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EdwunclerIII

EdWunclerDM Demo Release!

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Hello everyone, This is the official Doomworld forum post for the EdWunclerDM Demo! Here is the first 5 new maps made for deathmatch play in your favorite source port! Themes range from mysterious marble and nighttime UAC base to underground lava arenas. Two weapons have been modified via DEHACKED; the Rocket Launcher and the Plasma gun, both of which are sped up significantly to compensate for the more open arenas.

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THE MAPS THUS FAR AND THEIR DESCRIPTION

Map 01: Big Marble Slab - This ancient structure built by forerunners before
us has provided the UAC programmers the foundation a virtual 
deathmatch ground for space marines in combat training.

 

Map 02: Round and Round - The keep up with the ever changing demands in
all-out arena based combat within the corps, the war games
department has created a circular arena for pure mayhem.

 

Map 03: Stereo Dreams - The UAC has built a hydroelecricity plant to 
take advantage of the rivers in the remote location of which it's based.

 

Map 04: Crater Mark - An asteroid from long ago hit this area of the Gobi
desert, making this dangerous lava cave a popular attraction amongst the 
nearby civilizations.

 

Map 05: Anegix #62B3 - Nearby populations in the mountain ranges of Anegix
have made this particular telecoms installation their base of operations.

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KNOWN BUGS

Some custom textures do not work correctly on Zdaemon. No known fix.

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Download http://www.mediafire.com/file/6qx25pmnixvplvu/ewdmdemo.rar/file

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Credits: Uses Textures from DrDoctors Texture Pack

ID Software for Doom II the game

 

WARNING: NO PLAYER 1 STARTS, MUST LOAD IN A NETPLAY SETTING.

 

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Coop-20201029-112118.png

Edited by EdwunclerIII : Warning for those opening the wad in a singleplayer mode

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34 minutes ago, Zillah said:

Kept us waiting, huh?
Jk, can't wait to try these out.

Hahaha, yeah It sure took a while to bust these 5 out but I have a good feeling on this one :)

Edited by EdwunclerIII

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A fairly minimalist mapset. I'm gonna go over what I liked and what I didn't now :)
2HRYSUM.png
Map01 felt kinda empty, just like a big box. I liked the color palette and the spiral staircase, but it'd feel like a bigger map with a few more connecting rooms/obstacles.

kqTrtRE.png

Cool Dude.

 

KlB2Y5w.png

Map03 was my favorite, primarily due to it's size. However, you can give it a better feel for the space, if you lower the hallway's height (as shown in the screenshot) and add a 'frame' or sorts on each end of the hallway. Other than looking good, it'll feel like a real place. You could also add fun shit like flickering/glowing hallway or computers, etc...

FZ7DKm7.png
kavNNeg.png
EOd8Mcs.png
Map 04 by far seemed the biggest and baddest of the bunch. You could improve it with some subtle changes, however. For example, in the first screenshot, the two opposing floor textures touch. It's generally a good rule to have a texture dividing two very different floor/wall textures from each other. I'd change the height, maybe add a staircase, or use some sort of border. Same rule goes for stairs. In the 2nd screenshot the texture for the stairs in contrast with the stair floor itself looks bad. YET, in the third screenshot, it looks fantastic. The contrast of the black with the gray, works. Do more of that. :)

I'm not even gonna get into Map05. Dwango doesn't have the balls to pull that off what you pulled off you madman, hahahaha...

Overall, for a demo it's alright.
Other than the spacing, and the time frame you made it in, some subtle changes (including the height of most rooms) would go a long way.
Good job.

 

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32 minutes ago, Zillah said:

A fairly minimalist mapset. I'm gonna go over what I liked and what I didn't now :)
2HRYSUM.png
Map01 felt kinda empty, just like a big box. I liked the color palette and the spiral staircase, but it'd feel like a bigger map with a few more connecting rooms/obstacles.

kqTrtRE.png

Cool Dude.

 

KlB2Y5w.png

Map03 was my favorite, primarily due to it's size. However, you can give it a better feel for the space, if you lower the hallway's height (as shown in the screenshot) and add a 'frame' or sorts on each end of the hallway. Other than looking good, it'll feel like a real place. You could also add fun shit like flickering/glowing hallway or computers, etc...

FZ7DKm7.png
kavNNeg.png
EOd8Mcs.png
Map 04 by far seemed the biggest and baddest of the bunch. You could improve it with some subtle changes, however. For example, in the first screenshot, the two opposing floor textures touch. It's generally a good rule to have a texture dividing two very different floor/wall textures from each other. I'd change the height, maybe add a staircase, or use some sort of border. Same rule goes for stairs. In the 2nd screenshot the texture for the stairs in contrast with the stair floor itself looks bad. YET, in the third screenshot, it looks fantastic. The contrast of the black with the gray, works. Do more of that. :)

I'm not even gonna get into Map05. Dwango doesn't have the balls to pull that off what you pulled off you madman, hahahaha...

Overall, for a demo it's alright.
Other than the spacing, and the time frame you made it in, some subtle changes (including the height of most rooms) would go a long way.
Good job.

 

Thank you for the feedback! I do agree that many areas of these maps seem empty and underutilized, so that is something I will definitely pay attention to. Map 03 I feel I had the most fun making so far, and there will be more details going into that one. Map 04 the textures will likely change a good bit, and now that I look back those red stairs do look terrible while also being one of the more bland sections lol. 05 I sorta went freestyle with trial and error after a slight bit of mappers block, hopefully it at least flows well with real players :D 

 

Much more progress going to be made ;)

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