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Haloless0320

Atherius Project (Restarted)

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I know I should be working on the Wolf TC but I started this wad on the side to practice on Dynamic Lighting.Then I can apply that to Redstar...so Take a look at the pics.

http://a561.ac-images.myspacecdn.com/images01/3/l_b1ec6bb33e729a485b04103103b48680.png

http://a704.ac-images.myspacecdn.com/images01/56/l_332f6c2eaeb9fd145583f60487051587.png

http://a432.ac-images.myspacecdn.com/images01/107/l_7a92e9de4a3d0a70d3759e1f3d40207f.png

http://a792.ac-images.myspacecdn.com/images01/105/l_17a63b2618f2529fcb47b85fd34ba3d7.png

http://a836.ac-images.myspacecdn.com/images01/84/l_5d770488176a7a0a5db85dcffa526c4b.png

http://a713.ac-images.myspacecdn.com/images01/58/l_a56fe1d13275e7b9a3923dd365e9c250.png

http://a654.ac-images.myspacecdn.com/images01/99/l_9f17c8b2d00d9f6945815acc6f37f9bd.png

ok...This will be a one map wad but I plan on making it pretty big.
-Service Shafts(The pics you just saw)
-Office Area
-Labs
-Living Area
-Dig Site
-Armory
-R&D
-Black Sector(The area that the Artherius Project is located)

The story is that you were piloting a space fighter and suffered some damage during a jump.So you land at the nearby UAC base on a planet named Prospera.You land only to see no base personnel present,so you decide to investigate.

I do have some problems that I ran into that maybe someone could help me with.
-When mapping with ZDOOM on Doom Builder you have the Ambient sounds selection in the "Things" list.However I can only get sound 1 and 2 to work,Why won't the others work?And I can only get the ambient sounds to work with Skulltag.Not ZDOOM,GZDOOM,or SCOREDOOM will run them.
-I need to find out how to do the whole spark decoration.I can't find it in Doom Builder.
-I want to implement a flashlight as a Secondary Fire for all weapons like on Burghead Liberation(Maybe you can give me some insight on that Enjay)

EDIT:I know It doesn't show off the Dynamic lighting much but I like to play with the Brightness way way down.So I figured that I need to lighten it up so you can actually see the pics.

EDIT/EDIT:And yes I do notice the Misaligned textures on the first pic.

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I like the screenshots so far. I can't offer much help with zdoom though.
Hows the gameplay going to work? Judging by the shots this map feels like it would work best with high tension battles, sudden bursts of enemies with suspense inbetween?

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It's hard to say really lol.It's almost like a combination of Claustrophobic areas with an equal mix of large area's.Right now I haven't put many enemies on there because I figured I'd wait til I was finished with it and match the enemies with the settings.(Ex.Imp's and Baron's in Small corridor's)

I also have a surprise replacement for the Spider Mastermind and Cyberdemon*Hush Hush*

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It doesn't look terrible, although you should probably put a bit more effort into your flat and texture choices. Your corridors look rather strange with the brown flat and silver texture. They just don't go together. Give a greater sense of material. After you've created your basic architecture, go through your map and pick out surfaces that should belong to the same "block" of material. Think of these "blocks" as Legos. You're not going to see a brick that is red on one side and blue on the other.

It gives greater depth to your design if you stick by this guideline. Other than that, your map doesn't look half so bad. I like some of the things you did, like the partially open door with guts behind it.

Oh, and that pink structure is inspiring. You might try messing with light levels a bit to give it more of an eerie feel.

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I took a look at the screenies and I agree.I see that it does look a bit off.The brown and gray clash.I'll give it another go when I get home.

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I agree with Earthquake. The grey and the brown brick in the last screenie makes it look "cheap"

But generally it looks really interesting. Especially liked that big silver and blue generator thing surrounded by the water.

Btw, where did you get the name for the project? Cool name.

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Yeah I believe I went through the textures a few times and I just forgot to change that brown brick to gray.

I believe I got it from when I was playing battle of Wesnoth.The Character in the campaign grew up in this elven settlement named Aetherwood.So I kinda thought of it while I was trying to sleep last night and the name Aetherius came to mind.

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The spark decoration is thing number 9026. It's listed under the ZDoom entry in the Thing Selection dialog.

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Thanks for the info,I'll be sure to look it up.

EDIT:I looked it up but I didn't find it.Are you sure that there wasn't a more up to date zdoom resource wad or something released.The only Zdoom decorations I see are the Red/purple/blue/yellow/ and green particle fountains.

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I'm running Zdoom in Doom format.
I guess I should have loaded it into Zdoom in hexen format.Is there any way to convert it into Hexen Format?

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Yes, and it's shockingly easy. With the map loading in Doom Builder, go to Edit and then Map options... and then select "ZDoom (Doom 2 in Hexen format)".

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[Edit]Acutally, screw everthing I just said before this edit. I'm certain that if you change formats after you've already done a lot of mapping, it will mess stuff up. I wouldn't simply change the format in the editor because it will probably break your map. I remember trying to open maps in formats other than what they were intended for and getting a bunch of uninteligible nonsense to work with. I couldn't tell you how to convert formats midway through mapping, but I just want to caution you against changing it midway.[/Edit]

[Edit #2]Actually, I do know how you can add the sparks without changing your map's format. Simply place a thing in your map and manually change it's thingtype number to 9026. The editor will identify it as an unknown thing, but it will still show up when you run your map, though[/Edit #2]

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If you want to convert the map over to Hexen format, there is a tool package on the ZDoom download page that comes with a program called zwadconv.exe that will do the job for you. It's a command line program, but it comes with documentation that will help you use it.

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My apologies - I didn't think that it would make a mess of his existing work. I've done it before on a map of mine, although admittedly there wasn't a whole lot to it at that point.

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There's not alot of it done...Maybe 10% of it.I'll save an extra copy just in incase it does screw up.
@DeathDestiny:Thanks for the Info...I'm at my woman's right now but I'll try it when I get home.
@Earthquake:I'm gonna check that program out,I might need it.

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More Screenshots.I fixed the mismatched textures.I didn't get much done last night though,I was tired as hell.

http://i416.photobucket.com/albums/pp245/Haloless0320/DOOM0016.png

http://i416.photobucket.com/albums/pp245/Haloless0320/DOOM0013.png

http://i416.photobucket.com/albums/pp245/Haloless0320/DOOM0015.png

http://i416.photobucket.com/albums/pp245/Haloless0320/DOOM0014.png

@Clusterone:I tried it with Doom in Hexen format and I still got nothing.Wonder if I'm doing something wrong?

EDIT:Is there a reason why my pics keep getting turned into links?Do I need to resize them or something?

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The html tag you're using is "[url]URLaddress[ /url]", which creates a link to the site in it's argument. If you want it to load as and image, use "[IMG]URLaddress[ /IMG]" instead, except without the space in the end tag.

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Resize? Why not save JPG, its not like you need color precision for not-nearest-filter'd stuff. I swear this should be a forum rule or something for screenshots that don't justify the large FILE size.

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I'm not sure,I take the snapshot and it automatically saves it as a png,So I just go ahead and upload it.

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If you can't be bothered to resize/compress them, then link to them using url tags rather than img tags. I don't want to see retardedly large images posted by you again, OK?

If you use imageshack, it automatically creates a thumnail and provides code that you can copy/paste so that what appears in the post is this thumbnail and a link to the full-size image.

But even then, it is preferable if the full-size image isn't ten times larger than it needs to be.

Images in this thread URLed. Do NOT change them back again.

leileilol said:

I swear this should be a forum rule or something for screenshots that don't justify the large FILE size.

It is a forum rule.

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I didn't realize it was a rule,My bad.I uploaded them On imageshack like you said,if there's any problems with the current Screenies lemme know and I'll fix it.
Anyways,Almost done with area one.It took extra long since right in the middle of editing the map I got an error and it crashed.It was ok though cause I had a better Idea of what I wanted the area to look like.















I know I did the whole Brown mixed with Grey again...but I tried to make it meld together.Hopefully I did pretty well at this.

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Looks good I like it, you seem to use only stock resources and I like that.The walls with the ashwall textures could use some ledges for monsters.

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