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Obsidian

Doomworld Maximum Project 2021 - Come one, come all!

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3 hours ago, Walter confetti said:

 

Talking about new textures, where you found the one you've used @GratefulName? Looks pretty neat!

I used OTEX

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First half of the switch puzzle is done and working. Now all I need to do is copy the mechanics over to the other half of the puzzle and button up the level detail.

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Making progress-

 

Spoiler

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oyibLI5.png

pEjZGSE.png

 

The textures I've used are from Quake, a few textures imported from Doom 1, Romero's unused Doom asset dump, edits I've made of textures from TNT Evilution and Perdition's Gate, Some entirely custom textures, DarkBase textures from Realm667, and Doom 3 Retro textures by hidfan

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I have to admit, since I'm just starting mapping, it's almost becoming overwhelming when it comes to making a map. I have one map completely done, and I started working on a second map, but I haven't touched it in a little over a week. I feel like I simultaneously have ideas in my head that I'm not able to perfectly recreate the way I want them in UDB, and not enough ideas so that I'm just freewheeling when it comes to level design. This is also my first Boom map, so I want to try using more features for that and make some voodoo doll conveyor belts and whatnot, but it almost feels like I'm biting off more than I can chew. I know this is probably something a lot of people go through starting out, and that I just need to focus and work on it, and eventually I will get better. I have a bunch of ideas for maps based on song titles, but I want to make some normal levels first. I'm thinking maybe once I'm done with the one I'm on, maybe I'll focus on making some smaller maps (though I don't really think the one I'm making is big)

 

I guess I do have a question for everyone. When it comes to making a level, how would you describe your process? For my first level I made, I did it a room at time. I would design it, detail it, and populate it, then move on to the next room. The level I'm currently working on I originally started it that way, but now I'm just doing the basic design and some minimal detailing and thing placement that gives the basic idea of how I want the room to be. I kinda just want to get the rough sketch of it out, and then work on the detailing and thing population. 

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1 hour ago, TJG1289 said:

... The level I'm currently working on I originally started it that way, but now I'm just doing the basic design and some minimal detailing and thing placement that gives the basic idea of how I want the room to be. I kinda just want to get the rough sketch of it out, and then work on the detailing and thing population. 

 

Honestly, this is how I would recommend mapping. Get the rough outline out first and then start adding in details and populating Things. I used to do one-room-at-a-time builds as well. The process would result in very long maps and I would often get burnt out because I wouldn't know where I want the map to go or how to end it.

Edited by MDevlin : shortening the world's longest run-on sentence dear god

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1 minute ago, LoneAlpha2401 said:

Fog- yay or nay?

kmHNh3o.png

 

Let it in, looks good :)

 

Have a nice Coffee, eat your Croissant, watch the Sun rise and decimate the Hellspawn.

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5 hours ago, iUsuallyDie said:

If I'm using Not Jabba's custom waterfall texture, do I need to rename it? I tried doing that and it stopped it from animating correctly.

 

Depends on what format you're shooting for: if you're in Boom you'd need to make an ANIMATED lump in SLADE. Vanilla and limit removing leaves you up Shit Creek, but it's not a major deal to just upshift to Boom. The waterfall texture works with the current name because WFALL1-4 are predetermined in Doom 2 despite not being present, but if someone else submits a map using their own waterfall textures under the same name it swiftly becomes a headache.

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2 minutes ago, Obsidian said:

 

Depends on what format you're shooting for: if you're in Boom you'd need to make an ANIMATED lump in SLADE. Vanilla and limit removing leaves you up Shit Creek, but it's not a major deal to just upshift to Boom. The waterfall texture works with the current name because WFALL1-4 are predetermined in Doom 2 despite not being present, but if someone else submits a map using their own waterfall textures under the same name it swiftly becomes a headache.

I've done it in Boom. I'm still a beginner with SLADE stuff so am not entirely sure how to make an ANIMATED lump, but I'm sure I'll figure it out. :)

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14 hours ago, iUsuallyDie said:

I'm still a beginner with SLADE stuff so am not entirely sure how to make an ANIMATED lump

I'm also a beginner and I make an ANIMATED lump by stealing it from other wads, remove every texture/flat in it, then I add the resources that I want.
Edit: don't try my way, it will display the ANIMATED lump as an unknown lump (maybe it will work if you keep the last row (the unknown row))
It's not illegal but it's a noob way, I think that Doomwiki has an explanation but I'm not a super nerd and I need alot of time to understand it.

Edited by AvadaKedavraWithQuadDamage

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8 hours ago, AvadaKedavraWithQuadDamage said:

I'm also a beginner and I make an ANIMATED lump by stealing it from other wads, remove every texture/flat in it, then I add the resources that I want.
Edit: don't try my way, it will display the ANIMATED lump as an unknown lump (maybe it will work if you keep the last row (the unknown row))
It's not illegal but it's a noob way, I think that Doomwiki has an explanation but I'm not a super nerd and I need alot of time to understand it.

That's what I do too lol. I don't know any other way to make an animated lump. I don't have that issue with my wad though.

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