SlatheDoomer Posted November 22, 2006 Here are screenshots from my upcoming 32 level megawad: http://img176.imageshack.us/img176/4030/doom0099hq1.png-Map01 http://img99.imageshack.us/img99/3953/doom0100sh1.png-Map01 http://img147.imageshack.us/img147/1238/doom0101vk6.png-Map02 http://img141.imageshack.us/img141/9994/doom0102kp1.png-Map02 http://img147.imageshack.us/img147/7284/doom0103tk8.png-Map02 http://img47.imageshack.us/img47/6330/doom0104bo5.png-Map03 Any feedback would be appreciated. Thanks, SlatheDoomer 0 Share this post Link to post
Warlin Posted November 22, 2006 Not half bad, I like what you did with the lights and all. Keep going I guess 0 Share this post Link to post
GGG Posted November 22, 2006 How far are you on this project? Two of those screenshots appear to show the same room, and you want to make a megawad. 0 Share this post Link to post
SlatheDoomer Posted November 22, 2006 I started about a week ago or so and I got Gears of War so that slowed down the process a bit. =) I'm half-way complete with map02. I am trying to make this fairly detailed, unlike my maps prior to Babel. And even Babel wasn't too detailed either. 0 Share this post Link to post
Dutch Doomer Posted November 22, 2006 Not bad but they look quite cramped and dark, detail is okay there is enough to keep it interesting imo.Some shots show tech and hell textures I think sticking to one theme would be better.Is this one of the first maps? cause I think its better to start with tech maps and slowly make your maps more evil looking. Or go tech or hell all the way up to map30 :) 0 Share this post Link to post
scwiba Posted November 22, 2006 dutch devil said:Not bad but they look quite cramped and dark, detail is okay there is enough to keep it interesting imo.Some shots show tech and hell textures I think sticking to one theme would be better.Is this one of the first maps? cause I think its better to start with tech maps and slowly make your maps more evil looking. Or go tech or hell all the way up to map30 :) I disagree with this. Theme is up to the mapper, and to be honest, tech/Hell can work well if you know what you're doing, and I think you do. Just don't take too many hints from Episode 3. I'm also quite tired of the tech to Hell level progression, so if you start in Hell and go "backwards" to tech or whatever, it could be interesting. 0 Share this post Link to post
Erik Posted November 22, 2006 I kinda like it. Making megawads is serious business though... 0 Share this post Link to post
Tormentor667 Posted November 22, 2006 The light effects look nice but you can improve them by making them light gradients. Take a look at this to find out what I mean: http://www.saecks-machine.biz/realm667/index.php?option=com_content&task=view&id=318&Itemid=101&limit=1&limitstart=17 Needs more sectors but makes your lights look better ;) 0 Share this post Link to post
Craigs Posted November 22, 2006 Only the last screenshot would work for me, but I liked what I saw. Nice job with the lights, I've considered trying that in the past but I was too lazy to align the sectors properly. I look foward to playing this when it's done. Tormentor: Why does your website now have a Christmas theme when it's November? 0 Share this post Link to post
Dittohead Posted November 23, 2006 Just a nit-pick here, but, on your 4th screenshot, the light grate on the right has a shadow that doesn't correspond to the number of bars in the grate itself. 0 Share this post Link to post
Udderdude Posted November 23, 2006 Nice detail, but can you really keep that up for 32 levels? Assuming the maps aren't all teeny. 0 Share this post Link to post
SlatheDoomer Posted November 23, 2006 Dittohead said:Just a nit-pick here, but, on your 4th screenshot, the light grate on the right has a shadow that doesn't correspond to the number of bars in the grate itself. The rest of the grate is cut off in the screenshot. It matches up in the editor. udderdude: The first two levels are short, but they are mainly introduction levels. The third one looks like it's going to be fairly large. The rest of the levels I'm certain will fall in suit. I have a feeling that the levels will remain steady in detail. Some rooms here and there may not have as much detail as others, but overall I believe the detail will remain constant. 0 Share this post Link to post
Darkfyre Posted November 23, 2006 Erik said:Making megawads is serious business though...udderdude said:...can you really keep that up for 32 levels? It's definitely time consuming. All the best luck to you though man, hope you pull it off. Probably will see your skill progress throughout the wad level by level too, which will be neat :) 0 Share this post Link to post
lupinx-Kassman Posted November 23, 2006 Yea looks good so far. Remember to have patience, and keep it up! 0 Share this post Link to post
Antidote Posted November 23, 2006 Hmm, only one level (or so) done? I'd make a partial if I were you. Did you say this was your first time mapping? Aside from that, it looks great. I'm not one for hellish themes, but I'd definitely play it. 0 Share this post Link to post
Th0r Posted November 24, 2006 Good luck man, i hope you follow through. :) 0 Share this post Link to post
esselfortium Posted November 24, 2006 Looks pretty good so far. One suggestion is to make sure that when you're doing light beams, like in the first screenshot with the light coming out between the bars, you want to make sure they're far enough away for the light to have actually traveled there. You've got more vertical space above and underneath the bars than you have horizontal space between the bars and the light beams. Changing that will make the light beams look more natural. 0 Share this post Link to post