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Core

Future Project Assistance

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I understand this question surfaces quite often on this forum. I am in the process of creating a MegaWad, but it is still in its early phases. So far, I  think I've made some really enjoyable levels that are well balanced; interesting enemy placement, the occasional puzzle, story elements, more difficult then easy but do-able, new enemy ideas.

 

I can get maps to around 90 to 95 percent complete, but need that helping hand to assist with the remaining details of a level (play test, offer their artistic wisdom, finish programming work like improving on an ambush).

 

Where should I go to get help with the above?

 

I feel the more I can plan beforehand; the better. Is there an area of this site better suited for this topic, or is this one ideal?

 

(Doom 2 resources (some custom tetures)/tested using ZDoom in UDMF format/planning on 28 levels, but that number is still changing/working title).

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This was more so to acquire a helping hand so that I could one day have something worthy of showing. I more or less know what's wrong with the levels already. It would just take me much longer to troubleshoot some of the problems compared to another; unless it's recommended to provide the wad prior to anything else.

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20 minutes ago, Core said:

This was more so to acquire a helping hand so that I could one day have something worthy of showing. I more or less know what's wrong with the levels already. It would just take me much longer to troubleshoot some of the problems compared to another; unless it's recommended to provide the wad prior to anything else.

If you want feedback on the wad, provide the wad. It won't be considered an official release until you say so :)

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Unless you know other mappers personally then DW is place for feedback. If you post a wad and ask specifically "how can I make XYZ teleport trap faster/slower/more random" etc you'll get your answer.

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In that case; I would say the main issue I need help with is a step-by-step on how to make a switch control a stair gradient while also changing the texture of the top of the steps (floor texture). That way it seems that the stairs are rising out of water. I had looked into this but had difficulty finding an answer.

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