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Currently Untitled Map

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as a noise musician, i second the "screaming and noise" but the map looks really good too. not much more to say except that everything looks too clean.

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Needs more lava I think an new sky something that fits the hot lava ish environment, not sure about the white rocks black or gray rocks would be better.

Its looking good but I think you can improve the atmospheric part of your map alot more keep up the good work :)

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yes, that new screen looks nice.
i like the theme.

by "too clean" i pretty much meant what DD said here:
"Needs more lava I think an new sky something that fits the hot lava ish environment, not sure about the white rocks black or gray rocks would be better."
sorry for not being clear.

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I feel jealous now, I don't get how some one can make 2 story 3D floors and bridges... Much like I've seen in much of Torm667's stuff.

Nice level none the less, and yess, add more lighting with lava, looks almost too plain.

Btw, what map editor and setting you using?

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I'm using Doom Builder. I worked on a little bit of the area with the bridge; added some lava and added a few rooms to the building. I also worked on another building, too. I'm trying to use conveyor belts in the second building, but they only want to scroll one way. :(

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From what the screens show - I may agree that the indoor sections look very clean. They could use more light variations and perhaps some "dirty textures", or just parts of textures in any color other than gray.

Other that that, everything looks simply great.

I'm downloading the file which you could have put some effort into, and fucking zip it!

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Well, like I said, it's the current version of the map. I just wanted to give people something to check out that wasn't just screenshots. But yeah, I should've zipped it.

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Alright, so I made the walls look a bit dirty and/or rusted:
http://img.photobucket.com/albums/v716/dabloodbath/8479215.png

And, as I mentioned earlier, I added some lava around the bridge area:
http://img.photobucket.com/albums/v716/dabloodbath/8492928.png

Right behind the lava:
http://img.photobucket.com/albums/v716/dabloodbath/8560242.png

And on the opposite side of the door:
http://img.photobucket.com/albums/v716/dabloodbath/8539619.png

A room connected to the teleporter room from the first pic in this post:
http://img.photobucket.com/albums/v716/dabloodbath/8639023.png

Outside of said room:
http://img.photobucket.com/albums/v716/dabloodbath/8620194.png

Also outside of aforementioned room:
http://img.photobucket.com/albums/v716/dabloodbath/8645934.png

The view from inside the weapons warehouse:
http://img.photobucket.com/albums/v716/dabloodbath/8670051.png

Immediately behind that area, in the stairwell:
http://img.photobucket.com/albums/v716/dabloodbath/8683296.png

Down the hall:
http://img.photobucket.com/albums/v716/dabloodbath/8697898.png

It's coming along a bit better than I actually expected. At this rate I may have it done in, like, 10 years. :-p

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Now THAT's some decent texturing!
I bow down before you, mister KingKill, the map looks very sweet (but I haven't played the first version yet).

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Looking better and better maybe make the outside areas an bit more spacious and the shadow under the bridge is too dark imo maybe you could do some gradient lighting there as well.

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I was thinking the same thing about the outside areas, I'll probably do a little stretching here and there to open it up a bit. I do like it being cramped though, gives you that sense of "oh shit, where do I go to escape?", you know?

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Well it looks fine like it is now but more spacious areas would let you have an nice hard trap with larger groups of monsters lets say 50 imps backed up with 5 or 10 knights or so :p and enough room to strafe let them spawn in on multiple places like on ledges and before and behind you like you are suddenly surrounded by them perhaps you could trigger the trap when youre not even pick up something really important just an totally unexpected trap.

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Hard to review such a brief start. In zdoom at least it seems too dark. You can walk past those dead trees to the area beyond if that wasn't intentional. You can open the door on top of the bridge from down below apparently. Kinda hard to walk that tiny ledge to get back in the door at one point. Took awhile of searching to find the open vent corridor. Basically seems detailed and organic and fun so far.

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Looks rather kickass so far... I especially like the textures, as well as the occasional and well-implemented Legacy dummy-sector. I've gotten quite attached to them myself - I'm forcing myself to make a vanilla doom map just for the heck of it, but I keep wanting to use dummy sectors and other legacy (and/or zdoom) features. Definitely make the shadows under the bridge(s) not quite so dark though.

As for the conveyor belt scrolling problem, is the conveyor belt sector tagged to a separate line with some kind of scrolling/moving effect? I know that for some such effects, the direction and speed of the scrolling is directly caused by the direction and length of the line with the corresponding tag and effect. For instance, if the tagged linedef is going from point A to B (the start/end vertices of that linedef) then the tagged sector's motion will also be in that same direction. Likewise, the longer the tagged linedef is, the faster the scrolling of the affected sector.

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Yeah I would recommend just getting rid of the dark strip in the middle - it just doesn't look natural at all. Maybe if it was wider, or not at drastic of a light difference, it wouldn't look bad. As for the conveyor belt, I don't remember whether it was specific to Zdoom alone, or possibly Legacy as well - you'll just have to see what the lindef action options are, and experiment with what's there until you find out what actions are availiable and how they work. You could also try looking it up online, or asking someone here..

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Alright, it's been a little bit since I last posted, so I'll let everyone know how the map's coming. I'm currently adding a basement to the weapons factory in the southern section of the map. A hallway in the basement will lead to various parts of the level, letting the player access different parts of the map more quickly. Hopefully I'll pull it off good. Images will be posted when I've made more progress.

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I've hit a bit of a snag in my map. I'm trying to make a silent teleport that sends you from the underground tunnel part of the map to an identical part so that the player can access an elevator to get to the bridge. I already have two in the map, which I've marked in the below screenshot (red and green, respectively):

http://img.photobucket.com/albums/v716/dabloodbath/mapproblem.png

The area I have circled in yellow is a general area where I want to use the new teleport. I've tried several times and when I try to test the map it gives me this error:

http://img.photobucket.com/albums/v716/dabloodbath/1251424.png

I'm using the linedef action 244. My question is: why is it letting me use it in the other two areas but giving me a problem with this one?

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More than likely it's because you don't have them tagged together. The first one worked because you only had that one set (with the tags set to 0), but now that you introduced a second set, they're all set to tag 0 and the engine has no clue which one to use.

So just put 1 in the tag section of each of the two newest lines you want to link via silent teleport, and it should work.

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