ArmouredBlood Posted May 25, 2009 Putting out my first semi-finished product, as it's 3 AM and I've only tested what I consider UV difficulty or a hard HMP. Took 10ish hours, but other than the absurd amount of time the bridges/platforms took it's rather simplistic ... Comments/feedback would be cool. http://wadhost.fathax.com/files/Bridges Gone Wild.rar EDIT: Woot got it to work. 0 Share this post Link to post
Zafbot Posted May 25, 2009 Cool bridges, how did you get those to work? I noticed a few problems with the enemies at some points, especially in the 3rd or 4th room with 2 demons next to pillars that are suck in place and do not attack the player. For a first map, i thought it was good, keep it up! 0 Share this post Link to post
ArmouredBlood Posted May 25, 2009 Heh thanks, checked out your map a bit before making mine, doing good. First the demons, I put them on dormant without realizing what it would do then forgot to put them out before uploading the wad when I realized what it did. Easy fix. Also I've found the monsters on the bridge get stuck with the thing holding it up, so no go on those. Second the bridges ... Saw a post with this link in it, http://www.zdoom.org/zdkb/kk1.html , and I'd been wondering how to do bridges myself. Tried the doombuilder bridge thing but I didn't have much luck with that. So I did it the 'fake' way, with a blocking ceiling 'thing' in hexen format. the linedefs are just there to show the player where the bridge is as you make the things invisible. Just put the things higher up (or lower in z-height) to make railings. Check lower unpegged on the linedefs to move the steps into position and now you got a bridge. Also make sure the 'snap to geometry' function isn't on in Doombuilder when you make draw the linedefs, and make sure it's in its own sector, or you run into problems. EDIT: @ hellbent; the cacos CAN go over the bridges, they just don't go high enough in elevation. I guess I could give them some z-height in the beginning to help em along. 0 Share this post Link to post
Hellbent Posted May 25, 2009 nice wad. how come the cacodemons don't go over the bridges? 0 Share this post Link to post
Deeforce Posted May 28, 2009 Yay, I like those bridges! Make it bigger next time and everything will be fine :-P! 0 Share this post Link to post
ArmouredBlood Posted May 28, 2009 Been negligent and didn't post the updated one a few days ago >.< Here's the fixed map with a few added things, not much but a little. http://wadhost.fathax.com/files/BridgesGoneWildv1.1.rar Also started on a second map in a kind of deep pit theme. With bridges ;D I have a feeling that's what kept me from mapping doom, didn't know a lot about overlapping platforms. 0 Share this post Link to post
Mik57 Posted May 29, 2009 What difficulties did you have with the doombuilder bridge objects? If you used those, it would be easier to allow monsters to walk on them. Plus, if I remember right, those bridge objects are 8 units high, so you could go under lower bridges. 0 Share this post Link to post
ArmouredBlood Posted May 29, 2009 Just problems with z-height, couldn't get the bridges to line up with the edges properly. I'll look into it again, maybe I'll get it this time. EDIT: just tried it again, and got it to work. idk, must've had a retarded moment or 10. Don't really need to fix the first map with them though, shouldn't need to go under the stairs or jump under the platforms anyway. However I could've used em on the second map, had an extreme height change after I tried to get the bridge to change height with a lift and it didn't work >.< I'll try it with the bridge sprites. EDIT2: didn't work, but it gave me an idea for something interesting since it blocked the platform and sent it back down again ... :D EDIT3: about halfway done with the architecture, was testing some stuff with monsters. Bridges will probably be both visible and not easy to see ... http://i43.tinypic.com/akfr77.jpg 0 Share this post Link to post
Mik57 Posted May 30, 2009 Actual bridge objects would be helpful anyways, for more low-lying bridges. Also, if you use them, you could probably make them closer together, which would allow the monsters to walk on them. 0 Share this post Link to post
ArmouredBlood Posted May 30, 2009 Ya, tested em last night with a few imps and it worked. allowing projectile attack enemies to shoot around the railings is more a problem ... I'm probably only going to need railings on the highest and first bridges though. Might fix the first map with those bridges, shouldn't take too long to do actually. 0 Share this post Link to post
ArmouredBlood Posted June 5, 2009 Finally finished my second map. A lot bigger than the first, probably harder, and also probably more confusing. Really want comments/feedback on this one because I'm kind of lost on what I could do to make it better. http://wadhost.fathax.com/files/BridgesGoneWildM2.rar 0 Share this post Link to post