neubejiita Posted October 3, 2009 Hello. I have decided that my next map would be for Ultimate Doom for doom.exe\chocolate doom. Here is a shot in editor, I am running windoze atm, when I get back to Linux and xwadtools, I might put up a zipfile with the work in progress wad. http://bejiitas_wrath.tripod.com/files/nexus2.JPG 0 Share this post Link to post
Hellbent Posted October 3, 2009 I kinda like it. It's a little too compartmentalized tho. Try to synthesize the different parts in a more 'organic' way so they don't come off so separate from each other. Upon further examination, I suppose that's not really a good suggestion. It actually looks a lot like how I make maps--like something I might have made. :p It kind of looks to me like it could be an early map of Doom 1 episode 1, maybe somewhere between e1m1 and e1m2 or e1m2 and e1m3. 0 Share this post Link to post
Erik Posted October 3, 2009 The detail/architecture is too detached from the walls imo. 0 Share this post Link to post
Whoo Posted October 3, 2009 Erik said:The detail/architecture is too detached from the walls imo. Yeah, I agree with you. I see a lot of the structures in the rooms themselves, but the walls are just flat and uninteresting. 0 Share this post Link to post
neubejiita Posted October 4, 2009 http://bejiitas_wrath.tripod.com/files/phobos3.zip Here is the latest build of this map. See what you think, I have added a nukage room that joins parts of the map together. I want to make the rest of the map like a cross between E1M2 & E1M7. 0 Share this post Link to post
pavera Posted October 4, 2009 Hey I actually really enjoyed that. The areas were nice and open, and it really captured that Doom 1 look if you ask me. The only thing: Was there an exit? I couldn't find it. 0 Share this post Link to post
neubejiita Posted October 4, 2009 I have not finished it yet, I just wanted to know if people would like what I have done so far. 0 Share this post Link to post
myk Posted October 4, 2009 If you want this to work in Doom and Chocolate Doom without making people use DeuSF or the -merge command, you need to name the ending flat marker F_END, not FF_END. I like the open spacing you're using, but you'll have to think of a good way to make the action interesting. Some sort of slaughter-fest might work for UV, while keeping a lower monster count for the lower difficulties. Those imps on elevations or ledges, for example, can't make up the main opposition. They can be a distraction for the player while he's fighting monsters in the main areas, but otherwise they are easy to dispatch or ignore. This sort of architecture may work better with the DOOM II monsters than in DOOM, because the DOOM monsters alone don't have aggressive enough attacks for such open areas. 0 Share this post Link to post
neubejiita Posted October 4, 2009 I am using xwadtools, so I re-used an old build dir from a prboom proj, so I did not realise that. I will edit and rebuild the resources and it will work. Thanks for that I did not realise why I had to use -merge. I wonder if I could use a thing where the monsters come out of the walls like at the end of E1M6, central processing where you go into the niche and press the switch and the computer walls open up and heaps of Imps, Sargeants and Demons come out. But I will work something good out that will work with the limited ultimate doom bestiary. Here is the files.lst from my build dir, this is corrected. [ $ ]-> cat files.lst D_E1M1 d_theda3.mus STBAR stbar.raw STARMS starms.raw -label F_START FLAT1 flat1.raw FWATER1 fwater1.raw FWATER2 fwater2.raw FWATER3 fwater3.raw FWATER4 fwater4.raw NUKAGE1 nukage1.raw NUKAGE2 nukage2.raw NUKAGE3 nukage3.raw LAVA1 lava1.raw LAVA2 lava2.raw LAVA3 lava3.raw LAVA4 lava4.raw -label F_END 0 Share this post Link to post
neubejiita Posted October 6, 2009 http://bejiitas_wrath.tripod.com/files/phobos3.zip I have added the exit and tidied up the map, it needs some more work, but see what you think. 0 Share this post Link to post