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omegamer

The misplaced Set of Doom Maps ---W.I.P---

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Hey guys,
I´m working on a stock episode 1 replacement for Doom1.
Some screens of unfinished map1:

http://img687.imageshack.us/i/skulltag201004171955542.png/
http://img691.imageshack.us/i/skulltag201004171955487.png/
http://img718.imageshack.us/i/skulltag201004171955402.png/
http://img340.imageshack.us/i/skulltag201004171955286.png/
http://img695.imageshack.us/i/skulltag201004171955239.png/



I need feedback from you to make the level better.
If you like it I can make the full episode!

The episode trys to give you the feeling of the original Doom1 episode
"Knee-Deep" in the Dead.

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Are you using flats for walls in shot 2? And walls for flats in shot 4? That is a feature only a few source ports support, so you're limiting quite a large part of your playerbase. Unless you're using other features that I can't tell from the shots or aren't in the OP?

Anyway. Good texture work will really improve the quality of your maps. Shot 1 is an example of where you aren't cutting into the shape of texture (though the centre sector could be improved). Shot 5, though, the STARTAN1 texture is being cut into on those hellish windows and the alignment of the texture is out of place next to the others. Upper and lower unpegging them there will sort that out.

Another example in shot 5 is that construct in the middle of the room. The FLAT5_5 ceiling doesn't suit the COMPSPAN walls. CEIL5_1 would do much better there as it fits the compsan colours.

Anyway, while I know you're trying to keep this simple, polishing up your maps will make them that much more memorable.

Oh, and while it really doesn't bother me at all, the shots don't remind me much of E1. :p

Don't look for others on whether you should make your episode. If you want to make one, go ahead and make it! :)

Best of luck with your maps.

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Khorus said:

Are you using flats for walls in shot 2? And walls for flats in shot 4? That is a feature only a few source ports support, so you're limiting quite a large part of your playerbase. Unless you're using other features that I can't tell from the shots or aren't in the OP?

Anyway. Good texture work will really improve the quality of your maps. Shot 1 is an example of where you aren't cutting into the shape of texture (though the centre sector could be improved). Shot 5, though, the STARTAN1 texture is being cut into on those hellish windows and the alignment of the texture is out of place next to the others. Upper and lower unpegging them there will sort that out.

Another example in shot 5 is that construct in the middle of the room. The FLAT5_5 ceiling doesn't suit the COMPSPAN walls. CEIL5_1 would do much better there as it fits the compsan colours.

Anyway, while I know you're trying to keep this simple, polishing up your maps will make them that much more memorable.

Oh, and while it really doesn't bother me at all, the shots don't remind me much of E1. :p

Don't look for others on whether you should make your episode. If you want to make one, go ahead and make it! :)

Best of luck with your maps.


I changed the ceiling texture of the construct at shot5 to CEIL5_1.
I try to work with the offsets of some textures.
Thx for your great feedback Khorus!

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One advice: find a more original name. Lost Episode has already been taken twice.

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When will a playable version be out? Also, if you're stumped with level/episode names, try out this name generator, courtesy of cycloid. I hope you stay committed to the project this time and finish it unlike the Wolfenstein and other level set you were working on.

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Make sure you have light variations. One thing that really bugs me is when everything is the same brightness.

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Gez said:

ALTAR OF THE PHOBOS CITY OF DEATH

Perfection.

DEATH'S CASTLE OF DEATH

(yes it actually generated that)

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Some more advice... if you aren't planning to employ port-specific features on a decent scale throughout your map (scripting, slopes, DECORATE, etc.), don't even bother trying to make it "Skulltag-only". Skulltag IIRC, is meant for multiplayer. To be honest, don't even try getting into that stuff until you understand the basics of creating a decent map. A well-put together vanilla PWAD is more preferred than a trashy, script-happy ZDoom wad.

Try your best to make it vanilla Doom compatible if you aren't itching to do something fancy with the engine.

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phi108 said:

I like those screenshots. Keep going!

For a title: The Misplaced Set of Doom Maps

Cool Name!!!
Changed topic Name txh

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I would avoid using textures that weren't included in the Doom Shareware if you are doing an E1 replacement. You should download DOOM1.WAD to see what's available in it. I know for a fact those skin texture weren't in it. Also that dark gray rocky floor wasn't in it either.

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shit, episode1 is really popular to replace (im doing so myself too as well as ... uuh, many)

I wanna try it out when u have a full version ready :)

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omegamer said:

anyone interested anymore?
Begin working on map2.


there is still intrest.

just need maps to test :)

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I will give you map1 to Test.
The Problem at this Time is that my Computer is freezing After all 5 min.
When i solved that Problem its an Honor for me to give it to you.

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omegamer said:

I will give you map1 to Test.
The Problem at this Time is that my Computer is freezing After all 5 min.
When i solved that Problem its an Honor for me to give it to you.


Restart your computer?

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To be honest, this (these) map(s) remind me more of episode 2 because of the rocky parts and the hell elementals. But good luck with your project. :)

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Aldaraia said:

Restart your computer?


doesnt Works.
Its à fatal Problem .
Sorry gor Bad iPhone eriting again.

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omegamer said:

Hey guys,
I´m working on a stock episode 1 replacement for Doom1.
Some screens of unfinished map1:

http://img687.imageshack.us/i/skulltag201004171955542.png/
http://img691.imageshack.us/i/skulltag201004171955487.png/
http://img718.imageshack.us/i/skulltag201004171955402.png/
http://img340.imageshack.us/i/skulltag201004171955286.png/
http://img695.imageshack.us/i/skulltag201004171955239.png/



I need feedback from you to make the level better.
If you like it I can make the full episode!

The episode trys to give you the feeling of the original Doom1 episode
"Knee-Deep" in the Dead.


screen 1 needs more interesting. Prolly a computer panel or another texture other than the blue and the startan.

screen 2 is cool. The upper texture needs to be unpugged where the walkway ends.

screen 4 is pretty cool.

screen 5: the windows need their upper textures unpegged. The flesh textures violate the rules of episode 1.

Keep up the good work! Looks promising.

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Looks pretty cool. Make sure you vary the lighting levels though. I think the most interesting thing about doom levels is the lighting. Make some rooms darker with bright lights, or maybe the rooms with slime brighter from the glow.

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Epyo said:

Looks pretty cool. Make sure you vary the lighting levels though. I think the most interesting thing about doom levels is the lighting. Make some rooms darker with bright lights, or maybe the rooms with slime brighter from the glow.


Very true. Every screenshot appears to be in 255 lighting.

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