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omegamer

Moon.wad-for ZDOOM compatible ports W.I.P

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Hey guys,

I´m proud to present you my new project called "Moon".
And yes:

It plays on the Moon!

First of all I think I need to say that all started with "why not make an epic sigle-player-one-level-wad?"

But then I got fun to make more of these levels.

And now its a megawad!!!

Today I finished the work on Map01 and I started with a text-level,
you don´t know what I mean?
Look at the screenshots.

_Bryce_ helped me with some tips to avoid sharp edges, thank you for that.

Screenies:

Title;
http://img163.imageshack.us/i/screenshotdoom201008242.png/

MAP01:
http://img841.imageshack.us/i/screenshotdoom201008242.png/
http://img155.imageshack.us/i/screenshotdoom201008242.png/
http://img685.imageshack.us/i/screenshotdoom201008242.png/
http://img838.imageshack.us/i/screenshotdoom201008242.png/
http://img832.imageshack.us/i/screenshotdoom201008242.png/
http://img836.imageshack.us/i/screenshotdoom201008242.png/
http://img826.imageshack.us/i/screenshotdoom201008242.png/
http://img827.imageshack.us/i/screenshotdoom201008242.png/
http://img202.imageshack.us/i/screenshotdoom201008242.png/
http://img714.imageshack.us/i/screenshotdoom201008242.png/
http://img686.imageshack.us/i/screenshotdoom201008242.png/
http://img178.imageshack.us/i/screenshotdoom201008242.png/
http://img820.imageshack.us/i/screenshotdoom201008242.png/
http://img826.imageshack.us/i/screenshotdoom201008242t.png/
http://img534.imageshack.us/i/screenshotdoom201008242.png/
http://img202.imageshack.us/i/screenshotdoom201008242h.png/
http://img829.imageshack.us/i/screenshotdoom201008242.png/
http://img823.imageshack.us/i/screenshotdoom201008242.png/
http://img685.imageshack.us/i/screenshotdoom201008242y.png/
http://img829.imageshack.us/i/screenshotdoom201008242s.png/
http://img834.imageshack.us/i/screenshotdoom201008242.png/
http://img339.imageshack.us/i/screenshotdoom201008242.png/
http://img832.imageshack.us/i/screenshotdoom201008242c.png/
http://img413.imageshack.us/i/screenshotdoom201008242.png/
http://img828.imageshack.us/i/screenshotdoom201008242.png/
http://img706.imageshack.us/i/screenshotdoom201008242.png/
http://img824.imageshack.us/i/screenshotdoom201008242.png/
http://img812.imageshack.us/i/screenshotdoom201008242.png/
http://img682.imageshack.us/i/screenshotdoom201008242.png/
http://img836.imageshack.us/i/screenshotdoom201008242f.png/
http://img507.imageshack.us/i/screenshotdoom201008242.png/
http://img837.imageshack.us/i/screenshotdoom201008242.png/

Text-Level(unfinished):
http://img821.imageshack.us/i/screenshotdoom201008242.png/
http://img834.imageshack.us/i/screenshotdoom201008242f.png/

I never made a Megawad with more than 10 or 20 maps.
I was´nt brave enough.
Because of this it would be nice if you would mail me if you have fun to make a moon-styled map for my WAD (entry to the creds).

This is a big step for me, first its good for earning experience, second its a map I think of you could like and third it gives you (I think that) the feel of the old megawads beetween 1998-2002 who wanted to get new impulses to the old Doom.

thank you for reading, it would be nice if you give Feedback.
Cheers!!!

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Vaporizer said:

Titlepic looks pretty boring


There are some things that are more important than titlescreens

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Thank you for posting a screenshot of every individual room from every angle. I won't need to play your wad now.

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Well, some of the screens might be not that expressive, but i already have seen worse. I think, all in all, it looks alright.

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Well, it looks decent, like a classic-style megaWAD. But I think you included way too many screencaps from the maps. It kind of kills any element of surprise the player could experience. I mean, they kinda just saw most of the WAD. Plus, some of them don't offer much to see, such as:


Some shots show some promise, like this one (and related ones). Narrow pathways pose some very good challenges for the player (as long as they're fair challenges):

Vaporizer said:Titlepic looks pretty boring


I have to agree here. The title pic could use a little sprucing up. I'm not talking some photoshop masterpiece that takes 3 days to make. Just something with a little more style. I have always thought that a well done title pic really finishes off a PWAD like a cherry on an ice cream sundae.

I think you should redo the "Welcome" graphic featured here:


Right now, it looks a little...hokey.

But, you know, this looks all right in my book, maybe average/above average material. I don't say this in a mean way, just in an observant way. I'll hold further judgement until I play it.

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fullmetalvaran33 said:

Right now, it looks a little...hokey.

But, you know, this looks all right in my book, maybe average/above average material. I don't say this in a mean way, just in an observant way. I'll hold further judgement until I play it.


Test it yourself (MAP01 only):http://www.mediafire.com/?lswg2y9z94nxdhh

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I played it. It's okay I guess. I don't think there's enough here to keep anyone playing for an entire megawad, maybe 7-10 levels. The Welcome Stranger! sign is pretty silly, but it manages to go with that horribly cheesy Enigma song you've set in there. Otherwise gameplay is not bad.

Also, I agree about the title pic, which is strange because the interpic is 100x more interesting. Why not 'find' something similar for the titlepic at least?

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Well, it wasn't that bad. Enigma: Principles of Lust has always been in my favourite tracks. Another issue that the MIDI format ruined it a bit, but never mind.
I just don't get it why the hell you represented everywhere that a switch opens a doorway leading to a keycard. Secondly, there are too many ways leading to... nowhere, without sense (reminds me E3M4 from Vanilla DooM). Finally, try to align textures better.
Otherwise it's correct.

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You need to get more practice if you plan on making a megawad. Stick with making single player levels for now. Start with the basics first and focus only on making doom maps with the original resources. You seem to focus on too many things at once, which probably makes your map get less attetion than it would if you didn't overcomplicate it by using additional resources. Besides its perfectly possible to make 4/5 star material with only the original stuff. Custom resources are no guarantee that it will be better.

Making megawads is a really time consuming process and it takes years for one person to create. And you need lots of patience and motivation. Not to mention a good understanding of what makes a map good and what makes it shit. Stndards seem to be pretty high nowdays as well for some people, not that the looks of a map is the most important thing.

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dutch devil said:

You need to get more practice if you plan on making a megawad. Stick with making single player levels for now. Start with the basics first and focus only on making doom maps with the original resources. [...] Besides its perfectly possible to make 4/5 star material with only the original stuff.


I think Dutch Devil is right here. I recommend this to anyone who's starting out mapping. If you want to make a megaWAD, I say wait for a while until you get your skills to a higher level. It's true that there are WADs out there that are great and they use the original textures and flats (if you haven't already, check out IORI's incredible map, Drip Feed for an example). If you make a megaWAD too early, then your maps might become inconsistent because you'll be learning new stuff all the time, and this could get frustrating.

If you want to make a WAD with more than one map still, I would suggest make a 5 level WAD. I think that's long enough to satisfy the wish to make a "long" WAD, but it's short enough that you won't run into as many issues with your increasing skill level.

But you're doing all right as we speak. Just don't overload yourself, basically. Good luck :).

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There where some doors that got lifted up in space when you opened them. Pretty annoying. Try making the doors just 64 or 72 tall or something. Otherwise I think this was a fun map.

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Ah, please keep it up. I totally love the athmosphere in your first level for some reason, they remind me of old wads from the 90s ... in a very good way!
But as far as I have seen, you don`t really take use of the ZDoom features. I would actually enjoy to play your wad in a sourceport like boom. (=

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Sorry for the long break I had my holidays.
Yeah thx for the nice comments.
I already thought noone is interested anymore.

I will continue on MAP02 soon but I´m really searching for someone to make a few maps for the WAD.
Not because of I´m lazy, just because I love to see levels of other designers in my WADs. So every level gets interesting.

If you´re interested please mail me!!!

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omegamer said:

(...) but I´m really searching for someone to make a few maps for the WAD.
Not because of I´m lazy, just because I love to see levels of other designers in my WADs. So every level gets interesting.

If that's the case, you must definitely make the WAD's at least 60 percent by your own to make it still claimed as yours. Well, you will have to represent the other designers in the credits as well.

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Cell said:

If that's the case, you must definitely make the WAD's at least 60 percent by your own to make it still claimed as yours. Well, you will have to represent the other designers in the credits as well.


Yes of course I will represent them.
I will also make lets say 75% of the levels.
But you´re right.

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omegamer said:

I also need your help.
If I use a MAPINFO lump, what do I need to write to nextmap if I want to show one of Doom2´s text screens??

You can get the text screens to show up by using clusters.
http://zdoom.org/wiki/MAPINFO/Cluster_definition
It's probably easiest to show with an example:

map MAP01 "IT'S MOON DOT WAD" {
cluster = 1
}

map MAP02 "THE MAN ON THE MOON IS KICKING ASS" {
cluster = 1
}

map MAP03 "WHERE'S THE CHEESE?" {
cluster = 2
}

cluster 1 {
exittext = "Doom Guy wiped the blood off of his shotgun only for his stomach to rumble.\n\nWhere's a MoonDonalds when you need one?"
}
The above code tells the game to show that exciting plot development whenever you move out of a level in cluster 1 and into a level that's of a different cluster. In the above case, the text will be shown when moving from MAP02 to MAP03. (And I suppose when moving from MAP01 to MAP03 if your level progression is wacky)

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Melon said:

You can get the text screens to show up by using clusters.
http://zdoom.org/wiki/MAPINFO/Cluster_definition
It's probably easiest to show with an example:

map MAP01 "IT'S MOON DOT WAD" {
cluster = 1
}

map MAP02 "THE MAN ON THE MOON IS KICKING ASS" {
cluster = 1
}

map MAP03 "WHERE'S THE CHEESE?" {
cluster = 2
}

cluster 1 {
exittext = "Doom Guy wiped the blood off of his shotgun only for his stomach to rumble.\n\nWhere's a MoonDonalds when you need one?"
}
The above code tells the game to show that exciting plot development whenever you move out of a level in cluster 1 and into a level that's of a different cluster. In the above case, the text will be shown when moving from MAP02 to MAP03. (And I suppose when moving from MAP01 to MAP03 if your level progression is wacky)



Thank you man I was searching for this!!!.
I love your humor.

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