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Collaborators Wanted for GZDoom project

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I have three levels made already. Basically, for those who are familiar, I want to do what Scythe did. I want the end of each map to be the start of the next map. Example, for those who still don't understand, if Map01 ends in a red room, Map02 needs to start in a red room.

If anybody is interested just post here. I encourage full creative rights to each map maker, the only condition being that each ending must be the following beginning.

Beginners only please.

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Pure Hellspawn said:

and do you have screenshots?

Sure do.

The start of the level is too dark to get screenshots for, so I skipped those sectors.

So we're starting after you find your way out of the maintenance ducts.

The level starts. You just swam out of the water and found your way into the drainage area that runs parallel to the maintenance ducts of the water treatment plant. When you open the door, you see a marine corpse and some ammo. When you pick it up, you alert a spectre. The entire area is nothing but tight hallways with a lot of turns. It's pitch black aside from the flickering light. Throws you off pretty well. You have to find the red key to unlock the fuse room so you can turn on the emergency lighting to go down the hallway that is completely dark, no strobe light or anything. Activate the switch in the fuse room and you'll be able to go down the hall. On your way out, you'll encounted sergeants, zombiemen, imps, demons, and a cacodemon.


When you get out of the maintenance ducts, you enter the area where the contaminated water flows into a decontamination machine.
http://i57.tinypic.com/24kwlkx.png


After killing the guards, you enter the decontamination room, where the nukage is separated from the water.
http://i60.tinypic.com/fm5ao4.png

Before you can continue, you have to clear out the warehouse area and find the red skull.

Front view
http://i58.tinypic.com/2edoc4y.png

Back View
http://i62.tinypic.com/2reibk2.png

Once you clear the warehouse and find the red skull, you can access this area. A couple of cacodemons, pinkies, and imps can be found here.
http://i59.tinypic.com/5ecqie.png

Cross the river of nukage and head toward the pillbox where you saw the commandos earlier. You won't be able to get through the door without the blue key, which is found in this room. It's a big empty room with a key in. What's the worst that can happen?
http://i58.tinypic.com/f9eo3.png

Once you get the key out of that room, you can head to the pillbox.
http://i59.tinypic.com/2pq00tc.png
http://i61.tinypic.com/2hxlphj.png

Once you kill the four commandos, you can access the armory they were guarding. Inside, you'll find a bazooka and a box of rockets, six shotguns, a minigun, three boxes of ammo, a couple of backpacks, a green armor, some armor bonuses, and a closet full of medipacks. Basically, this is to get you ready for the final sector which houses an epic battle. Behind the yellow door (assuming that you found the yellow skull) is something that will help you in the boss battle. It'll be worth your while to find that yellow skull.
http://i61.tinypic.com/24ffwgn.png


The final area.
http://i60.tinypic.com/ehayc2.png

And to exit, you step on the helipad.
http://i59.tinypic.com/120to4p.png

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Obsidian said:

And for that matter how exactly did you find your way to Blogs?

Same way the rest of us did, by becoming a registered member.

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TraceOfSpades said:

The rooms look oversized, monochromatic (with prolonged / repeated patterns) and relatively flat, and all of these qualities will affect gameplay in a negative way. That's just a few words of feedback. Also, which port are you targetting? Vanilla, Boom, (G)ZDoom? A simpler format would be appropriate for you to get familiar with basics of good design + gameplay, it would also attract more players (demo recorders, who don't use ZDoom).

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scifista42 said:

The rooms look oversized, monochromatic (with prolonged / repeated patterns) and relatively flat, and all of these qualities will affect gameplay in a negative way. That's just a few words of feedback. Also, which port are you targetting? Vanilla, Boom, (G)ZDoom? A simpler format would be appropriate for you to get familiar with basics of good design + gameplay, it would also attract more players (demo recorders, who don't use ZDoom).


Thanks for the feedback, man. I'll try to include stairs in my future maps. As far as textures go, I'm just a uniform kind of person. So that's pretty much unavoidable in my designs. However, give the information that you gave me, I really think you would enjoy the first part of this map that isn't pictured. If you're interested, I'd be happy to send you the WAD file.

I'm targeting GZDoom.

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TraceOfSpades said:

If you're interested, I'd be happy to send you the WAD file.

Sure, you can - but why don't you post it publicly? You'd get more feedback from more people, at least possibly, which should be good for you as a beginner. Many people do it this way in Wads&Mods.

TraceOfSpades said:

I'm targeting GZDoom.

Well, I warned you that I considered it an un-ideal choice (explained in my post above, learning basics + more feedback + demos etc.), but it's your choice. Nevertheless, this is the kind of important info you should make clear in your Original Post when proposing your work and requesting help (also, screenshots to get people's attention and "trust in you").

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scifista42 said:

Sure, you can - but why don't you post it publicly? You'd get more feedback from more people, at least possibly, which should be good for you as a beginner. Many people do it this way in Wads&Mods.
Well, I warned you that I considered it an un-ideal choice (explained in my post above, learning basics + more feedback + demos etc.), but it's your choice. Nevertheless, this is the kind of important info you should make clear in your Original Post when proposing your work and requesting help (also, screenshots to get people's attention and "trust in you").


Thanks man. I'm glad you weren't a prick about it. I appreciate the tips. I'll post one in WADs and Mods. More than likely not the one pictured above.

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