The Lag Posted December 7, 2007 my theme has changed from space-station into research-facility-on-an-asteroid. there will be a rocky outdoor area as well as 3 different buildings. that room was quickly textured and detailed just to throw up a screen finally, since my mapping style is to do layout first then texturing then detailing then lighting then item/enemy placement. layout is 95% finished (1 area to finish-up.) 0 Share this post Link to post
Death-Destiny Posted December 7, 2007 My map is completed Map 16: Lich 6458 linedefs 10786 sidedefs 5718 verticies 989 sectors 903 things I got a good 40 min. of gameplay out of my playtesting. One note is that the difficulty of this level is off-the-wall on UV, which took me numerous attempts to win my own map even with saving every 5 minutes. HMP and ITYTD are a winnable difficlty for the majority howerver. You may be wondering why I said map 16 when I claimed 13. That wasn't a typo =P. Since Additup was banned and so technically slot 16 is open, I think It would be best to make Lich the last one. I personally hate boss spawner maps and would rather make the final level one that's significantly more difficult than the other maps, like in Scythe. This way the final victory feels very satisfying. 0 Share this post Link to post
Death-Destiny Posted December 8, 2007 Here's some screenies to get everyone hyped and whatnot: [Outdated] [Edit] Screenshot sizes increased so that you can actually see them. 0 Share this post Link to post
Death-Destiny Posted December 8, 2007 By the way, since I'm finished with Lich, I'll go ahead and start on map slot 1. 0 Share this post Link to post
Dutch Doomer Posted December 8, 2007 Nice work guys its gonna be an sweet mapset :) Here is an mapshot from my map its about 50% done so far: 0 Share this post Link to post
Stealthy Ivan Posted December 8, 2007 This project is looking really good so far! I would help out but my computer is fucked at the moment. :( At least I can still play doom, editing on the other hand, well, lets just say if my computer crashes while I'm in the middle of mapping, I will hit it with a ball bat... >:) Looks like its new pc time, the old one is gonna be a stripped for parts (but I'm keeping my GForce card and ram for the new one! :P)... 0 Share this post Link to post
The Lag Posted December 15, 2007 how is everyone's progress? i'm at work, but i am finished with the layout and the texturing and am currently working on detailing all areas. i should be done with the whole thing in another couple days, although i have been very busy lately...so those couple days could very well stretch until the deadline. 0 Share this post Link to post
Dutch Doomer Posted December 15, 2007 My map is 75% finished I hope I can make that deadline. 0 Share this post Link to post
printz Posted December 16, 2007 Do you mind if I use SS Guards, Bloodskull? (there's something about a generator creating about 1000 random baddies and goodies (no cybers or spiders or demons or cacos or specters or pains or arachs or mancs or f***ing archies)) 0 Share this post Link to post
Death-Destiny Posted December 17, 2007 My second map is now complete. Map 01: Reborn 5589 sidedefs 9762 linedefs 4780 vertices 1054 sectors 433 things Designed as a first level, it gives a good 10-12 minutes of gameplay, although there's quite a bit of action for a "warm-up" map. >=) It should keep the player moving, but won't be any trouble to complete. So that's maps 01 and 16 down, just maps 02-15 left to go. So far, so good. 0 Share this post Link to post
Death-Destiny Posted December 17, 2007 Of course you people need to know what the map looks like. =) [Outdated] 0 Share this post Link to post
Death-Destiny Posted December 17, 2007 I can tell everyone, I'm pretty excited about how this project is going. By the way, we've still got 5 map slots open for anyone who feels up to composing multiple maps. The open slots are: Map08, Map09, Map 12, Map13, Map15 I could make another map if need be, though 2 maps in 2 weeks has me burned out at the moment. I guess I'll do something productive, like composing an intermission screen or something if no one objects. 0 Share this post Link to post
Death-Destiny Posted December 17, 2007 Here's our current status. Thought I'd post this in a more recent part of the thread for convenience. <Untitled Project> Map01 - Operation Zero: by Death-Destiny Map02 - <Untitled>: by KingofFlames Map03 - <Untitled>: by Printz Map04 - <Untitled>: by Bloodskull Map05 - <Untitled>: by Stewboy Map06 - <Untitled>: by Butts Map07 - <Untitled>: by The Lag Map08 - <Unclaimed> Map09 - Square of Destruction: by Hardcore_Gamer Map10 - Spawning Evil: by Duthch Devil Map11 - <Untitled>: by Janitor Map12 - <Unclaimed> Map13 - <Unclaimed> Map14 - <Untitled>: by Fisk Map15 - <Unclaimed> Map16 - Lich : by Death-Destiny 0 Share this post Link to post
Death-Destiny Posted December 17, 2007 Last, but not least, does anyone have any ideas for a title for our project yet? We should make it something to the effect of "Dark Resolution", or something like that with a twist on the New Years theme. Two weeks left until the projected release date, lets keep up the good work in the second half of our production. =) 0 Share this post Link to post
Dutch Doomer Posted December 17, 2007 Holy shit 5 posts in a row :p my map is still at 75% and with Call of Duty 4 lying next to me on my desk its gonna be hard to keep working on my map :p 0 Share this post Link to post
MikeyScoots Posted December 17, 2007 Sorry about not posting as much guys. I've just been working and such but never fear, college break is here. Keep up the work all. 0 Share this post Link to post
Butts Posted December 21, 2007 i actually decided not to go all stock for my map after all... here is the updated resource pack, i added a few textures and flats that i liked from random wads. http://www.speedyshare.com/659868834.html my map is probably like 1/3 done, and i have 10 thousand linedefs. just expect a fairly short challenging and heavily detailed map. i hope it turns out really fun. 0 Share this post Link to post
Butts Posted December 24, 2007 ok here is a little bit of rework of a part of the map http://img172.imageshack.us/my.php?image=doom0010yp9.png and here is a newer work in progress part. http://img172.imageshack.us/my.php?image=doom0011ck0.png i might need some more textures and flats if thats alright... im probably 35% done. but i dont know really. 0 Share this post Link to post
Butts Posted December 25, 2007 it seems things are really slowing down here... not just this thread but the whole wads and mods forum. well, im probably like 40% done now. sorry for triple posting... i just hope im not the only one working on it. oh, and here is an almost finished bridge... http://img172.imageshack.us/my.php?image=doom0012ce8.png 0 Share this post Link to post
Dutch Doomer Posted December 25, 2007 Its christmas I think thats why its so quiet my map is still at 75% and I tink it will stay like that for the rest of this year. 0 Share this post Link to post
hardcore_gamer Posted December 25, 2007 I will take map09 if i may :) EDIT: Is it ok for us to use DEF files to choose sky's? I don't think it hurts other Boom ports. 0 Share this post Link to post
MikeyScoots Posted December 25, 2007 hardcore_gamer said:I will take map09 if i may :) EDIT: Is it ok for us to use DEF files to choose sky's? I don't think it hurts other Boom ports. Before this is released I'm gonna get together with all the mappers to see which skies they'd like to be used that would best fit each others levels. I'll put you on Map09 and I'd like to remind everyone that I have extended that deadline to January 14th due to Christmas time and families and the whole nine yards. Also if we cannot get all map slots filled up I'd like to ask for members to work on some maps together in pairs of 2 or 3 to make this an even better experience. With that I'd like to say you guys are making pretty good progress and the screens seem promising, unfortunately I'm just not up to my prime with my map and seem to delete something if I think it's crap. 0 Share this post Link to post
hardcore_gamer Posted December 25, 2007 Bloodskull said:Before this is released I'm gonna get together with all the mappers to see which skies they'd like to be used that would best fit each others levels. I'll put you on Map09 and I'd like to remind everyone that I have extended that deadline to January 14th due to Christmas time and families and the whole nine yards. Also if we cannot get all map slots filled up I'd like to ask for members to work on some maps together in pairs of 2 or 3 to make this an even better experience. With that I'd like to say you guys are making pretty good progress and the screens seem promising, unfortunately I'm just not up to my prime with my map and seem to delete something if I think it's crap. Ok. One question i have: What is the minimum detail we need to put into our levels? Those screens look really nice but many of us can't create anything visually up to par with the insane detail in some of those screens. When creating maps i spend most of my time creating the layout and gameplay structure. 0 Share this post Link to post
Butts Posted December 26, 2007 i just spend ridiculous amounts of time trying to perfect the aesthetics of my maps. i really have not very high standards. just keep your theme coherent and make sure everything doesnt look like crap or is one big empty room. levels with good aesthetics and not too much detail are the skulltag maps that come with skulltag. emulate that. 0 Share this post Link to post
MikeyScoots Posted December 26, 2007 Butts said:i just spend ridiculous amounts of time trying to perfect the aesthetics of my maps. i really have not very high standards. just keep your theme coherent and make sure everything doesnt look like crap or is one big empty room. levels with good aesthetics and not too much detail are the skulltag maps that come with skulltag. emulate that. I don't require anything that any mapper in this project couldn't pull off. However I don't want to be seeing a big square map with nothing in it except an exit switch. Just do what you folks can do, and when all maps are submitted We'll all get on IRC and go over everyone's maps to see if we can touch up each other's works to make each map even quality to the others. 0 Share this post Link to post
Dutch Doomer Posted December 26, 2007 I'm sticking to my own mapping style the amount of detail I'm putting in my map is more than enough, I finished this room today apart from this I haven't really made much progress on my map lately. 0 Share this post Link to post
Death-Destiny Posted December 27, 2007 Just so everyone knows, I decided that I'm not going to submit "Reborn" to this mapset. The more I playtested the map, the more I disliked it. I couldn't put my finger on what was wrong with it though, so perhaps the whole concept behind it was flawed... Instead, I composed a different map called "Operation Zero" to submit: Map01: Operation Zero 4968 sidedefs 3910 linedefs 2838 vertices 498 sectors 396 things This map came out far superior to the other and was very entertaining. I got about 10-14 minutes of solid gameplay out of it with only the final trap posing any possible problems for advancement. I do want to address the concerns about the level of detail required in a map. What makes the aesthetics of a map superb is not the level of detail, but establishing and maintaining a particular mood and atmosphere. This can be done simply by a unique use of textures or placing a simple architectural structure throughout a map, something that defines the map as interesting and unique. Extensive use of detail is only one of the many ways to establish an atmosphere. 0 Share this post Link to post
Death-Destiny Posted December 27, 2007 Here are the screenies. Couldn't forget those, now could we. =P The last one is a possible intermission screen we could use if nothing too fancy is required: [Outdated] 0 Share this post Link to post