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Tarnsman

Final Doom The Way id Did

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I'm not sure if I'll be contributing to this project or not, but it got me thinking about Evilution maps I like, and that led me to analyzing John Wakelin's mapping style.

Wakelin only has one map in Evilution, MAP02: Human BBQ, and it is, at least in terms of what's in the archive, his only single player map. He did a number of DM wads, so I grabbed those and started looking into different design trends.

  • First off, his first two offerings, lurker.wad and dblcross.wad are both heavy on rounded rooms connected by corridors. They're...not very good. This trend is all but gone in his later maps, which are much boxier, but also better interconnected.

  • He seems to have mapped entirely off the grid for his early maps, including Human BBQ. Only doors, switches, some supports, and certain flats have any consistent widths to them. There's some attempt to align textures, but not much. It looks like auto-align may have been used in some areas.

  • Despite being drawn without the grid, lines are still straight.

  • Sector heights are typically multiples of eight. Light levels in early maps are random multiples of 10, but Human BBQ is using multiples of 16.

  • Thing analysis is hard since he only made one SP map. His later DM wads do have monsters, but it's pretty clear they're not the focus of the wads. Human BBQ does have lots of extra weapons for DM, since that was obviously his preferred game type.

  • SUPPORT3 is often aligned on supports so that it "wraps around" them rather than using more traditional alignment.

  • Speaking of supports, the central building of Human BBQ and ow_ow.wad's courtyards have supports that don't touch the ground. It's a pretty unique piece of architecture and adds a "3D" feel to the buildings that they wouldn't have with normal supports, plus you don't get stuck on them in DM.

  • Plenty of texture variation between areas. Brick textures seem to be his favorites, I think GSTONE1 appeared in every map and BRICK7 is common. He also seems to like the repetitive square gray textures, GRAY4 and ICKWALL2. The GRASS2 flat sees a lot of use.

  • None of tnt.wad's custom textures are used in Human BBQ, it's all stock Doom 2.

  • In some places, instead of using more traditional transitions like supports, dissimilar materials are connected by having a small "lip" of the material that's ending in front of the new one. There are some areas that don't bother with transitions at all.

  • Levels tend to involve jumping gaps. In the DM wads, almost all of them require strafe running.

  • Doors are only used to lock off areas, as monster closets, or to hide secrets in Human BBQ. Lifts are used infrequently in his maps.

  • Two of Human BBQ's locked doors are S1 fast, so you get the "object" activation message instead of door. The exit door is a standard slow DR. The secret blue door is also a slow DR.

  • Human BBQ makes use of a few simple rendering tricks, like self-referencing deep water and a door using a midtexture.

  • Secrets in Human BBQ are marked with a one pixel vertical offset, including the secret blue door.

  • A few maps have a gimmick feature: Human BBQ has its barbeque, ow_ow has a fake BFG (which is actually a door concealing the real BFG), gallows.wad has a gallow and hanging corpse. Other than these, there's not much in the way of gimmicky things or sector furniture in his maps. I guess the "hollow" walls in lurker.wad would also count - those don't appear in any later map.

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John Wakelin (Aka- Single Malt)
Lurker's Paradise 24 July 1994
Doublecross 7 Aug 1994
SIC_EM2 !!! A DOOM ][ DEATHMATCH WAD 23 Feb 1995
Ow Ow 18 Dec 1995
The TWC Wad Compendium March/April 96 (Map2) 13 Apr 1996
glwsdem1.zip 11 Oct 1996
Grievance (Unknown Maps) 3 Dec 1996

Glwsdem1.zip contains gallows, but it's simply an entryway remake.

I know all of this because I'm trying to make a map in his style. If someone knows the authors credits for Grievance that would be pretty helpful as a few of the TNT authors made maps for it.

-Also of note in Human BBQ is that there is an Arch-vile & Zombieman tagged multiplayer only, but the zombieman may have just been a mistake as he is relatively nearby the arch-vile. On the other hand there are several heath & ammo items throughout the map tagged multiplayer only, most likely intended to enhance deathmatch gameplay.

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Actually I went ahead I got found all if the ID games releases for all of the TNT authors. Also, here is a post by Ty Halderman which gives a breakdown of the credits for each map.

Tom Mustaine (Aka- Paradox)----------------------------------------------------------------------------------------
Master Levels For Doom 2 (Paradox) 26 Dec 1995
DWANGO Tag 1 (Map 7, 8) 15 Jan 1996
Memento Mori - UPDATED VERSION! (Map 3, 14) 10 Feb 1996
TNT: Evilution (Map 1, 10, 17) 17 June 1996
Perdition's Gate (Many Maps) 1996
Mountain King Version 2.0 25 Sep 1997
#1dwango.wad (legalized version) (Map 6, 9, 13) 18 Dec 2006
Paradox 2 18 Dec 2006
Doom2 Map14 Homage. AKA: A map submitted for Master Levels that was REJECTED! =] 26 July 2016
John Wakelin (Aka- Single Malt)-------------------------------------------------------------------------------------
Lurker's Paradise 24 July 1994
Doublecross 7 Aug 1994
SIC_EM2 !!! A DOOM ][ DEATHMATCH WAD 23 Feb 1995
Ow Ow 18 Dec 1995
The TWC Wad Compendium March/April 96 (Map 2) 13 Apr 1996
TNT: Evilution (Map 2) 17 June 1996
Bloodlands (Map 14) 2 Aug 1996
glwsdem1.zip 11 Oct 1996
Robin Patenall----------------------------------------------------------------------------------------------------------
Icarus: Alien Vanguard (Map 14) 21 March 1996
TNT: Evilution (Map 3, 14) 17 June 1996
Ty Halderman-----------------------------------------------------------------------------------------------------------
DOOM "Sacrifice" Episode (unknown maps) 7 Sep 1994
DOOM II "Argus" Episode (unknown maps) 2 Feb 1995
Icarus: Alien Vanguard (Map 3, 10, 27, 30, 32) 21 March 1996
TNT: Evilution (Map 4, 19) 17 June 1996
Bloodlands (Map 6, 31) 2 Aug 1996
Grievance (Map 16, 30) 3 Dec 1996
Pursuit (Map 1, 8, 13) 21 Oct 1997
Eternal Doom (Map 34) 14 Nov 1997
Reclamation (Map 21) 27 Feb 1999
Pax 9 May 1999
Induction 9 Oct 1999
TeamTNT Doom2000 Hub 1 (Map 7) 31 Dec 1999
Daedalus: Alien Defense (Map 7, 8, 9, 27, 28, 29, 32) 10 Dec 2003
Jim Dethlefsen-------------------------------------------------------------------------------------------------------
Icarus: Alien Vanguard (Map 26) 21 March 1996
TNT: Evilution (Map 5) 17 June 1996
Bloodlands (Map 7, 10, 20, 27, 30) 2 Aug 1996
Grievance (Map 6, 8, 27) 3 Dec 1996
Jimmy Sieben (Aka- Evil Genius)----------------------------------------------------------------------------------
RADIUS1.WAD (First of "The Radius Project" Series) 23 March 1995
The Egg 3 Aug 1995
H2HMudFE.zip (unknown maps) 12 Nov 1995
GeNiUs01 -- YoU HaVe BeeN WaRNeD 15 Jan 1996
GeNiUs02 -- YoU WiLL BeLieVe 11 April 1996
TNT: Evilution (Map 6, 9, 29, 30) 17 June 1996
Perdition's Gate (Many Maps) 1996
Andrew Dowswell----------------------------------------------------------------------------------------------------
Icarus: Alien Vanguard (Map 18) 21 March 1996
TNT: Evilution (Map 7) 17 June 1996
Grievance (Map 28) 3 Dec 1996
Pursuit (Map 21) 21 Oct 1997
John Minadeo----------------------------------------------------------------------------------------------------------
Icarus: Alien Vanguard (Map 2) 21 March 1996
TNT: Evilution (Map 8) 17 June 1996
Bloodlands (Map 23) 2 Aug 1996
Dean Johnson---------------------------------------------------------------------------------------------------------
Icarus: Alien Vanguard (Map 21) 21 March 1996
TNT: Evilution (Map 11, 24) 17 June 1996
Bloodlands (Map 8, 15) 2 Aug 1996
Jim Lowell--------------------------------------------------------------------------------------------------------------
Icarus: Alien Vanguard (Map 4, 31) 21 March 1996
TNT: Evilution (Map 12) 17 June 1996
Bloodlands (Map 28) 2 Aug 1996
Brian Kidby (Aka The Kid)-------------------------------------------------------------------------------------------
Meat-Grinder I (v1.A) 18 May 1995
Potters Field #1 22 Oct 1995
Icarus: Alien Vanguard (Map 23) 21 March 1996
TNT: Evilution (Map 13) 17 June 1996
Bloodlands (Map 11) 2 Aug 1996
William D Whitaker----------------------------------------------------------------------------------------------------
TNT: Evilution (Map 15) 17 June 1996
Pursuit (Maps 7, 19, 20, 22, 29) 21 Oct 1997
Andre Arsenault------------------------------------------------------------------------------------------------------
TNT: Evilution (Map 16) 17 June 1996
Dario Casali (Aka Punisher)-----------------------------------------------------------------------------------------
jail.zip 17 Feb 1995
runriot.zip 17 Feb 1995
punishr.zip 15 Aug 1995
thebest2.zip 24 Aug 1995
Memento Mori - UPDATED VERSION! (Map 24) 10 Feb 1996
TNT: Evilution (Map 18, 31, 32) 17 June 1996
The Plutonia Experiment (Half the maps) 17 June 1996
seej.zip 11 July 1996
Requiem (Map 23) 4 July 1997
Drake O'Brien---------------------------------------------------------------------------------------------------------
TNT: Evilution (Map 20, 21, 27) 17 June 1996
Christopher Buteau--------------------------------------------------------------------------------------------------
Icarus: Alien Vanguard (Map 1) 21 March 1996
TNT: Evilution (Map 22) 17 June 1996
Paul Turnbull (Aka Stenger)----------------------------------------------------------------------------------------
Mayan Temple 13 Dec 1994
DoomBall 20 Feb 1995
TNT: Evilution (Map 23) 17 June 1996
Grievance (Map 12) 3 Dec 1996
David J. Hill-----------------------------------------------------------------------------------------------------------
Paranoid.WAD 24 Dec 1994
Nukerain.WAD 24 Dec 1994
Lostmind.WAD 24 Dec 1994
Mentzer1.WAD (For Doom 2) 24 Dec 1994
Mentzer2.WAD (For Doom 2) 24 Dec 1994
Mentzer3.WAD (For Doom 2) 14 Feb 1995
Mentzer4.WAD (For Doom 2) 14 Feb 1995
Mentzer5.WAD (For Doom 2) 14 Feb 1995
Mentzer6.WAD (For Doom 2) 18 Feb 1995
Mentzer7.WAD (For Doom 2) Deathmatch 6 Dec 1995
Fiction1.WAD (For Doom2) Deathmatch 6 Dec 1995
Icarus: Alien Vanguard (Maps 8 & 9) 21 March 1996
TNT: Evilution (Map 25) 17 June 1996
Mark Snell--------------------------------------------------------------------------------------------------------------
Icarus: Alien Vanguard (Map 5) 21 March 1996
TNT: Evilution (Map 26) 17 June 1996
Milo Casali (Aka Venom) (Aka doom warrior)---------------------------------------------------------------------
butcher.zip 9 June 1995
"THE BEST" series of deathmatches 24 Aug 1995
thebest3.zip 24 Aug 1995
thebest4.zip 24 Aug 1995
Memento Mori - UPDATED VERSION! (Map 23, 30) 10 Feb 1996
TNT: Evilution (Map 28) 17 June 1996
The Plutonia Experiment (Half the maps) 17 June 1996

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See this shit? This shit right here? This shit is boss. Someone get Jaws a cookie. (Also we all collectively forgive you for "LITE3 The Map")

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Agh, I forgot to add the Plutonia entry/exit thing to the start area in Tiger. It doesn't affect the play, but just know that that's been fixed in the upload.

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Is it designed to be map 01? Because Map 01 doesn't have a Plutonia thing at the start.

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It wasn't made expressly to be a Map01 replacement, it just inhabits that slot for convenience.

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Jaws In Space said:

If someone knows the authors credits for Grievance that would be pretty helpful as a few of the TNT authors made maps for it.

I remember playing through the TNT Deathmatch megawads, though in single-play to have a look at them, so here's a little more help with the TNT Deatmatch wads.

* - Mapped for Evilution.

Bloodlands
Map01: Sandcastle - Brian Kidby (The Kid)*
Map02: Sudden Death - Cole Savage (Mancer)
Map03: Desparado - Gary Gosson
Map04: Bastion - Steven Phares
Map05: Crossfire - Mark Snell*
Map06: Exposure - Ty Halderman*
Map07: Bolofest - Jim Dethlefsen (Derf)*
Map08: Storage Substation #6 - Dean Johnson*
Map09: No Excuse - Mike Marcotte (Krusty)
Map10: Concertina - Jim Dethlefsen (Derf)*
Map11: Barnburner - Brian Kidby (The Kid)*
Map12: Piazza di Morte - Steven Phares
Map13: Iron Cross - Robert Taylor
Map14: Cry Havoc - John Wakelin (Single Malt)*
Map15: Blood Ridge - Dean Johnson*
Map16: Ritual Misery - David Hill (Mentzer)*
Map17: Termination Grounds - Cole Savage (Mancer)
Map18: Abusive Maneuvers - Mike Ruete (Gripp)
Map19: A Sewer Runs Through It - Gary Gosson
Map20: Exposy - Jim Dethlefsen (Derf)*
Map21: The Helix - T. Elliot Cannon (Myscha)
Map22: A Time to Die - Gary Gosson
Map23: Fiesta - John Minadeo*
Map24: Inuit - T. Elliot Cannon (Myscha)
Map25: Mr. Rogers' Neighborhood - Gary Gosson
Map26: Masada - T. Elliot Cannon (Myscha)
Map27: P'gon Load - Jim Dethlefsen (Derf)*
Map28: Tunnel - Jim Lowell (Symbol)*
Map29: Bannockburn - Gary Gosson
Map30: Elements - Jim Dethlefsen (Derf)*
Map31: Olympic Stairway - Ty Halderman*
Map32: Cold Warage - Robert Taylor

Grievance
Map01: Unreal - Charles Cox (Mange)
Map02: Termination Time - Gary Gosson
Map03: House of Sins - Richard Jaspars (Styx)
Map04: Abbatoir - Rand Phares
Map05: Calix Stay - Gary Gosson
Map06: Cray-II - Jim Dethlefsen (Derf)*
Map07: Death Wish - Gary Gosson
Map08: Maven - Jim Dethlefsen (Derf)*
Map09: Acid Lab - Richard Jaspars (Styx)
Map10: Wreck - Robert Taylor
Map11: Close Encounters - Richard Jaspars (Styx)
Map12: The Time Clock - Paul Turnbull (Stenger)*
Map13: Osiris - T. Elliot Cannon (Myscha)
Map14: Green - Andrew Martin (Flatline)
Map15: The Diner - Gary Gosson
Map16: Shaft - Ty Halderman*
Map17: Slaughterhouse - Gary Gosson
Map18: Maison de Mort - Andrew Martin (Flatline)
Map19: Encryption - Mike Marcotte (Krusty)
Map20: Octafest - Robert Taylor
Map21: Stardust - Gary Gosson
Map22: Place of Dead Souls (Mancer Final) - Cole Savage (Mancer)
Map23: Sinus Headache - Jim Kennedy
Map24: Catacomb - Robert Taylor
Map25: Bad Karma - Richard Jaspars (Styx)
Map26: Amok Time - Gary Gosson
Map27: Cray-I - Jim Dethlefsen (Derf)*
Map28: Temple - Andrew Dowswell*
Map29: Roundabout - Gary Gosson
Map30: Finale - Ty Halderman*
Map31: TriAgain - Robert Taylor
Map32: Core - Rand Phares

Pursuit
Map01: Case Closed - Ty Halderman*
Map02: Sunrise - Gary Gosson
Map03: Terminal Obsession - Lisa Moore
Map04: Waiting for Worms - Gary Gosson
Map05: Solar Plexus - Richard Jaspars (Styx)
Map06: Your Own Pit to Die in - Lisa Moore
Map07: Weekend at OJ's - William D. Whitaker*
Map08: Shadowboxing - Ty Halderman*
Map09: Arena - Richard Jaspars (Styx)
Map10: Mommy, Where's Daddy? - Gary Gosson
Map11: Monolithic - Lisa Moore
Map12: Black Rage - Tommie Quick
Map13: Deathway - Ty Halderman*
Map14: Damn It! - Jeremy Wagner (Iron Lich)
Map15: Run Like Hell - Richard Jaspars (Styx)
Map16: Chaos - Richard Jaspars (Styx)
Map17: Broken World - Yonatan Donner
Map18: Pulse - Mark Hatton (Hatty)
Map19: Halflife - William D. Whitaker*
Map20: No Way Out - William D. Whitaker*
Map21: Under an Open Sky - Andrew Dowswell*
Map22: Terminus - William D. Whitaker*
Map23: Riven - Charles Cox (Mange)
Map24: Hot Patootie - Gary Gosson
Map25: Spelunker - Jim Kennedy
Map26: Deathyard - Tommie Quick
Map27: Kill 'em Dead - Jeremy Wagner (Iron Lich)
Map28: Pillars - Tommie Quick
Map29: A Time to Kill, A Time to Die - William D. Whitaker*
Map30: The Holy Goat - Yonatan Donner
Map31: Sector 7 - Richard Jaspars
Map32: Interstellar Overdrive - Mark Hatton (Hatty)

Reclamation
Map01: Icy Hot - Dale Harris (Cadaver/Cadman)
Map02: Neighbourhood Watch - Gary Gosson
Map03: War Circle - Jani Saksa (Sir Robin)
Map04: Security Bay - Dale Harris (Cadaver/Cadman)
Map05: Dust and Bones - Jani Saksa (Sir Robin)
Map06: The Pits - Robert Taylor
Map07: Telesaw - David Wood (Hakx)
Map08: Helldorado - Jani Saksa (Sir Robin)
Map09: Station 4 - Robert Taylor
Map10: UPM Death Factory - Jani Saksa (Sir Robin)
Map11: Eye on You - David Wood (Hakx)
Map12: Harvest - Gary Gosson
Map13: Slaughterhouse 5 - Jani Saksa (Sir Robin)
Map14: Nexus - Gary Gosson
Map15: Watchtower - Paul Fleschute (Moe)
Map16: Warchild - Gary Gosson
Map17: Rockin' - Paul Fleschute (Moe)
Map18: Circle of Death - David Wood (Hakx)
Map19: Catacombs - Steve Noonan (Funkymonk)
Map20: Rocket Seppuku - Robert Taylor
Map21: Wasted Effort - Ty Halderman*
Map22: Brain Candy - Gary Gosson
Map23: Habitat - Tommie Quick (Fatal)
Map24: Symmetry Halls - David Wood (Hakx)
Map25: Speed - Steve Noonan (Funkymonk)
Map26: Nobodies Hero - Gary Gosson
Map27: Cataclysm - Tommie Quick (Fatal)
Map28: Final Solution - Gary Gosson
Map29: Ethereal Mansion - Tommie Quick (Fatal)
Map30: Drop Zone - Steve Noonan (Funkymonk)
Map31: Frag Factory - Steve Noonan (Funkymonk)
Map32: Death Paradigm - Richard Jaspars (Styx)

Additionally, the mappers of Icarus.

Icarus: Alien Vanguard
Map01: Shuttlecraft - Christopher Buteau*
Map02: Shuttle Bay - John Minadeo*
Map03: Quarry - Ty Halderman*
Map04: Engineering - Jim Lowell*
Map05: Flipside - Mark Snell*
Map06: P.E.T. Rescue - Gary Gosson
Map07: Sickbay - Tom Grieve
Map08: Donnybrook - David Hill (Mentzer)*
Map09: The Moat - David Hill (Mentzer)*
Map10: Bridge - Ty Halderman*
Map11: Feeding Frenzy - Gregg Anderson
Map12: Hydroponics - Gary Gosson
Map13: Asylum - Robert Taylor
Map14: Fortress of Evil - Robin Patenall*
Map15: Waste Disposal - Ken Simpson and Jim Kennedy
Map16: Bootcamp - Mike Marcotte
Map17: Bloodbath - Mike Marcotte
Map18: Cargo Bay - Andrew Dowswell*
Map19: Blessed are the Quick - Rand Phares
Map20: Wartemple - Rand Phares
Map21: Engine Core - Dean Johnson*
Map22: Nightfall - Gary Gosson
Map23: Painful Discharge - Brian Kidby*
Map24: The Haunting - Gary Gosson
Map25: Another Fine Mess - Mike Bristol
Map26: Weapons Bay - Jim Dethlefsen*
Map27: Starhenge - Ty Halderman*
Map28: Excavations - Steven Phares
Map29: Brutality - Mike Ruete
Map30: Nucleus - Ty Halderman* Brian Kidby* and Jim Lowell*
Map31: Great Balls of Fire - Jim Lowell*
Map32: Prestidigitation - Ty Halderman*

Here's something interesting to note since other TNT projects were mentioned, other names like Gregg Anderson (Icarus Map 11), Mike Marcotte (Icarus Maps 16 & 17), Ken Simpson and Jim Kennedy (Icarus Map 15 jointly) were listed among those who worked on Evilution, even though they did no major contributions. Similarly, Brian Kidby, Dean Johnson, John Minadeo, and John Wakelin were credited in Grievance, yet none of them made maps for it. Furthermore, John Wakelin was credited in Icarus, even though he did not make any maps for it. You can check it out on the Team TNT website.

http://www.teamtnt.com/projname.htm

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Tarnsman said:

See this shit? This shit right here? This shit is boss. Someone get Jaws a cookie. (Also we all collectively forgive you for "LITE3 The Map")

Could you add my John Wakelin analysis to the OP? I'll try to keep it updated.

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Yeah. I have a bunch of shit to add to the OP when I stop being lazy.

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I had a question. Are y'all keeping the intermission texts? If so, this map will be a good map06.

IWAD: plutonia
Name: The Guardian
Author Emulated: Milo Casali
Map: MAP06
http://www.mediafire.com/download/wtvwff4jkzasier/guardian.zip

Also, I decided to go ahead and update the other level with some changes. I think it's just about right now, and it has a name, "Nexus."
http://www.mediafire.com/download/jb3s2d3jg94nzsg/nexus.zip

Still waiting for feedback.

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Holy crap people give Dario some love. He has only gotten one submission so far.

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Tarnsman said:

Holy crap people give Dario some love. He has only gotten one submission so far.


Yeah,I feel that 99% submissions will be Milo as Shit!

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Well, Milo's style is unique enough that it is sort of easy to emulate, at least in a way. Dario's style is unique also, but in a not-as-obvious-so-it's-harder-to-emulate way. But I'm working on a Dario Casali map now so maybe it won't be so hard (well, emulating any mapping style is hard, but I made my point).

A few things I've noticed. Dario maps seem more geared toward single-player and Milo maps are geared toward deathmatch. Ghost Town, the Omen, and a few others that I can't think of off the top of my head are especially geared toward dueling. This is definitely reflected in the author's histories, as Dario made far more single-player maps and Milo made far more deathmatch maps (this includes maps for other games, like Quake, something I think I need to look at). In fact, in a txt file for TheBest3.wad, it reads:

"Dario is ranked highly in the H2HMUD tournament. But, I think it's all a load of wish wash - the real men play deathmatch not single player." - Milo Casali (I assume, the txt file doesn't specify, but I think it's obvious, still don't want to misquote)


Anyone making plutonia maps should keep this in mind. Makes me think I need to rework Nexus to be more dm-friendly (something I don't play so if someone can give me some pointers, it'd be much appreciated.

Also, map updates. Still not full-flegded completed maps, lacking coop and dm starts, but I'm still trying to churn out maps so I'll get to it when I can. Both links in the OP should link to the updated maps. I hope.

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Milo made a lot of maps that are very un-DM friendly. Aztec, Twilight, NME, Tombstone, Anti-Christ, Odyssey of Noises just off the top of my head.

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Tarnsman said:

Milo made a lot of maps that are very un-DM friendly. Aztec, Twilight, NME, Tombstone, Anti-Christ, Odyssey of Noises just off the top of my head.

Tombstone and Speed are the only maps in Plutonia that don't have DM starts.

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I mean DM unfriendly as in they'd suck to play death match on because they lack good connectivity and flow.

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Yeah, I was just pointing out some stuff regarding DM since you mentioned Tombstone since I remembered not finding any DM spots in that map in Speed through an editor.

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sincity2100 said:

My Sixth TNT entry http://www.mediafire.com/download/qqnd8hswnnjuozx/TNTMap6.wad
It's called Crusade ,from Ty Halderman style on episode 1
send me feedback


So this is the 2nd one you said was in my style and I don't see it.

Is it my style if it's not a Casali? Big rooms with dozens of hitscan enemies at long distances and no finesse to how they're laid out or how traps work (and no prize for triggering and defeating a trap), ammo/health used in place of decorations, is not my style.

I always did more detailing than most of the others, and this looks like it's been stamped out on an assembly line. Just because you can copy/paste things all over a map doesn't mean you should. I can't think of any level I ever built that had scrolling walls all over; the only similar thing might have been a conveyor belt with boxes in a warehouse, and that was once and fitting. And wall texture choices had to make sense--the opening room has a concrete wall with detail cut off at a corner; not something I would do even during early design, and I didn't have autoalign capability back then so it was all manually calculated.

Your other "Ty Halderman" map had complete misuse of the animated computer textures by putting the whole texture on the wall in one swipe and letting the wall go crazy. Those textures were specifically designed to be inserted singly into the visible front of a computer construct at various offsets, and the reason there are so many is for variety. Same with the computer panel flats--there are 4 orientations for those so they can go on individual pieces of equipment at whatever angle is appropriate.

I just don't see what it is that makes it like my style, and am surprised with all the discussion about Milo vs. Dario, that no one else has picked up on that. That said, I also don't get a TNT feeling at all from either one.

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Thanks for taking the time to look at and review some of the submissions Ty! I was hoping you would. Anyway Sincity, aside from what Ty said, I DO like what I see in terms of you getting better as a mapper. With this latest map I can see you're experimenting a bit more with room designs and making the layout feel a little more organic. Clearly you're still off the mark when it comes to emulating a mapper's style, but you're making progress at least!

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I updated nexus abit, since I uploaded the wrong version. I hope no one downloaded it :p. Link should be updated.

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RottKing said:

Thanks for taking the time to look at and review some of the submissions Ty! I was hoping you would. Anyway Sincity, aside from what Ty said, I DO like what I see in terms of you getting better as a mapper. With this latest map I can see you're experimenting a bit more with room designs and making the layout feel a little more organic. Clearly you're still off the mark when it comes to emulating a mapper's style, but you're making progress at least!

nt

Thanks for the complement,I'll propably gonna do a big update on this map,the whole part of the Giant room will be used for another purpose.

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If you update your map and the link CHANGES please make a new post with that link so I can update the OP. if the link does not change (ie you just override the file on dropbox or mediafire and the link remains) then that won't be needed.

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Was that directed at me? I thought I did, it seems to work okay on my end. Let me know if any of the links to my maps are broken.

Also, made a Dario map
Name: Cryptic
IWAD: Plutonia
Map #: 16, but after playtesting, it might fit in a slot earlier since it's kind of easy. But, I think the red sky fits, so somewhere in that episode?
https://www.mediafire.com/?wldhiodl4grk258

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