-
Content count
411 -
Joined
-
Last visited
Posts posted by Psyrus
-
-
The actual construction of areas and thing placement are virtually 50/50 for me personally. It varies based on what size and type of area you have built and whether there is a form of cover or not.
However, I think one big issue is experience with the actual designing. I tend to be very meticulous with my designing, and since I don't have as much overall experience, concepts do not come to me as easily, and things take forever. I don't have a clear understanding of what kinds of monster ambushes, combinations, traps, other forms of gameplay mechanics (map flow?) work together like bread and butter outside of common sense (mancubus blocking a 64-wide door for instance a.k.a. walls of health). I end up gathering ideas from what other mappers have done, or have commented on, and end up emulating those ideas which could be conceived as removing the originality from a map. Looking back at my most recent map "Interlock", the design was basically there, but from what I gathered it suffered from thing placement issues badly and me not understanding what complevels were and how they worked. But ultimately, the designing ideas were "emulated" all due to lack of experience.
I hope the general idea is there. Putting out thoughts clearly is not my specialty most of the time. -
-
Map Name: "Interlock"
IWAD: Doom 2
Engine: PrBoom+/Boom (-complevel 9)
Description: First attempt at a map with an emphasis on a pressure-inducing layout.Link: http://www.mediafire.com/file/7f9aciqdiaumu47/intrlock.zip
This is basically me testing myself with a new and more common mapping style trying to avoid a common "room-and-hallway" layout. I started off using Jimmy's Joy Of Mapping steps he provides during his sessions to see what kind of result I could produce. Perhaps given more time and practice and training myself to be more comfortable and confident with my output, I may be able to complete maps within a reasonable amount of time.
Edit: Link updated with major texture lump issue fix. Also changed from limit-removing to Boom -complevel 9.
-
Map24:
Not a bug report (hopefully), but just curious. If a rocket jump is required to get that megasphere on the crate, that's a dirty trick. I swear I fooled around in that room for at least 15 minutes. :P
-
On 4/24/2017 at 11:56 PM, NecrumWarrior said:Jesus christ, 4 hours!?! That's the longest one so far!
Yeah, I stopped watching around the time they were discussing MTrop's involvement with Adventures of Square because it ran so late. I'm guessing that was nearing the end though.
So far these mapper history episodes have been good stuff so far -- getting to know more about long-time-active members and their contributions. Let's keep it going! -
Memento Mori 2 and Requiem. Those Klem/Shaw/Doyle midis and the maps that are commonly associated with them really stick with you. There won't be any time when I hear a midi from the soundtrack and be like "hey I know where that's from." It's the same way with Requiem.
-
9 hours ago, RjY said:Because it leaves a distinct symmetrical pattern, whose artificiality can be distracting.
<snip>
(heroes.wad e2m1)
I can attest to this. Especially since we just went from Darth Vader to a charizard.
-
-
On 3/31/2017 at 11:10 AM, gtsgreece said:This one looks kind of like Mt. Stuart in the Cascades in Washington state.
-
On 4/17/2017 at 8:44 AM, TheUltimateDoomer666 said:Cakewalk Pro Audio 9.03
I would be continuing to use CPA 9 if I could get it to work properly and detect the Microsoft synth on anything higher then Windows XP.
I'm currently using Sekaiju until I get something else. Unfortunately, I find that Sekaiju is much more temperamental than CPA 9 and does not do certain actions properly (e.g. it has an uncanny persistence to copy/paste notes in the wrong track and channel).
-
Map14:
It may be possible to softlock yourself behind the gate that opens with a yellow key leading to the outside area if you activate the switch (linedef 3579) and run back inside. -
I'm at map06 right now. One thing to point out so far is that the map names in the automap for Map05 and map06 are swapped (or the CWILV graphics are).
-
2 hours ago, Cage said:We're proud to share with you, the visual theme we've established for Supplice' last episode, the nerve-wracking finale that will challenge both your skill and beliefs - CANDYLAND!!!
[bizarre sugary goodness]
At first glance I immediately got Spring Man's stage music from Mega Man 7 stuck in my head. It's great to see a whole new concept outside of a typical hellscape E3 tends to become.
-
16 hours ago, Crunchynut44 said:I love it when a map layout practically draws itself. Roughly only 2 hours work!
Impressive after a relatively short time.
An older WIP gathering dust until I figure out and finish item placement for it.
-
3 hours ago, Searcher said:Sometimes when the lines are not spaced a minimum of 16 units apart they won't trigger. I have not looked at the map to see the distance between the 5 lines. Just food for thought. Or you can send out the witch hunters. :)
If this is true, it appears the right side of the outermost line is less than 16 units. It is 16 units from the right vertex however, but you cannot cross over that part obviously with the METL4B support there. I vaguely remember encountering this "16 unit minimum" feature once before (in another wad), but I haven't had this happen when playing through this map.
Unless I'm looking at an older version...
* Prepares a soul vessel... *
-
Hey, much appreciation for this release! There are lots of nice pieces in Ancient Aliens. I'm especially fond of the ones used for Magenta Heat (Web of Steel) and Grey Dwarf (Tribal Dance). Managing to get something to sound decent through the default Microsoft GS/Roland Sound Canvas synth is not very common these days. I always found using it a challenge to sound good back when I was an active MIDI composer, but this is coming from somebody who started off with using the Creative 4MB soundfont and the Yamaha XG softsynth.
@Jimmy Great for those who have a pro account, but not so great otherwise. I'll go and grab Ash.mid at least. ;)
-
Yes, I was a cheater. This was only after crawling my way through the entirety of SNES Doom on UV successfully for the first time which some may well know has no cheats, is significantly shorter, and has no save system. When getting my hands on PSX Doom and both Dooms on the PC, I was more concerned with comparing the differences of the aesthetics, design, mechanics, music, etc. between the three versions (also learning how to map). Eventually, yes I did end up playing through them without.
-
Getting flashbacks of how exciting the switch to VBulletin was back in the day... and imagining the nightmare behind the scenes.
-
-
durian said:Something silly to finish off that room:
<snip>It took me a couple views to notice the use of SW2SKIN.
-
Quite a find. I grew up with PSX Doom, PSX Final, and Doom 64, and Hodges' soundtrack was what made it special to me. I even ripped the samples from the PSX Doom disc if I ever had an itch to mess around with them. Apparently, Mark Snow used some identical samples with his X-Files scores, most notably samples used in "Hell's Churn" are also heard throughout the X-Files episode "Wet-Wired." The synth used must have been quite popular to use back then.
-
Bucket said:How about an official Doomworld Twitch channel? You've got about ten thousand hours of user-made content in the database to make a daily stream from.
Could be good whenever Twitch finally switches over to HTML5...
-
Canyon + cave-themed map. A limit-removing port is needed because of heavy visplane count, especially in the cave area. This is my second map since Sunbleed last year. Still brushing up on my skills and trying to be more comfortable and less OCD at it.
This is a bit of a hasty release; I've been working on the balancing, and I may need to do more.
Name: Defiling Well
Game: Doom 2
Map: Map01
URL: http://www.mediafire.com/download/a8vd5y17w26725v/defiling.wad -
http://www.doomworld.com/idgames/index.php?file=levels/doom2/megawads/stone.zip
Released 2000-ish (archive reads 2009 which is odd).
Doom 2, 20 maps + 1 secret, lots of influence from Doom 64 and various wads, and Mark Klem and David Shaw midis.
And map06... MMMMM
Favorite midis?
in Doom General
Posted ·
Since Vile Flesh was brought up.
Mentioned nowhere near enough.
Space Jiggle by Stewboy. That bridge section and the dissonant transition that begins at 1:21 is quite unique.
Coal and Liquid Luck by Jimmy and Hardcore by Sam Woodman (The Darkening E2 map10 -- whichever is the one in 7/8 time) I should also mention. There is also that yakfak midi that was momentarily used in map11 of an early beta of TNT2 Revilution. I had to download the early beta of the map tourniquet posted to find it.