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Doomkid

Doomed in SPACE (old development thread)

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So... this isn't close to being done, but I was wondering if someone could give me some constructive criticism.

http://www.mediafire.com/download/0g772455onaphap/SpaceMadnessbeta3.wad

I like the colors of the resource file. It gives it a black and white feel and I've been trying to stick to the color template from the guns/monsters that are in the resource file. Some blue here and there really makes everything pop.

Please tell me what you think.

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everennui said:

So... this isn't close to being done, but I was wondering if someone could give me some constructive criticism.

http://www.mediafire.com/download/0g772455onaphap/SpaceMadnessbeta3.wad

I like the colors of the resource file. It gives it a black and white feel and I've been trying to stick to the color template from the guns/monsters that are in the resource file. Some blue here and there really makes everything pop.

Please tell me what you think.

Edit: My map is 18, but I still have it as map 17 (as I started before I was officially assigned.)

Edit2: sorry for quoting myself. I can't delete it.


Edit 3: this is the basic layout. Some "bases" will be larger, but this is not much different than my end goal.

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OfficerPipeBomb said:

Here is what I have so far on level 19, please tell me what you think and tell me the bugs, remember it is not done so not all set pieces have been placed. https://www.mediafire.com/?6c4a9tv9llfh8n1

The first thing I see is a texture that needs to be lower unpegged. Select it and press, "L".



Edit: Any time you adjust the height of a room or sector within a room, the program is treating it like a new sector all together, so it puts the texture lined up with the bottom.

Edit 2: There is very few health pickups. I'd hope with a Cyberdemon that there's be more. The red key does not open the read (I got to start proofreading) door.

Edit 3: Also... when I look at your map in gzDB it looks like you are making your sectors in a very strage way. The negative space for your map should be black. You've created sectors that are very asinine and very deceptive if someone looked at their map. It looks like there should be a way to access areas that don't have a way to access them.



Edit 4: There's actually a guy in here. Is this supposed to a be a room? If it is, you need to texture both the front and back of this linedef.

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Thank you for the criticism, I will be sure to fix the issues, also the red key works for me, maybe you are hitting the wrong key or something, not sure. But I will be sure to add those health pickups, btw, what do you think of the level design itself so far?

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everennui said:

The first thing I see is a texture that needs to be lower unpegged. Select it and press, "L".

http://i.imgur.com/0Van9be.png

Edit: Any time you adjust the height of a room or sector within a room, the program is treating it like a new sector all together, so it puts the texture lined up with the bottom.

Edit 2: There is very few health pickups. I'd hope with a Cyberdemon that there's be more. The red key does not open the read (I got to start proofreading) door.

Edit 3: Also... when I look at your map in gzDB it looks like you are making your sectors in a very strage way. The negative space for your map should be black. You've created sectors that are very asinine and very deceptive if someone looked at their map. It looks like there should be a way to access areas that don't have a way to access them.

http://i.imgur.com/jLDQAyX.png



Thank you for the criticism, I will be sure to fix the issues, also the red key works for me, strange. But what do you think of the level design itself, when you are playing the level?

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everennui said:

The first thing I see is a texture that needs to be lower unpegged. Select it and press, "L".

http://i.imgur.com/0Van9be.png

Edit: Any time you adjust the height of a room or sector within a room, the program is treating it like a new sector all together, so it puts the texture lined up with the bottom.

Edit 2: There is very few health pickups. I'd hope with a Cyberdemon that there's be more. The red key does not open the read (I got to start proofreading) door.

Edit 3: Also... when I look at your map in gzDB it looks like you are making your sectors in a very strage way. The negative space for your map should be black. You've created sectors that are very asinine and very deceptive if someone looked at their map. It looks like there should be a way to access areas that don't have a way to access them.

http://i.imgur.com/jLDQAyX.png

Edit 4: http://i.imgur.com/D0kGsFJ.png There's actually a guy in here. Is this supposed to a be a room? If it is, you need to texture both the front and back of this linedef.



Not sure how he got in there...I am going to have to fix that, no that is not a room. I didn't really go over the sides of those linedefs hard enough.

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OfficerPipeBomb said:

Thank you for the criticism, I will be sure to fix the issues, also the red key works for me, strange. But what do you think of the level design itself, when you are playing the level?




Same buttons as always.

You don't have the linedef or the sector tagged as anything.

Edit:

Edit: As far as the level design itself? It's hard to really see what your vision is. I'm not sure if some of those areas are supposed to be lower floors. Is it supposed to be more open? I hate Cyberdemons in such tight quarters, but I know some people just eat that shit up, so IDK. Your map is 3beta5me. Fix some of those issues and repost it. I'll look at it again.

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As I'm generally quite busy during weekdays, seeing mappers helping each other is very encouraging. Keep it up guys. Come this weekend I'll get another 'lump sum' progress report up, and get those previously promised glitch/bug screenshots up as well.

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Map 01 update. Added some details here and there, fixed the outer ring so you cannot jump and skip a small portion of the map. There was a bug with the fake bridge that has also been patched and I implemented difficulties. Also fixed the size of the beds and toilets so they are more realistic. Enjoy :D

Again, make sure you play it with the latest resource pack Doomkid provided.

https://www.dropbox.com/s/b1cbzbsmqc0v1v0/DIS%20MAP_01%20CRUNCHYNUT_Beta%203.wad?dl=0

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Crunchynut44 said:

Map 01 update. Added some details here and there, fixed the outer ring so you cannot jump and skip a small portion of the map. There was a bug with the fake bridge that has also been patched and I implemented difficulties. Also fixed the size of the beds and toilets so they are more realistic. Enjoy :D

Again, make sure you play it with the latest resource pack Doomkid provided.

https://www.dropbox.com/s/b1cbzbsmqc0v1v0/DIS%20MAP_01%20CRUNCHYNUT_Beta%203.wad?dl=0

Alright, I'll examine the cells later and get them in.

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NeedHealth said:

My map will probably be done sometime next week. Real life work is taking its toll.

I understand fully - None of you worry about rushing, take your time :) There is no set deadline at the moment, I want to make sure everything is done right before I even think about thinking about releasing it.

Oh and the maps certainly don't have to be the next Valiant or Speed of Doom or whatever, as long as it's E1 standard or higher in the visual department, that's okay in my book.

Side note, the maps will be sorted according to various factors (over time) - Difficulty, theme, and visual beauty. Ever had those times you've played an overall great megawad, but the last half really lacked "oomf"? This won't be happening here!

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Crunchynut44 said:

Map 01 update. Added some details here and there, fixed the outer ring so you cannot jump and skip a small portion of the map. There was a bug with the fake bridge that has also been patched and I implemented difficulties. Also fixed the size of the beds and toilets so they are more realistic. Enjoy :D

Again, make sure you play it with the latest resource pack Doomkid provided.

https://www.dropbox.com/s/b1cbzbsmqc0v1v0/DIS%20MAP_01%20CRUNCHYNUT_Beta%203.wad?dl=0

So, I checked it out, and first of all, I gotta say, damn, that looks really good. I like what you did with the lights in the beginning. I did notice though, rhe bed across the hall LOVES slime trails, and you seem to have used textures that aren't in the WAD, since I got some checkerboarding.

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LanHikariDS said:

So, I checked it out, and first of all, I gotta say, damn, that looks really good. I like what you did with the lights in the beginning. I did notice though, rhe bed across the hall LOVES slime trails, and you seem to have used textures that aren't in the WAD, since I got some checkerboarding.

Good spot, I don't know how I missed all those slime trails but ill be sure to do my best to get rid of them all.

As for the checkerboards, my guess is you arent using the latest resource pack. Because I used some custom textures that were in there, and did not introduce any of my own.

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Crunchynut44 said:

Good spot, I don't know how I missed all those slime trails but ill be sure to do my best to get rid of them all.

As for the checkerboards, my guess is you arent using the latest resource pack. Because I used some custom textures that were in there, and did not introduce any of my own.

Whenever I ran it in 1DMDNSPC (or something like that, had the 1), It wouldn't load your map.

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Crunchynut44 said:

Hmm, are you opening them up in the order of My map > 1dmdnspc?

I just CTRL-Click when I'm running multiple WADs/PK3s. I don't know the order it runs in.

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LanHikariDS said:

I just CTRL-Click when I'm running multiple WADs/PK3s. I don't know the order it runs in.

Open the .exe and ctrl click my map > 1dmdnspc

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