wallabra Posted September 22, 2015 People I made a new map. It is small, has three rooms, plus a secret one, have 4 monsters in Hard, 3 in Medium and 2 in Easy, also have some Boom mechanics I have been testing like floor moving and such. The WAD was designed for GZDoom. It replaces the Underhalls and is a test of my skills. Click "WAD" to the left to download it. A known bug is when the floor of the sergeant zombies raise, they leave a sky wall. Works in (G)ZDoom and Zandronum. 0 Share this post Link to post
Kappes Buur Posted September 22, 2015 A very simple map, but good as a learning experience. 1. flip the linedef, otherwise the player cannot leave the exit room 2. the line special is not needed at the small linedefs 3. delete the line special, otherwise all sectors with ID 0 collapse onto the player 4. as those sectors move up the sky is displayed, which causes HOMs as the player approaches 5. texture misalignments are easy to fix using DB2 or GZDB 6. unpeg lower the doortracks to stop them from moving when the door moves Keep up the good work. :) 0 Share this post Link to post
wallabra Posted September 22, 2015 Thank you! I just made another map. 0 Share this post Link to post
Kappes Buur Posted September 22, 2015 Okay, this is a learning experience for you, but if you don't read previous comments and do not act upon them, then, there is very little incentive for me to help you any further. Case in point, door sectors. The first sidedef must point towards the player, in order to be able to open a door. An alternative would be a script usingif ( lineside() == LINE_BACK ) { // stuff here, like Open_Door } It is very offputting to be stuck in a small sector. Case in point, alignment of textures This is a prerequisite for constructing maps. Misaligned textures usually mean that the mapper cares very little about what s/he is doing. However, you must be given some slack since you are just starting to create maps. [edit] I mentioned scripting, which in the context of your maps does not apply, since your maps are in BOOM:Doom2 (Doom2 format). To convert to GZDoom:Doom2 (Hexen format) use Map Options (F2) in GZDoom Builder. 0 Share this post Link to post
gaspe Posted September 22, 2015 If you make your maps in Boom format you'd better test them with PrBoom+. 0 Share this post Link to post
wallabra Posted September 23, 2015 I use Blender, it is better, it is easier. I didn't found a auto-align tool in it, however. 0 Share this post Link to post
Gentlepoke Posted September 24, 2015 Gustavo6046 said:I use Blender, it is better, it is easier. I didn't found a auto-align tool in it, however. Now this confuses me, I thought Blender was for the creation of 3D objects? 0 Share this post Link to post
AD_79 Posted September 24, 2015 Gustavo6046 said:I use Blender, it is better, it is easier. Better and easier than what? also what 0 Share this post Link to post
Gentlepoke Posted September 24, 2015 AD_79 said:Better and easier than what? also what Time for me to bust out DEU 5.21 and see if I can make that last map playable. There are some real issues in regards to doors. Edit: There you go, now the map is actually finishable: http://s000.tinyupload.com/index.php?file_id=00619816451286050327 0 Share this post Link to post
wallabra Posted September 25, 2015 I mean SLADE. Better and easier than DB2. EDIT: Changing now to GZDoom Builder. 0 Share this post Link to post