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phobosdeimos1

CoreBinder - Raw Action

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Screens actually look pretty cool, although I think it can use with some light variation, and the bricks in the last shot look like they should be auto aligned vertically.

Once I've finished STRAIN I'll give this a try. :)

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DeathevokatioN said:

Screens actually look pretty cool.

Once I've finished STRAIN I'll give this a try. :)


Thanks man, yeah i should've edited out the "Degrelessness mode off" bit though lol, don't take that as a bad point, it's not that hard it's just I was rushing to get some screens

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EDIT: nvm

In my opinion, Cyberdemon need to be moved further behind, in map03. (maybe move it in the brown sludge near the start) but thats up to you.

Its a simple mapset but its good for a quick fun. :)

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Archvile78 said:

EDIT: nvm

In my opinion, Cyberdemon need to be moved further behind, in map03. (maybe move it in the brown sludge near the start) but thats up to you.

Its a simple mapset but its good for a quick fun. :)


Thank you, yeah i made it with fun in mind, also, I despise how most modern wads are so overly detailed it just doesn't look right for doom, although it works in some TCS, so I tried to keep it 'chunky' and 'clean'

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Aside from how shabby and amateurish your maps are, I can tell that you put plenty of effort into them, and they were pretty fun to play.

It'd be cooler if the WAD had some higher production values, particularly in terms of texture alignment and lighting. I realize that you said you disdain high levels of detail, but the original Doom itself at least used some contrast between light / dark areas, and properly aligned most of the textures.

Regardless, it was still fun, but the way it looks is kind of a big turnoff for me. :P

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Mithran Denizen said:

Aside from how shabby and amateurish your maps are, I can tell that you put plenty of effort into them, and they were pretty fun to play.

It'd be cooler if the WAD had some higher production values, particularly in terms of texture alignment and lighting. I realize that you said you disdain high levels of detail, but the original Doom itself at least used some contrast between light / dark areas, and properly aligned most of the textures.

Regardless, it was still fun, but the way it looks is kind of a big turnoff for me. :P


Thanks for your feedback, i'm working on more contrast, i do always consciously change brightness levels but maybe not enough to show obvious difference, and I notice people point out textures alot but i went through and checked and didn't notice any major misalignment, can you take a screen of some bits you noticed so i can work on not forgetting them?

shabby and amateurish sounds a bit harsh and makes me kinda wanna give up though :(

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phobosdeimos1 said:shabby and amateurish sounds a bit harsh and makes me kinda wanna give up though :( [/B]


Do not let this disappoint you, he only wants to help you, you just have to fix the alignment, light difference and texture usage (example door texture on elevator, that need to go ;P) no need for a stupid amount of detail and he did say he had fun so. ;)

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If this is one of your first WADs, I'm impressed! You have a very unique mapping style and I'm expecting to see some pretty good stuff from you in the future. My only criticism is that you really shouldn't make stuff that's necessary to complete the map like secrets (behind fake walls, etc). Also, I had to go into an editor and delete the "CAL" letters you put off to the side in order to get MAP04 to work.

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Marnetmar said:

If this is one of your first WADs, I'm impressed! You have a very unique mapping style and I'm expecting to see some pretty good stuff from you in the future. My only criticism is that you really shouldn't make stuff that's necessary to complete the map like secrets (behind fake walls, etc). Also, I had to go into an editor and delete the "CAL" letters you put off to the side in order to get MAP04 to work.


Ah crap sorry about that, thank you though, was it Vanilla doom that the letters screwed it up in?

Point taken about secrets, next time i'll only make a secret if I want to or think it might benefit the gameplay

Thank you for taking your time to play it

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You're right, saying that the maps are shabby and amateurish is bit of an overstatement, and the last thing I would want to do is drive you away from making more maps. The worst offender here is really MAP01, with some better alignment and lighting evident in your other maps. I agree that your style is quite distinctive, and I hope you stick around the community and keep improving.

Now, for the screenshots you asked for:

A big issue I noticed was that you used some textures in places that they didn't really fit properly, which is what I meant by 'amateurish'. Notice how the doors are cut off into the walls, and how the COMP panels and switches are placed in spaces that also cut them off.

http://img831.imageshack.us/img831/9658/screenshotdoom201103272.png
http://img402.imageshack.us/img402/9658/screenshotdoom201103272.png
http://img219.imageshack.us/img219/9658/screenshotdoom201103272.png
http://img828.imageshack.us/img828/9658/screenshotdoom201103272.png
http://img291.imageshack.us/img291/9658/screenshotdoom201103272.png
http://img863.imageshack.us/img863/9658/screenshotdoom201103272.png
http://img545.imageshack.us/img545/9658/screenshotdoom201103272.png
http://img6.imageshack.us/img6/9658/screenshotdoom201103272.png
http://img856.imageshack.us/img856/9658/screenshotdoom201103272.png

Notice here the very thin door; this looks very odd, as the BIGDOOR* series should really be at least 8 units thick, if not 16:

http://img28.imageshack.us/img28/9658/screenshotdoom201103272.png

This shot shows another wall that appears to be much too thin considering what its texture (the marble bricks) would imply:
http://img191.imageshack.us/img191/9658/screenshotdoom201103272.png

[edit:] Also, I can confirm your suspicion that the WAD will not run under Vanilla (or Chocolate Doom), as the first map bombs it out when trying to load BRICK8 as a flat.

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Mithran Denizen said:

You're right, saying that the maps are shabby and amateurish is bit of an overstatement, and the last thing I would want to do is drive you away from making more maps. The worst offender here is really MAP01, with some better alignment and lighting evident in your other maps. I agree that your style is quite distinctive, and I hope you stick around the community and keep improving.

Now, for the screenshots you asked for:

A big issue I noticed was that you used some textures in places that they didn't really fit properly, which is what I meant by 'amateurish'. Notice how the doors are cut off into the walls, and how the COMP panels and switches are placed in spaces that also cut them off.

[url]
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Notice here the very thin door; this looks very odd, as the BIGDOOR* series should really be at least 8 units thick, if not 16:

[url]

This shot shows another wall that appears to be much too thin considering what its texture (the marble bricks) would imply:
[url]

[edit:] Also, I can confirm your suspicion that the WAD will not run under Vanilla (or Chocolate Doom), as the first map bombs it out when trying to load BRICK8 as a flat.


Thanks so much for taking those screens, it's alot clearer for me now which bits make it untidy, i know exactly what you mean so i can improve on it,

Thanks for checking it's compatibility too

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I don't have much to say that hasn't already been said, especially since I haven't finished the WAD due to exhaustion. Regardless, I have 5 tips:

- On MAP02, the SSG in the starting room is a tad much. If you replace it with a shotgun (or remove it altogether), the map is still playable from a pistol start. Moving it to the outside area near the Mancubi would probably be a decent place for it.

- MAP02 Screenshot. See those little indents there? It screams "Doom Builder 1 curve linedef tool". This pillar looks large enough where if you deleted the vertices that cause this ugly effect, it would look a lot better.

- On MAP03 - Screenshot is easier than explaining location. It's not entirely necessary, but if this floor was also a lift, it would take the time out of going around incase you fall/jump off after it's been raised. It's also less of an obstacle on the lower end that way.

- You have a few doors that raise directly into the sky. Contributes tons to the mentioned "shabby" look. Here's an example. A simple fix is to add sectors on either side of the door, make the ceiling a non-sky flat, and lower it.

- This is something esselfortium said (kinda, not a direct quote) in an explanation about textures and alignments: You have to think of the textures as real material, not a design painted on a wall. Be mindful of where it looks like textures cut off (as it's been said), and don't be afraid to manually split lines and realign textures. It also includes raising and lowering floors and ceilings. Sometimes it's alright to "cut" into a material, but it'll usually look wrong. For example, the marble textures are usually ok to cut into (as it's possible to cut into marble), but it's not ok with the STARx textures. Just use your better judgment in this case.

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