ellmo Posted May 29, 2007 Just a qucik attempt to refresh mapping flexibility after being idle for such a long period. As the thread name suggests, this is a vanilla-compatibile (however some limit-removing will probably be neccesary) Doom 2 map, using textures from Plutonia. I'm thinking about making it a seven map epsiode. 0 Share this post Link to post
Lüt Posted May 29, 2007 Looking pretty good. If those are shadows from the hall lights in the first pic, I'd suggest smoothing them out like you did for the ceiling lights in the third pic. Looks more consistent, plus there's 2 anyway. 0 Share this post Link to post
Dutch Doomer Posted May 29, 2007 Looking pretty neat I like the format you are mapping in its my favoutite one of all. Nice shots looking forward to it. 0 Share this post Link to post
Use Posted May 29, 2007 Ooh, I was hoping doom2.exe honestly, but please continue this! 0 Share this post Link to post
daimonreloaded Posted May 29, 2007 I'm agrre whit you all, look pretty darm interesing... 0 Share this post Link to post
EarthQuake Posted May 29, 2007 Let me suggest something, ellmo, that might make the map look a lot better. See the light brown square panel textures you used? With some clever alignment and breaking up some of those lines into 32-unit pieces, you can make a pretty good light/dark alternating pattern on those structures. Also take into consideration the flat being used and align your textures to those. It might increase your sidedef count just a bit, but overall it's worth it. If you're aiming for a limit-removing port, then this shouldn't be a problem for you. Here's an example to illustrate: http://www.doomvault.com/material.png 0 Share this post Link to post
Dutch Doomer Posted May 29, 2007 Indeed I haven't looked at it that way nice suggestion there EarthQuake. 0 Share this post Link to post
Maes Posted May 29, 2007 Yup, looks promising, and definitively not doom2.exe compatible. Maybe with less detail... 0 Share this post Link to post
Sporku Posted May 29, 2007 Could use less L-shaped rooms. But maybe that's just me. :P 0 Share this post Link to post
ellmo Posted May 29, 2007 EarthQuake said:Let me suggest something, ellmo, that might make the map look a lot better(...) <suggestion>[/b] I must admit I thought about that, but I simlpy don't have enough spare time to play with it. Too much university duties to put so much effort into something most players would hardly notice, if you know what I mean :) Still that's a good suggestion, and I might reconsider it after dealing with my uni-work. Maes said:Yup, looks promising, and definitively not doom2.exe compatible. Maybe with less detail... Well the point is to make a map (set of maps) that wouldn't force anyone to use a specified source port. I know it would most probably kill vanilla EXE right away, but I'm just trying to make sure it plays like vanilla, and can be run under any desired engine (this will however probably make me block jumping somehow) Plus - I wanted to test my skills with vanilla tags and specials :) AgentSpork said:Could use less L-shaped rooms. But maybe that's just me. :P Why? I only see three L-shaped rooms. L-shape FTW! Here are some shots from another map. It's using the same texture pack, and it also is designed to run under any limit-removing source port. 0 Share this post Link to post
Uncle 80 Posted May 29, 2007 Nice looking shots. Clever usage of the SLIME/SPACEW textures. Make it Doom2.exe compatible ;) 0 Share this post Link to post
VileSlay Posted May 29, 2007 Pretty sweet lookin. I especially like what you've got goin on in the second batch. can't wait to see the finished product. 0 Share this post Link to post