Th0r Posted December 14, 2006 Hello, I have another map in progress, and as you can see, its a Ni'mrod map. I was inspired by the most recent Ni'mrod style maps by Homer and Cacodemon, and also because I can see that if I want to make it able to compare to the others I need to put a lot of effort into it. Anyways, its more of a personal learning map. But who cares about that?! ON TO THE SCREENS! (Be gentle :P) I might not have the best architecture/detail around, but I hope to make up for it by having some kick ass gameplay. Note: All permissions have been granted by Kristus. 0 Share this post Link to post
Homer Posted December 14, 2006 I'm not a huge fan of how the step4 texture is used on the yellow/black striped texture, or the use of the green tile with the black/yellow texture either, but it doesn't look bad at all overall. The monster placement looks abit forced however. 0 Share this post Link to post
lupinx-Kassman Posted December 15, 2006 Extreme beuty, maybe some more monsters :P. 0 Share this post Link to post
Th0r Posted December 15, 2006 I havent got to gameplay yet, just layout so far. 0 Share this post Link to post
lupinx-Kassman Posted December 17, 2006 I can't let this thread die, this level is just to... beutiful :'/ 0 Share this post Link to post
Th0r Posted December 17, 2006 Wow i'm touched :) Just because at least one person cares about this map, i'll show an improvement screen. 0 Share this post Link to post
Bucket Posted December 17, 2006 I wasn't impressed at first, but adding new sprites does a lot for it. 0 Share this post Link to post
Dutch Doomer Posted December 17, 2006 Looking good but I see doortraks on the ceiling. 0 Share this post Link to post
Udderdude Posted December 17, 2006 dutch devil said:Looking good but I see doortraks on the ceiling. Hey, it works .. sortof. I just hope this map has less invisible pits with enemies in them, that you can't get out of. 0 Share this post Link to post
Dutch Doomer Posted December 17, 2006 Looks out of place it breaks up the gray texture imo, those red textures are used for crates but also as wall textures. Nice large areas perfect for high amounts of monsters like deus vult. 0 Share this post Link to post
Th0r Posted December 17, 2006 dutch devil said:Nice large areas perfect for high amounts of monsters like deus vult. Well, we'll see about that. Considering that Nimrod monsters are more powerful than doom2 monsters I have to be careful to make it flow and not make the map overly hard. 0 Share this post Link to post
Ismaele Posted December 17, 2006 The screenshots look awesome! :) I hope gameplay will be as awesome as graphics, at least! ;) @ Dutch Devil: The red textures showed in the screenshots are used just as crates and never as walls, in my opinion! 0 Share this post Link to post
daimonreloaded Posted December 17, 2006 OMG @Ismaele: How long time! Welcome back to DWF! 0 Share this post Link to post
Dutch Doomer Posted December 18, 2006 Ismaele said:@ Dutch Devil: The red textures showed in the screenshots are used just as crates and never as walls, in my opinion! First post bottom screen use an different flat something red would look much better on those crates.I thought at first it was an wall but its supposed to be some conveyor type thing that moves crates along the ceiling. Doesn't really matter if the monsters are more powerful add enough health/ammo and it should play fine. 0 Share this post Link to post
kristus Posted December 18, 2006 dutch devil said:First post bottom screen use an different flat something red would look much better on those crates. That's called, "256 color limitation". 0 Share this post Link to post
myk Posted December 18, 2006 I've nothing against what I see of the map design proper, but that translucent texture effect for the lights quite horrible. I'd avoid it at all costs. 0 Share this post Link to post