BaronOfStuff Posted June 7, 2013 I'll have a go at doing something with the other crapola not-actually-exclusive map. The one called 'Sewers' that seems more like some sort of underground cave network. Whatever. Just put my name next to it, and I'll turn it from a lump of shit into something that's not a lump of shit. 0 Share this post Link to post
Dexiaz Posted June 8, 2013 BaronOfStuff said:I'll have a go at doing something with the other crapola not-actually-exclusive map. The one called 'Sewers' that seems more like some sort of underground cave network. Whatever. Just put my name next to it, and I'll turn it from a lump of shit into something that's not a lump of shit. Awesome, lol! Good luck with it. P.S.: You think that exit to this map should be standard? (Not random wall checking) 0 Share this post Link to post
BlueFireZ88 Posted June 8, 2013 Probably a normal secret exit is fine. 0 Share this post Link to post
Dexiaz Posted June 8, 2013 Ok. I've got a question: It's possible to do few sky pictures for this project? Or PSX doesn't support this? Just ending area (with waterfalls) is better with mountains, but the area there is crucified man I want to use hellfire sky. 0 Share this post Link to post
BaronOfStuff Posted June 8, 2013 None of the PSX maps used more than one sky, no. Whether or not it would have been possible to use two on one map (much like Boom allows) isn't known, but I doubt such a feature existed. 0 Share this post Link to post
Dexiaz Posted June 8, 2013 BaronOfStuff said:None of the PSX maps used more than one sky, no. Whether or not it would have been possible to use two on one map (much like Boom allows) isn't known, but I doubt such a feature existed. Okay, I will not experiment with this. 0 Share this post Link to post
BaronOfStuff Posted June 8, 2013 Current progress on converting Sewers: Sometimes, less really is a lot more. Cut out a lot of the shitty stuff and most of the pointless 'maze' runarounds, in addition to tweaking various other bits and pieces so that they make sense. Map flow is noticeably much better now. EDIT: Started on lighting. 0 Share this post Link to post
Dexiaz Posted June 9, 2013 Really impressive. Well, some my screens: Level start: Room where you need redcard. Now it's Monitoring zone where you can control sewers system: Strange pyramid building: Damn those stimpacks. I will change them into 1 big medikit. (Blue keycard room): Strange area with dead man on wall (beta version): Ending outdoor area: UPD: That's why this map called "Betray[ed]": 0 Share this post Link to post
Devalaous Posted June 9, 2013 Nice, you did the "transparent liquid over door/switch" thing afterall, and it looks even better than what I envisioned! Baron, your sewers chopped off even more than than your initial estimation O_o I expected a little more winding tunnels, but I suppose its really dark in there now to make up for that. Thanks for taking it up afterall! 0 Share this post Link to post
BaronOfStuff Posted June 9, 2013 Ragnor said:Baron, your sewers chopped off even more than than your initial estimation O_o I expected a little more winding tunnels, but I suppose its really dark in there now to make up for that. Thanks for taking it up afterall! Told you I could make something out of it! I added one bit back (as a secret) shortly after posting that overhead view, with another weapon inside; the combat was pretty stale with the stuff that the original map dished out. 0 Share this post Link to post
Devalaous Posted June 9, 2013 BaronOfStuff said:Told you I could make something out of it! I added one bit back (as a secret) shortly after posting that overhead view, with another weapon inside; the combat was pretty stale with the stuff that the original map dished out. The top part had waay too much random texturing, it was like the guy wanted to use every texture on the map. Hows it looking now? EDIT: As in the weirder areas, like the skull hall, flesh room, and the random hall of lightbulbs 0 Share this post Link to post
BaronOfStuff Posted June 10, 2013 Ragnor said:The top part had waay too much random texturing, it was like the guy wanted to use every texture on the map. Hows it looking now? EDIT: As in the weirder areas, like the skull hall, flesh room, and the random hall of lightbulbs Oh, those... well they had to change. Expect a video soon. It's the best way of showing things. 0 Share this post Link to post
BaronOfStuff Posted June 10, 2013 Demo of Sewers: Now with 80% less shit. 0 Share this post Link to post
Dexiaz Posted June 10, 2013 Yeah, nice work! "Thanks" to Youtube for darker effect - 50% of video I can't see anything (exclude water floor texture) Anyway, I think, that the worst maps (e1m10 and map33) turned into good maps! 0 Share this post Link to post
BaronOfStuff Posted June 11, 2013 I think I've done all I can with Sewers for now. Go and test, look for anything that breaks. 0 Share this post Link to post
Dexiaz Posted June 11, 2013 BaronOfStuff said:I think I've done all I can with Sewers for now. Go and test, look for anything that breaks. Well, I thought that it's not really dark, but I was wrong. Anyway, it's an atmospheric map! UPD: Say "Hello!" 0 Share this post Link to post
BaronOfStuff Posted June 15, 2013 With all the recent conversion nonsense and talk of making PSX-style maps of what's going on over here, I wondered what it would actually be like if one of those was converted again to look like a map for this project. And... ...it turned out surprisingly well. 0 Share this post Link to post
Devalaous Posted June 15, 2013 I honestly didn't think anyone would take that seriously. That looks great! Which map is that? I would assume Hardcore, since you just finished that, what with the cyber and that mancubi but those barons at the end throw that off a bit, unless that's an addition 0 Share this post Link to post
BaronOfStuff Posted June 15, 2013 It's actually Cat And Mouse. The three Barons Of Hell are guarding the exit, which was added for the original 'downgrade' from Doom 64 to Doom II. I left it here because I can't think of any map on the PSX which suddenly ends after you kill a specific monster. 0 Share this post Link to post
Devalaous Posted June 16, 2013 Huh, it looks hellish, so I assumed it was Hardcore. Is it hell themed just for Lost Levels? Its the E1 moonbase endmap in the D64 thing 0 Share this post Link to post
Dexiaz Posted June 16, 2013 Huh, nice work! Cat and Mouse is really hardcore map (with few cyberdemons). 0 Share this post Link to post
Devalaous Posted June 16, 2013 I can see the pictures better on my Wii U gamepad, and yeah, thats definitely Cat and Mouse. The berserk pack gives it away. 0 Share this post Link to post
BaronOfStuff Posted June 16, 2013 Ragnor said:Huh, it looks hellish, so I assumed it was Hardcore. Is it hell themed just for Lost Levels? Its the E1 moonbase endmap in the D64 thing Each version of the map has elements of both tech/Hell, in a 'Doom E2' sort of way. 0 Share this post Link to post
Dexiaz Posted June 18, 2013 I need your opinion. Those textures looks good? 0 Share this post Link to post
BaronOfStuff Posted June 18, 2013 Looks fine to me. It's not like any of the IWADs were particularly picky about certain texture combinations -- the doorway of those wooden supports could be DOORTRAK and it wouldn't really matter. 0 Share this post Link to post
BlueFireZ88 Posted June 19, 2013 i honestly think Barons might be a better enemy for Hunted as the Archviles were very fast and had high health. 0 Share this post Link to post