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Jim Rainer

First wad: Appointment with Death

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not a fun level at all. those HOM's are headache inducing and there are missing textures. the wall of former humans is pretty lame and just way too many cyberdemons. try making a mission, like a techbase or something like that, instead of a meatgrinder level.

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Just because zDoom supports mp3s doesn't mean you have to use one :/
And yeah, the obvious hom (EVEN IN A SCREENSHOT!) is really off-putting.

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1) Please, don't make 81672987 monster WADS, it's not original, we've seen more maps like this, than normal ones, that require any skill to build or play.

2) Cyberdemons are the most popular monsters ever. In noob-maps they are outnumbered only by the Nazis.

3) Avoid ASHWALL textures. These are easily the ugliest textures when used on large walls. And especially when you put some tech light flats on the ceiling near them (WTF?)

4) The sky texture wasn't meant to be used like you did. It's a special one. Don't put it on walls, uless you know what you're doing.

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I was trying to work out if this was a joke WAD or not. Either way, it's not funny. Missing textures all over the place, unclosed sectors, some textures on the walls not included in the WAD, things stuck to each other, loads of cyberdemons... in fact just about every cliche that people emulate in so-called joke wads (and they're usually not funny either).

The only thing I can say in its favour is that it is completable with the health and ammo in the level without too much difficulty - but you do have to jump to reach the exit switch, for those who care about such things. Actually, I almost enjoyed the final battle and have played it twice. O_O

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ellmo said:

3) Avoid ASHWALL textures. These are easily the ugliest textures when used on large walls.

What? I think ASHWALL* is good for mountains, because it looks like dirt. AV MAP11 is nearly made of it.

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I don't even know where to begin.
There is no way you could have made this wad so fucked up and horrible on accident, so I guess I can safely assume you deliberately did this.

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printz said:

What? I think ASHWALL* is good for mountains, because it looks like dirt. AV MAP11 is nearly made of it.

Well, okay, ugly or not is more of a subjective statement.
But - as you said - it's good for mountains, something rocky. It looks like someone was digging through dirt, and of course it can be of some usage. However a "dirt-rock-like" environment should consist of many different rocks anyway.

Eitherway Jim slapped ASHWALL over very long, vertical walls and put some other, completely out-of-place textures to with it.

From my experience and from what I have seen in maps, ASHWALL aren't really easy to use. They need good companions, or they will quicky make you sick.

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Are there really more slaughter maps than "normal" maps? I wouldn't have guessed that.

The sector errors and missing textures really took away from the fun, I thought. Just gotta keep on mapping and drawing out sectors properly to avoid errors. I thought it was kinda fun, though. There's enough ammo and health to beat the map with 100% kills and you could do a speedrun in under 20 seconds.

Keep it up.

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TimeOfDeath said:

you could do a speedrun in under 20 seconds.

Keep it up.

DOES NOT COMPUTE

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Thanks for the comments/suggestions/etc. I've updated/fixed the wad, it can be found here: http://www.freewebs.com/3dpicturesos/doomwads.htm

1) Please, don't make 81672987 monster WADS, it's not original, we've seen more maps like this....

As you can see by my join date, I haven't been here for very long, so I have yet to see more than one other wad similar to this one.

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Jim Rainer said:

Thanks for the comments/suggestions/etc. I've updated/fixed the wad, it can be found here: http://www.freewebs.com/3dpicturesos/doomwads.htm



As you can see by my join date, I haven't been here for very long, so I have yet to see more than one other wad similar to this one.


Mock2, Nuts, and about 2000000000000000000 other jokewads in the archive

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Jim Rainer said:

As you can see by my join date, I haven't been here for very long, so I have yet to see more than one other wad similar to this one.


Doesnt matter. No matter how new you are to doom, you have to submit a map of AT LEAST Sandy Petersens quality of work to get a good critique

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OK, so this is a serious map...

It still has a number of problems from a style point of view, but there are quite a lot of technical errors with it too that are causing all sorts of visual glitches.

A quick run through the error checker in DeePsea throws up the following. Not all of these are serious, and some don't matter at all. Others are very problematic.

Error Checker

-- 00000 ** Change Error Check Options to ignore some errors **
-- 00000 * !! TEXTURES checked are per current SETTINGs !! *
-- 00000 ** Remove Error Dialog option to manually see errors **
-- 00000
S 00000 Sector 0 is not closed!
V 00036 No SideDef starting at Vertex 36
S 00000 Sector 0 is not closed!
V 00111 No SideDef ending at Vertex 111
S 00001 Sector 1 is not closed!
V 00013 No SideDef ending at Vertex 13
S 00001 Sector 1 is not closed!
V 00018 No SideDef starting at Vertex 18
S 00001 Sector 1 is not closed!
V 00022 No SideDef ending at Vertex 22
S 00001 Sector 1 is not closed!
V 00024 No SideDef starting at Vertex 24
S 00001 Sector 1 is not closed!
V 00030 No SideDef starting at Vertex 30
S 00002 Sector 2 is not closed!
V 00013 No SideDef starting at Vertex 13
S 00002 Sector 2 is not closed!
V 00020 No SideDef starting at Vertex 20
S 00002 Sector 2 is not closed!
V 00021 No SideDef ending at Vertex 21
S 00002 Sector 2 is not closed!
V 00022 No SideDef starting at Vertex 22
S 00002 Sector 2 is not closed!
V 00024 No SideDef ending at Vertex 24
S 00002 Sector 2 is not closed!
V 00030 No SideDef ending at Vertex 30
S 00002 Sector 2 is not closed!
V 00036 No SideDef starting at Vertex 36
S 00002 Sector 2 is not closed!
V 00037 No SideDef ending at Vertex 37
S 00002 Sector 2 is not closed!
V 00049 No SideDef ending at Vertex 49
S 00002 Sector 2 is not closed!
V 00050 No SideDef starting at Vertex 50
S 00003 Sector 3 is not closed!
V 00066 No SideDef starting at Vertex 66
S 00003 Sector 3 is not closed!
V 00107 No SideDef ending at Vertex 107
S 00004 Sector 4 is not closed!
V 00066 No SideDef starting at Vertex 66
S 00004 Sector 4 is not closed!
V 00107 No SideDef ending at Vertex 107
S 00009 Sector 9 is not closed!
V 00049 No SideDef starting at Vertex 49
S 00009 Sector 9 is not closed!
V 00050 No SideDef ending at Vertex 50
S 00009 Sector 9 is not closed!
V 00066 No SideDef ending at Vertex 66
S 00009 Sector 9 is not closed!
V 00107 No SideDef starting at Vertex 107
S 00010 Sector 10 is not closed!
V 00036 No SideDef ending at Vertex 36
S 00010 Sector 10 is not closed!
V 00110 No SideDef ending at Vertex 110
S 00010 Sector 10 is not closed!
V 00111 No SideDef starting at Vertex 111
S 00010 Sector 10 is not closed!
V 00113 No SideDef starting at Vertex 113
S 00011 Sector 11 is not closed!
V 00110 No SideDef starting at Vertex 110
S 00011 Sector 11 is not closed!
V 00113 No SideDef ending at Vertex 113
S 00001 Sector 1 not closed! (no opposite Sector Found)
L 00011 Check LineDef 11 (SideDef1 11)
L 00044 and LineDef 44
S 00001 Sector 1 not closed! (no opposite Sector Found)
L 00015 Check LineDef 15 (SideDef1 16)
L 00044 and LineDef 44
S 00001 Sector 1 not closed! (no opposite Sector Found)
L 00016 Check LineDef 16 (SideDef1 18)
L 00025 and LineDef 25
S 00001 Sectors 1 and 2 not closed!
S 00002 (Not the same Sector)
L 00017 Check LineDef 17 (SideDef1 47)
L 00022 and LineDef 22 (SideDef 23)
S 00008 Sectors 8 and 2 not closed!
S 00002 (Not the same Sector)
L 00018 Check LineDef 18 (SideDef1 49)
L 00021 and LineDef 21 (SideDef 22)
S 00001 Sectors 1 and 2 not closed!
S 00002 (Not the same Sector)
L 00019 Check LineDef 19 (SideDef1 20)
L 00025 and LineDef 25 (SideDef 46)
S 00002 Sectors 2 and 1 not closed!
S 00001 (Not the same Sector)
L 00021 Check LineDef 21 (SideDef1 22)
L 00043 and LineDef 43 (SideDef 44)
S 00002 Sectors 2 and 1 not closed!
S 00001 (Not the same Sector)
L 00022 Check LineDef 22 (SideDef1 23)
L 00017 and LineDef 17 (SideDef 47)
S 00002 Sectors 2 and 1 not closed!
S 00001 (Not the same Sector)
L 00029 Check LineDef 29 (SideDef1 30)
L 00020 and LineDef 20 (SideDef 21)
S 00001 Sectors 1 and 2 not closed!
S 00002 (Not the same Sector)
L 00043 Check LineDef 43 (SideDef1 44)
L 00021 and LineDef 21 (SideDef 22)
S 00003 Sectors 3 and 4 not closed!
S 00004 (Not the same Sector)
L 00046 Check LineDef 46 (SideDef1 50)
L 00110 and LineDef 110 (SideDef 139)
S 00002 Sectors 2 and 9 not closed!
S 00009 (Not the same Sector)
L 00049 Check LineDef 49 (SideDef1 55)
L 00111 and LineDef 111 (SideDef 138)
S 00002 Sector 2 not closed! (no opposite Sector found)
L 00050 Check LineDef 50 (SideDef1 57)
L 00022 and LineDef 22
S 00002 Sector 2 not closed! (no opposite Sector found)
L 00051 Check LineDef 51 (SideDef1 59)
L 65535 and LineDef 65535
S 00002 Sector 2 not closed! (no opposite Sector found)
L 00052 Check LineDef 52 (SideDef1 61)
L 65535 and LineDef 65535
S 00002 Sector 2 not closed! (no opposite Sector found)
L 00053 Check LineDef 53 (SideDef1 63)
L 65535 and LineDef 65535
S 00002 Sector 2 not closed! (no opposite Sector found)
L 00054 Check LineDef 54 (SideDef1 65)
L 65535 and LineDef 65535
S 00002 Sector 2 not closed! (no opposite Sector found)
L 00055 Check LineDef 55 (SideDef1 67)
L 65535 and LineDef 65535
S 00002 Sector 2 not closed! (no opposite Sector found)
L 00056 Check LineDef 56 (SideDef1 66)
L 65535 and LineDef 65535
S 00002 Sector 2 not closed! (no opposite Sector found)
L 00057 Check LineDef 57 (SideDef1 64)
L 65535 and LineDef 65535
S 00002 Sector 2 not closed! (no opposite Sector found)
L 00058 Check LineDef 58 (SideDef1 62)
L 65535 and LineDef 65535
S 00002 Sector 2 not closed! (no opposite Sector found)
L 00059 Check LineDef 59 (SideDef1 60)
L 65535 and LineDef 65535
S 00002 Sector 2 not closed! (no opposite Sector found)
L 00060 Check LineDef 60 (SideDef1 58)
L 65535 and LineDef 65535
S 00002 Sector 2 not closed! (no opposite Sector found)
L 00061 Check LineDef 61 (SideDef1 56)
L 65535 and LineDef 65535
S 00002 Sector 2 not closed! (no opposite Sector found)
L 00062 Check LineDef 62 (SideDef1 54)
L 65535 and LineDef 65535
S 00002 Sector 2 not closed! (no opposite Sector found)
L 00063 Check LineDef 63 (SideDef1 48)
L 00031 and LineDef 31
S 00009 Sector 9 not closed! (no opposite Sector found)
L 00105 Check LineDef 105 (SideDef1 141)
L 00049 and LineDef 49
S 00003 Sector 3 not closed! (no opposite Sector Found)
L 00105 Check LineDef 105 (SideDef1 140)
L 00062 and LineDef 62
S 00003 Sector 3 not closed! (no opposite Sector Found)
L 00106 Check LineDef 106 (SideDef1 142)
L 00062 and LineDef 62
S 00003 Sector 3 not closed! (no opposite Sector Found)
L 00107 Check LineDef 107 (SideDef1 144)
L 00062 and LineDef 62
S 00003 Sector 3 not closed! (no opposite Sector Found)
L 00108 Check LineDef 108 (SideDef1 150)
L 00051 and LineDef 51
S 00009 Sectors 9 and 4 not closed!
S 00004 (Not the same Sector)
L 00109 Check LineDef 109 (SideDef1 147)
L 00074 and LineDef 74 (SideDef 78)
S 00003 Sector 3 not closed! (no opposite Sector Found)
L 00109 Check LineDef 109 (SideDef1 146)
L 00061 and LineDef 61
S 00004 Sectors 4 and 9 not closed!
S 00009 (Not the same Sector)
L 00110 Check LineDef 110 (SideDef1 139)
L 00108 and LineDef 108 (SideDef 149)
S 00003 Sector 3 not closed! (no opposite Sector Found)
L 00111 Check LineDef 111 (SideDef1 148)
L 00050 and LineDef 50
S 00000 Sectors 0 and 2 not closed!
S 00002 (Not the same Sector)
L 00112 Check LineDef 112 (SideDef1 33)
L 00041 and LineDef 41 (SideDef 42)
S 00000 Sectors 0 and 2 not closed!
S 00002 (Not the same Sector)
L 00112 Check LineDef 112 (sideDef2 152)
L 00062 and LineDef 62 (SideDef 54)
S 00000 Sector 0 not closed! (no opposite Sector Found)
L 00113 Check LineDef 113 (SideDef1 160)
L 00033 and LineDef 33
S 00000 Sector 0 not closed! (no opposite Sector Found)
L 00114 Check LineDef 114 (SideDef1 162)
L 00032 and LineDef 32
S 00011 Sectors 11 and 2 not closed!
S 00002 (Not the same Sector)
L 00115 Check LineDef 115 (SideDef1 157)
L 00041 and LineDef 41 (SideDef 42)
S 00000 Sectors 0 and 2 not closed!
S 00002 (Not the same Sector)
L 00115 Check LineDef 115 (sideDef2 159)
L 00062 and LineDef 62 (SideDef 54)
S 00000 Sector 0 not closed! (no opposite Sector Found)
L 00116 Check LineDef 116 (SideDef1 161)
L 00030 and LineDef 30
S 00000 Sector 0 not closed! (no opposite Sector Found)
L 00117 Check LineDef 117 (SideDef1 158)
L 00029 and LineDef 29
V 00110 Vertex 111 is on LineDef 112
L 00112 Some LineDefs have 2 sides (starting with 112)
-- 00000 But their 2-sided bit is not set
S 00010 Sector 10, ceiling
S 00010 texture OCONC1 not found
S 00010 Sector 10, floor
S 00010 texture OSMLIT05 not found
SD 00153 SideDef 153, upper
SD 00153 texture N_ICE01 not found
SD 00153 SideDef 153, lower
SD 00153 texture N_ICE01 not found
SD 00154 SideDef 154, upper
SD 00154 texture N_ICE01 not found
SD 00154 SideDef 154, lower
SD 00154 texture N_ICE01 not found
SD 00155 SideDef 155, upper
SD 00155 texture N_ICE01 not found
SD 00155 SideDef 155, lower
SD 00155 texture N_ICE01 not found
SD 00156 SideDef 156, upper
SD 00156 texture N_ICE01 not found
SD 00156 SideDef 156, lower
SD 00156 texture N_ICE01 not found
SD 00157 SideDef 157, upper
SD 00157 texture N_ICE01 not found
SD 00157 SideDef 157, lower
SD 00157 texture N_ICE01 not found
SD 00158 SideDef 158, upper
SD 00158 texture N_ICE01 not found
SD 00158 SideDef 158, lower
SD 00158 texture N_ICE01 not found
SD 00159 SideDef 159, upper
SD 00159 texture N_ICE01 not found
SD 00159 SideDef 159, lower
SD 00159 texture N_ICE01 not found
SD 00160 SideDef 160, upper
SD 00160 texture N_ICE01 not found
SD 00160 SideDef 160, lower
SD 00160 texture N_ICE01 not found
SD 00161 SideDef 161, upper
SD 00161 texture N_ICE01 not found
SD 00161 SideDef 161, lower
SD 00161 texture N_ICE01 not found
SD 00162 SideDef 162, upper
SD 00162 texture N_ICE01 not found
SD 00162 SideDef 162, lower
SD 00162 texture N_ICE01 not found
-- 00000 Player 2 3 4 Starting positions missing.
-- 00000 Only 0 DeathMatch starts present.
L 00011 LineDef 11 Normal
-- 00000 Sector tag 11 not required.
L 00015 LineDef 15 Normal
-- 00000 Sector tag 11 not required.
L 00016 LineDef 16 Normal
-- 00000 Sector tag 11 not required.
L 00017 LineDef 17 Normal
-- 00000 Sector tag 11 not required.
L 00018 LineDef 18 DR*OpenDoor C
-- 00000 Sector tag 7 not required.
L 00019 LineDef 19 Normal
-- 00000 Sector tag 11 not required.
L 00020 LineDef 20 Normal
-- 00000 Sector tag 11 not required.
L 00021 LineDef 21 Normal
-- 00000 Sector tag 11 not required.
L 00022 LineDef 22 Normal
-- 00000 Sector tag 11 not required.
L 00023 LineDef 23 D1 OpenDoor O
-- 00000 Sector tag 10 not required.
L 00024 LineDef 24 Normal
-- 00000 Sector tag 11 not required.
L 00025 LineDef 25 Normal
-- 00000 Sector tag 11 not required.
L 00026 LineDef 26 Normal
-- 00000 Sector tag 11 not required.
L 00027 LineDef 27 Normal
-- 00000 Sector tag 11 not required.
L 00028 LineDef 28 Normal
-- 00000 Sector tag 11 not required.
L 00029 LineDef 29 Normal
-- 00000 Sector tag 11 not required.
L 00030 LineDef 30 Normal
-- 00000 Sector tag 11 not required.
L 00031 LineDef 31 Normal
-- 00000 Sector tag 11 not required.
L 00032 LineDef 32 Normal
-- 00000 Sector tag 12 not required.
L 00033 LineDef 33 Normal
-- 00000 Sector tag 12 not required.
L 00034 LineDef 34 Normal
-- 00000 Sector tag 12 not required.
L 00035 LineDef 35 Normal
-- 00000 Sector tag 12 not required.
L 00036 LineDef 36 Normal
-- 00000 Sector tag 12 not required.
L 00037 LineDef 37 Normal
-- 00000 Sector tag 12 not required.
L 00038 LineDef 38 Normal
-- 00000 Sector tag 12 not required.
L 00039 LineDef 39 Normal
-- 00000 Sector tag 12 not required.
L 00040 LineDef 40 Normal
-- 00000 Sector tag 12 not required.
L 00041 LineDef 41 Normal
-- 00000 Sector tag 11 not required.
L 00042 LineDef 42 Normal
-- 00000 Sector tag 11 not required.
L 00043 LineDef 43 Normal
-- 00000 Sector tag 11 not required.
L 00044 LineDef 44 Normal
-- 00000 Sector tag 11 not required.
L 00046 LineDef 46 D1 OpenDoor O
-- 00000 Sector tag 10 not required.
L 00047 LineDef 47 Normal
-- 00000 Sector tag 11 not required.
L 00048 LineDef 48 Normal
-- 00000 Sector tag 10 not required.
L 00049 LineDef 49 Normal
-- 00000 Sector tag 8 not required.
L 00050 LineDef 50 Normal
-- 00000 Sector tag 8 not required.
L 00051 LineDef 51 Normal
-- 00000 Sector tag 8 not required.
L 00052 LineDef 52 Normal
-- 00000 Sector tag 8 not required.
L 00053 LineDef 53 Normal
-- 00000 Sector tag 8 not required.
L 00054 LineDef 54 Normal
-- 00000 Sector tag 8 not required.
L 00055 LineDef 55 Normal
-- 00000 Sector tag 8 not required.
L 00056 LineDef 56 Normal
-- 00000 Sector tag 8 not required.
L 00057 LineDef 57 Normal
-- 00000 Sector tag 8 not required.
L 00058 LineDef 58 Normal
-- 00000 Sector tag 8 not required.
L 00059 LineDef 59 Normal
-- 00000 Sector tag 8 not required.
L 00060 LineDef 60 Normal
-- 00000 Sector tag 8 not required.
L 00061 LineDef 61 Normal
-- 00000 Sector tag 8 not required.
L 00062 LineDef 62 Normal
-- 00000 Sector tag 8 not required.
L 00063 LineDef 63 Normal
-- 00000 Sector tag 8 not required.
L 00101 LineDef 101 DR*OpenDoor C
-- 00000 Sector tag 7 not required.
L 00103 LineDef 103 Normal
-- 00000 Sector tag 10 not required.
L 00104 LineDef 104 Normal
-- 00000 Sector tag 11 not required.
L 00105 LineDef 105 Normal
-- 00000 Sector tag 13 not required.
L 00106 LineDef 106 Normal
-- 00000 Sector tag 13 not required.
L 00107 LineDef 107 Normal
-- 00000 Sector tag 13 not required.
L 00108 LineDef 108 Normal
-- 00000 Sector tag 13 not required.
L 00109 LineDef 109 Normal
-- 00000 Sector tag 13 not required.
L 00111 LineDef 111 Normal
-- 00000 Sector tag 13 not required.
L 00113 LineDef 113 Normal
-- 00000 Sector tag 15 not required.
L 00114 LineDef 114 Normal
-- 00000 Sector tag 20 not required.
L 00115 LineDef 115 Normal
-- 00000 Sector tag 15 not required.
L 00116 LineDef 116 Normal
-- 00000 Sector tag 20 not required.
L 00117 LineDef 117 Normal
-- 00000 Sector tag 15 not required.
L 00118 LineDef 118 Normal
-- 00000 Sector tag 5 not required.
L 00119 LineDef 119 Normal
-- 00000 Sector tag 5 not required.
L 00120 LineDef 120 S- End Level
-- 00000 Sector tag 5 not required.
L 00121 LineDef 121 Normal
-- 00000 Sector tag 5 not required.
S 00001 Sector 1 Normal
-- 00000 LineDef tag 2 not found.
S 00002 Sector 2 Normal
-- 00000 LineDef tag 2 not found.
S 00003 Sector 3 Normal
-- 00000 LineDef tag 6 not found.
S 00004 Sector 4 Normal
-- 00000 LineDef tag 1 not found.
S 00005 Sector 5 Normal
-- 00000 LineDef tag 4 not found.
S 00006 Sector 6 Normal
-- 00000 LineDef tag 3 not found.
S 00007 Sector 7 Normal
-- 00000 LineDef tag 14 not found.
S 00009 Sector 9 Normal
-- 00000 LineDef tag 9 not found.

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It took me a minute and a half just to scroll past that list.

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That's why I really thought it was a joke map. To get so many errors into such a small map, especially (presumably) with a modern editing program had to be deliberate I thought. Particularly when many of those errors are clearly visible when you play the map.

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this map was quite a headache. dont be put off by it though, it seems too many new mappers get mad at criticism and give up on it altogether. i suggest that you just keep mapping and keep working at it and you will get better.

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True, and I have to admit, it's a lot better then my first wad. My first wad was a pitiful attempt at a "tactical" Doom mod consisting of 3 levels, map01 was a rip off of Icarus map01 with nothing but chaingunners, shotgunguys, and zombiemen. The second level was just a place for you to restock (I went overboard though, there were 36 medikits, 20 backpacks, and 50 clipboxs, and 2 shellboxs) for your encounter with imps, pinky demons, and one revenant. Yeah....
I really overreacted, and I'm sorry for flaming you. Just keep mapping. Who knows, you just might create something that will rival Russel Pearson's work.

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Well, as I said, on the plus side, I did find it playable and completable so it's not a total loss.

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OK, get it whilst it's hot... or something.

To get you on your way, I've fixed all the technical errors in the map. ie my error checker now gives it a clean bill of health. You can either use this as it is, or just compare it to your version.

http://rapidshare.com/files/81498070/awdf.zip.html

What I did:

I ran it through the DeePsea error checker which flagged up the problems above.

I fixed any unclosed sector problems.

I deleted quite a few second sides to lines that should have been 1 sided.

I removed unneeded tags from lines and sectors.

I put textures on walls that were missing them.

I took a slight liberty in interpreting how you wanted the door to the outside arena to work - it wasn't clear from the way you had things set up because there were a few errors in that area.

I removed the big outside border. This was made of lines facing the wrong way and, as far as I can tell, served no purpose anyway because the lines inside it were 1 sided and prevented you seeing it.

I initially made your N_ICE01 texture work properly by adding a TEXTURE1 and PNAMES lump. However, when I went back to check, the texture was used in the map, but it wasn't used anywhere that it could be seen (ie it was on lower/upper side defs on lines whose arrangement meant that it was always either below the floor or above the ceiling. So, I removed it and took it off any lines that it had been on. I also removed the brick texture from the WAD because it wasn't used anywhere in the level at all.

Finally, I took the music out. There's nothing wrong with it but with the music in, the zip is over 2.5MB big and without it its only 12KB and I couldn't be bothered uploading a 2.5MB file. You can, of course, stick the music back in at your leisure but I suggest you do so only once the map is finalised.


Aside from the door to the outer area, I did not make any style-based choices or "fix" anything like texture alignments or basic geometry. I just did the stuff that was flagging up as being actually technically wrong with the map.

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Jim Rainer said:

Thanks for the comments/suggestions/etc. I've updated/fixed the wad(...)


Good.
Despite the rant you took, you want to improve. 1 point for you. Never give up!

That's the spirit.

Enjay said:

Finally, I took the music out. There's nothing wrong with it but with the music in, the zip is over 2.5MB big and without it its only 12KB and I couldn't be bothered uploading a 2.5MB file.


I was wondering how did you do that incredible data compression :)

EDIT:
Okay, so I played the map, and here are some quick thoughts:

1) This level is far too easy. You can stand in the gray hallway and keep on shooting. From time to time you need to dodge a projectile or two. And even if you're hit by 70% of what comes through the door - there is enough health around to bring back a whole cementary to life.

2) Who the frak needs "Armor Bonus" helmets, when there's like a gazillion "megaarmors" lying around?

3) There are like 10 or 12 monsters stuck one in another.

4) I was impressed you did not give the BFG right away. That made thing a little more interesting. Good thought.

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I've recently picked up working on this again, and the new version is quite frankly a collosal failure. I added a new section to it, and without opengl rendering, it produces a severe visual error in the sky, as seen in this video: http://www.youtube.com/watch?v=yRPEcPwQoP8
(Note: due to something fucking up with youtube, there is no sound.)

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What you need to do is ditch the gl port. Don't test with it. You will never learn how to properly construct a doom map that way.

If your map renders properly in software and there are no errors then your map is solid. If it then fails to render properly in opengl then that is the fault of the gl port not in you or your map.

What editor are you using? I'm asking because as I look at the error list Enjay posted I can't figure out how on earth so many unclosed sector and tag errors happened in a small simple map like yours. Either you're spoofing us or you are misunderstanding something about map construction at the most fundamental level. Until we figure out what that is I don't think you will be able to improve.

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