Katamori Posted December 23, 2010 purist said:Cacos with little legs? I think it's funny :D (only a bit) 0 Share this post Link to post
RjY Posted December 24, 2010 The amazing regenerating teleporter fog! It just won't die! It turns out there is a fog stuck in a loop on a conveyor, recreating itself over and over again. It hits the failsafe at the end of the conveyor, is moved instantly back to the start by a silent line teleporter, and then hits the real teleporter line just before it expires, which creates a new one. Something like that anyway. Obviously these are looped .gifs but this is actually what it looks like in the game. I think the reason the fog is moving is because the conveyor sector is a Boom deep water sector, being used to teleport cacodemons which would otherwise be unaffected by conveyors because they don't suffer gravity. But teleporter fogs don't have gravity either. (Fogs also don't link into the blockmap, so the fact they're even interacting with linedefs is intriguing by itself.) The other interesting thing is how fast the fog is moving. The control linedef for the conveyor is 128 units long, which should mean things on it move at 4 units per tic. But they're doing a lot more than 4 units per tic - they're covering a distance of nearly 1000 units over the lifetime of a fog (which I think is 72 tics.) Boom conveyors confuse me. The map is TGH's Year 23 -The Belly of the Beast-. 0 Share this post Link to post
The Green Herring Posted December 24, 2010 Don't take the previous post, by the way, to mean I fail as a designer. This is a very rare occurrence — by which I mean I never had this happen to me the entire time I worked on it. Neither, for that matter, did any of the alpha-testers, or anyone playtesting the level in my WAD thread (otherwise, they would've said so.) There would have to be something extraordinary going on for something like this to happen. Hell, 99% of the time, the fog things don't even move that fast! What you're seeing is one of quite a few coding failures on behalf of TeamTNT. Boom may be quite fun to work with, but man, is it buggy! (P.S. The corridor is that long because I knew about fog being able to teleport ever since Claustrophobia 1024; I encountered that bug while working on MAP06: Four Square, so I made the cacodemon warpers in that level long enough for the fog to dissipate before it could hit anything. But when I made that level, I don't think they ever flew at light speed. So how was I to know this could ever happen? Amazing, either way.) 0 Share this post Link to post
Jimmy Posted December 24, 2010 The Green Herring said:Boom may be quite fun to work with, but man, is it buggy To be honest, I'd find it so much more fun to work with if it wasn't buggy as heck. D: The number of inconsistencies and gameplay-intrusive bugs that the Boom format retains from the original Doom engine, which forces the mapper to test and work around them almost constantly (not to mention the fact that various sourceports treat these bugs in different ways, many of which fix them to remove them completely from the mapper's and the player's concern), just almost entirely sucks the fun out of mapping for me. :( 0 Share this post Link to post
Nameless Posted December 25, 2010 If someone asks me why I like the automap so much, I'll keep this thread in mind. 0 Share this post Link to post
Katamori Posted December 25, 2010 40oz said:Secret level in Perdition's Gate lol, I remember this level. When you fight with a Cyberdemon in a really glitchy room... awful but creative :Đ 0 Share this post Link to post
[name_withheld] Posted December 25, 2010 I'm beginning to thing I should relax on detail. 0 Share this post Link to post
Koko Ricky Posted December 26, 2010 I always liked how Doom 64, ironically, had more demonic overtones than the original PC version. I say ironically because Nintendo was notorious for its censorship, yet Doom 64 was brimming with dark imagery and buckets of gore. This symbol, which I assume is the "pentagram key" that charges the Laser/Unmaker, is sucha great juxtaposition: esoteric demonancy, and stellar space! 0 Share this post Link to post
lupinx-Kassman Posted December 26, 2010 In many ways I consider doom 64 to be the true doom 3, while the actual doom 3 is more of a next-gen retelling of doom. 0 Share this post Link to post
Dragonsbrethren Posted December 26, 2010 GoatLord said:I say ironically because Nintendo was notorious for its censorship[...] That was dead by the N64 era. 0 Share this post Link to post
Mechadon Posted December 26, 2010 lupinx-Kassman said:In many ways I consider doom 64 to be the true doom 3, while the actual doom 3 is more of a next-gen retelling of doom. That's a really interesting way to look at it. I'm a big fan of Doom 64 too, although I never thought of it like that. I certainly like it better than what little I've played of Doom 3. 0 Share this post Link to post
Reisal Posted December 27, 2010 More of the same level, which was also posted in the "Doom the way id did it" thread in Wads & Mods section: So far, the map's construction by author is about 66% me and 37% Mr. Freeze. 0 Share this post Link to post
printz Posted December 28, 2010 Snail, snail... In any case, here they go... tiny progress here & there... Lighting changed, new detail. NEW MAP (STUB STUB STUB)!!! It uses Per Kristian's E3M3 remix as background music!! Real life makes this thing go ahead veeery slowly. I shouldn't ignore real life and its wonders. 0 Share this post Link to post
esselfortium Posted December 28, 2010 Looks pretty cool, printz. In the last shot, I'd change the floor, though. I'd put some sort of trim around the edges of the dropoff, then a different texture (something other than those bricks, and maybe with a bit less light/dark contrast) on the main surrounding floor. 0 Share this post Link to post
Bishop Posted December 28, 2010 Heh, 'bout time someone showed off some Doom 3 stuff. Pretty cool! 40oz said:sectors Not totally sur how Doom 3 does it, but don't most true 3D renderers use brushes ("blocks") ? 0 Share this post Link to post
Sigvatr Posted December 28, 2010 The brick/new textures really don't fit well with the Doom 3 style. 0 Share this post Link to post
printz Posted December 28, 2010 essel: If you mean the upper floor, good idea, thanks, I can change it into dirt or broken pavement and develop from there, while the lower wall only extends to one brick thickness (followed by the dirt). If you mean the lower floor, the reason I chose that is that I love its symmetry, it reminds me of those Black Isle RPGs with weird underground monsters and their domains. The contrast on the big bricks is odd because the lighting is all over the place just for the area not to be pitch black. Also the texture might have been shipped with an exaggerated shiny-map. 0 Share this post Link to post
Gez Posted December 28, 2010 Bishop said:Not totally sur how Doom 3 does it, but don't most true 3D renderers use brushes ("blocks") ? There's two types. Brush-based (Quake, Unreal, etc.) and mesh-based (e.g. Oblivion). With the latter, you basically have to build all levels out of prefabs. 0 Share this post Link to post
Xeros612 Posted December 29, 2010 Dragonsbrethren said:That was dead by the N64 era. Ignoring the fact that Duke Nukem 64 had a lot of content censored out such as profanity (i.e. "Holy shit!" was either cut or bleeped) and the strippers in the early levels, maybe. Oh, and the changing of blood to green for the GBA Doom ports. 0 Share this post Link to post
Reisal Posted December 29, 2010 Another unfinished map I started working out of boredom tonight, this is about an hour's worth of work. It's an E1M1 themed map. 0 Share this post Link to post
dannebubinga Posted December 29, 2010 DB shot of my latest map: http://i54.tinypic.com/2d97ls0.jpg The Arena: http://i53.tinypic.com/2ijrspz.png 0 Share this post Link to post
LigH Posted December 29, 2010 That ... uuhm ... took some efforts! Thumbs up. 0 Share this post Link to post
Lutz Posted December 29, 2010 So, this is my Mordeth. I created the first sectors of this map a little over seven years ago, and it is FINALLY almost ready for release. What's even more frustrating is that it isn't anything special -- just one of those maps that you start, then restart, then rework and cut and shift and on and on... Anyway, here are some shots: Opening Scene: http://i1180.photobucket.com/albums/x404/chris_lutz/Screenshot_Heretic_20101229_072346.png Caves: http://i1180.photobucket.com/albums/x404/chris_lutz/Screenshot_Heretic_20101229_072601.png Cliffside Waterfalls: http://i1180.photobucket.com/albums/x404/chris_lutz/Screenshot_Heretic_20101229_072657.png Harbor Area: http://i1180.photobucket.com/albums/x404/chris_lutz/Screenshot_Heretic_20101229_072907.png Cavern Battle: http://i1180.photobucket.com/albums/x404/chris_lutz/Screenshot_Heretic_20101229_072921.png I'll be looking for beta-testers soon, too. 0 Share this post Link to post
pavera Posted December 29, 2010 Some impressive shots there, Lutz. Good to see some more quality heretic work coming up around here. 0 Share this post Link to post
Dutch Doomer Posted December 29, 2010 Remakes suck! http://i52.tinypic.com/afir9v.png http://i52.tinypic.com/drcy6g.png http://i52.tinypic.com/5ehb0w.png 0 Share this post Link to post
40oz Posted December 29, 2010 white and brown is a pretty hot combo you got goin there dutch devil 0 Share this post Link to post
DeathevokatioN Posted December 29, 2010 Looks great Lutz! I'd kill you if you didn't use a Heretic midi for it. 0 Share this post Link to post
Walter confetti Posted December 29, 2010 lutz and dutch, great job! anyway how can you open the statistics of the map in doom builder 2? 0 Share this post Link to post