Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
AtticTelephone

Doom -1: A Doomworld Experiment

Recommended Posts

2 hours ago, KILLA DIO said:

listen, the baron has those proportions on purpose, it's supposed to be top heavy, that's the point, it's build like crash bandicoot on purpose.

can the baron really help it ...that he is buffed? I think not :-D

Share this post


Link to post
Posted (edited)

Here's 3.91b.

 

https://drive.google.com/file/d/1LcBqoEkRZ5FSzzTx1ewiV76GRgRvuzmu/view?usp=sharing

 

EDIT: If you've already downloaded 3.91, please re-download from the link above - a couple of things needed fixing.

 

MAP05 (all the below relates to the skyscraper area)

- Tidied up a few misaligned and cut-off textures

- Added desks, filing cabinets, potted plants, etc around the lower floor

- Added a few more windows (including some internal ones), and changed the textures of the existing windows

- Improved some existing detailing

 

MAP25

- A few minor tweaks

 

Screenshots of MAP05 changes

 

c6T74lk.png

37dDKVr.png

E9K6lCm.png

6TrDiPr.png

Edited by NiGHTMARE

Share this post


Link to post
Posted (edited)
12 minutes ago, KILLA DIO said:

thoughts?

CYBRA1.png.98ed75fbe7f5eafc47be6f7cf9f0f701.png

is he overcompensating for something? :-D

 

j/k .. looks good.. for a sprite

Share this post


Link to post
On 8/23/2020 at 1:11 PM, Rosh Fragger said:

MAP16 currently looks quite broken after being expanded. Doors, switches, teleport pads, and everything else has been stretched as well along with the actual map layout (caves, corridors etc.) The person who originally made MAP16 might have to revamp the entire map now and fix those stretched out doors, switches, teleports etc.

Hell no. I can't fix that map, I barely have any time now.

The map was supposed to be a claustrophobic, atmospherically creepy, plasma fun intended map.

Whoever broke it should fix it

Share this post


Link to post

reserving map 12, I can take a look at map 16 as well if nobody else wants to including yargsilvr and whoever decided to stretch it

Share this post


Link to post
4 minutes ago, CBM said:

reserving map 12, I can take a look at map 16 as well if nobody else wants to including yargsilvr and whoever decided to stretch it

just replace map16 with the pre-stretched version

Share this post


Link to post

I couldn't complete my MAP15 changes in time and I have to go somewhere for a while. So I'm going to keep MAP15 reserved for a few more hours. I actually pasted a few big portions of some other maps of mine so I need some more time with this map now to add progression and functionality to the new rooms.

Share this post


Link to post
23 minutes ago, KILLA DIO said:

just replace map16 with the pre-stretched version

what version would that be? I did not stretch it and have no knowledge of when it got stretched

Share this post


Link to post
Posted (edited)

https://www.dropbox.com/s/ar6qc7lvfkg5py9/NEGATIVEONE_v3.93.rar?dl=0

map 12 now modded to perfection

 

reserving map 16

 

I do not know what version is pre-stretched, but I will see what I can do with it 

 

I've looked at it.... oh god...

 

what I want to do to it..

 

- make it a bit brighter... zero light does not a pretty level make methinks, yes?

- keep its size but fix misaligned and missing textures

- add details

- add claustophobic areas?

- test it and make sure it can be completed

Edited by CBM

Share this post


Link to post
3 minutes ago, Elio AF said:

i know for a fact that v3.02 has a pre-broken version, but I think someone else edited after it. Still, the original is better than the current one

ok, I've looked at the thread and it seems captain toenail streched it

 

On 8/23/2020 at 12:21 AM, Captain Toenail said:

Ok not going to lie, the new Baron made me chuckle.

 

Going to reserve map16 for a while.

 

Edit: Done with map16 for now.

 

This map was very cramped and the textures were very gaudy and 90s looking.

 

What I have done is expand the entire map by 150%, raise all the ceilings by 64 units, and replace the textures with ones easier on the eye. Of course all the doors and alcoves are the wrong size now but these can be fixed in time.

 

http://www.mediafire.com/file/snziihvqa41mj7p/NEGATIVEONE_v3.75.wad.7z/file


so v3.74 should be the last version before it was streched

Share this post


Link to post
2 minutes ago, CBM said:

ok, I've looked at the thread and it seems captain toenail streched it

 


so v3.74 should be the last version before it was streched

cool, great job tracking it down!

i had v3.02 as the latest version after v3.93

Share this post


Link to post

gotta love people "fixing" an intentional design decision because they personally don't like it

Share this post


Link to post
1 minute ago, Elio AF said:

cool, great job tracking it down!

i had v3.02 as the latest version after v3.93

thanks. I will put it v.3.74 of map 16 in as the new version of the map and then reserve it to see if I can make improvements to it

Share this post


Link to post
2 minutes ago, KILLA DIO said:

gotta love people "fixing" an intentional design decision because they personally don't like it

gotta break it down to you, it was actually a design flaw

Share this post


Link to post
1 minute ago, KILLA DIO said:

gotta love people "fixing" an intentional design decision because they personally don't like it

well this is a community project and an intentional design decision could still be wrong.. I'll try to play the map from v.3.74 and if I also think it is too cramped then I WILL be changing that

Share this post


Link to post
1 minute ago, Elio AF said:

gotta break it down to you, it was actually a design flaw

sorry what are you referring to? I was talking about a map that was intentionally claustrophobic being made wider

Share this post


Link to post
Posted (edited)
2 minutes ago, CBM said:

well this is a community project and an intentional design decision could still be wrong.. I'll try to play the map from v.3.74 and if I also think it is too cramped then I WILL be changing that

i personally don't mind it being wider, but the ceiling 64 things really messed up with some of the map's gimmicks

Share this post


Link to post
Posted (edited)
2 minutes ago, KILLA DIO said:

sorry what are you referring to? I was talking about a map that was intentionally claustrophobic being made wider

i was referring to a blue skull that was made accessible by skipping some areas of the map. i'm guessing you don't play the maps here?

Share this post


Link to post
Posted (edited)

Chill out guys. Yes I did increase the size of map16. I know from experience player's generally do not enjoy super tight and dark maps, especially in multiplayer. 

 

Of course lots of doors and alcoves were broken when I stretched the map. I did mention these would need to be fixed... I got most of them however I'm not familiar wih the map so I know I missed a few. Nowhere did I imply that was a final product. We're still in the building phase... (speaking of, the deadline is fast approaching. Might be wise to start testing everything in PRBoom and sort out Thing placements)

 

Anyway I'll leave that map in your capable hands for now since the group consensus seems to prefer the original.

Share this post


Link to post
2 minutes ago, Captain Toenail said:

Chill out guys. Yes I did increase the size of map16. I know from experience player's generally do not enjoy super tight and dark maps, especially in multiplayer. 

 

Of course lots of doors and alcoves were broken when I stretched the map. I did mention these would need to be fixed... I got most of them however I'm not familiar wih the map so I know I missed a few. Nowhere did I imply that was a final product. We're still in the building phase... (speaking of, the deadline is fast approaching. Might be wise to start testing everything in PRBoom and sort out Thing placements)

 

Anyway I'll leave that map in your capable hands for now since the group consensus seems to prefer the original.

yeah sorry if our criticism is a bit harsh but the map was cramped on purpose and completely broke when you stretched it out

Share this post


Link to post
3 minutes ago, Captain Toenail said:

Chill out guys. Yes I did increase the size of map16. I know from experience player's generally do not enjoy super tight and dark maps, especially in multiplayer. 

 

Of course lots of doors and alcoves were broken when I stretched the map. I did mention these would need to be fixed... I got most of them however I'm not familiar wih the map so I know I missed a few. Nowhere did I imply that was a final product. We're still in the building phase... (speaking of, the deadline is fast approaching. Might be wise to start testing everything in PRBoom and sort out Thing placements)

 

Anyway I'll leave that map in your capable hands for now since the group consensus seems to prefer the original.

You did a nice job stretching out the map, even though the final product wasn't that great. The original is very cramped, I don't like it as well, but ig we should work from there

Share this post


Link to post
Posted (edited)

3.95

 

https://drive.google.com/file/d/1WSufl1ygRMe0_fYKlKcdl1jqSrDq51ob/view?usp=sharing

 

MAP22

- Added a bit more detail and made a few texture tweaks in the starting room

- Added an alcove next to the first staircase, and moved the candlebra which kept getting in the player's way

- Slight tweaks the ash & blood pit in the second room

- More detail in one of the wood and metal rooms, and the corridors leading off it (I didn't have time to touch the other room)

- Made CBM's tech area a secret (though I just realised I forgot to apply the secret sector type, d'oh!)

- More detail in the marble courtyard with the warning stripes, changed the blood to lava, and also fixed (I think) the raising floors

 

I also added a handful of new WOODx textures, some of which are now used in this level.

 

Screenshots:

 

 

ziXDV1h.png

4XnHerC.png

gKJCvVG.png

 

Edited by NiGHTMARE

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×