post
mouldy said:

...here's a creamy doom-town for your trouble. I'll change the sky at some point.

That makes me think of milky bar chocolate...

All that strewn flesh and satanic symbols... Tasty...

-

After hours of toying around with it, that 90's map is done.

I like blue carpets and nice sky views:
http://i.imgur.com/r77PJVf.png

And pedestal with human heart on it (Look at all that blood... DAMN IT ZDOOM!):
http://i.imgur.com/1CnQgq4.png

But it's not a mrthejoshmon map without two very important enemies:
http://i.imgur.com/m85fVgo.png
http://i.imgur.com/k06QfRV.png

And my very own style of generic structures:
http://i.imgur.com/fvEffIm.png
http://i.imgur.com/IkfxBFZ.png
http://i.imgur.com/YE6dFBM.png

And a few oddballs here and there:
http://i.imgur.com/AOnxCst.png
http://i.imgur.com/gQMYn2Q.png

But overall, I'm pleased how this map turned out and that I was able to get it released with included cheesy story.
It's not the best, but if I am happy with it then it was worth it.

Share this post


Link to post
Simon666 said:

First time i'm working on a map from my sketch book!

That looks awesome! Really nice looking custom textures, and nice, clean mapping.

Share this post


Link to post
Guest
This topic is now closed to further replies.
×