OneHundred Posted April 9, 2004 i'm new at this and looking for some feedback. they're doom II levels, and my editor won't let me save them as a single WAD, or it will and i haven't figured out how. whichever. here's what i've got so far: http://culturecamp.sphosting.com/seawall.wad http://culturecamp.sphosting.com/town.wad http://culturecamp.sphosting.com/crush.wad thanks for your input. i'm not sure how much of what i've done here has been done before. played in that sequence they're the first three of a projected eight maps. 0 Share this post Link to post
Ichor Posted April 9, 2004 None of the links work. And no, I don't want to set that stupid site as the starting page. 0 Share this post Link to post
OneHundred Posted April 9, 2004 great first impression that made, i'm sure. http://culturecamp.sphosting.com/seawall.zip 0 Share this post Link to post
Ichor Posted April 9, 2004 Other than the typical mistakes (misalignments, etc.), not bad. A few things though. Seawall is way too dark. I suspect you're trying to simulate nighttime, but some outside lights here and there besides those lamp sprites would help immensely. Als, in town, as you enter the area with the yellow key, there's some kind of odd glitch, probably from a missing texture or a line isn't referencing the proper sector somewhere. Some of those stairs can't be climbed unless you're using ZDoom (you'd have to jump over them), and some of the zombies seem to just stand there even after they see you. Mostly, they're up on pedestals or up top where the berserk is. 0 Share this post Link to post
OneHundred Posted April 9, 2004 OK, thanks. seawall's meant to be that dark, and in fact adding outdoor lights makes objects seem to appear in the sky (that is, the wall textures; i'm not using an actual F_SKY in that one, as it doesn't scale with the brightness of the area). it's hard to navigate at first, being as you can't see very far in front of your face while you're outdoors... i don't know, that'd be easy to change to a daytime stage, but i think it would lose something both in terms of atmosphere and gameplay (inasmuch as the cliff face is actually laid out pretty simply). i'd like to hear people's thoughts on that as well. if the textures look cut up, that's a function of the presence of the cells in them (there's one y-offset value for both the upper and lower faces) and, as far as i know, unavoidable, though i'd like to hear if that's not the case. i thought i double-checked all the steps, so i'd like to know where the ones you saw were. i'll look into the problems with town, though, i wasn't aware of either of those. thanks again. 0 Share this post Link to post
Grimm Posted April 9, 2004 Be sure to upload 'em to the archives. How many times have I said that today? :) 0 Share this post Link to post