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AtTheGates

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Everything posted by AtTheGates

  1. AtTheGates

    Endocrine - what is this i dont even

    just played through it. pretty cool music, reminded me of metroid prime. went well with the space station beginning, was a bit weird with the hell parts (which were nicely done by the way). didn't particularly like the jump & run passages. also, it took me a while to figure out what to do in the fan room. the transparent, glass-like floor didnt help with that, i guess a grate of some sort would have been better, but that's nit-picking. by the way, nice to see you took note of that one secret in my map01 of HE Mars with the pushable wall, or is that just a coincidence? :D
  2. AtTheGates

    Endocrine - what is this i dont even

    ah, none so vile, legendary cryptopsy album and also coincidentally my steam name... i guess that's a sign i should finally return to mapping.
  3. i give out 10/10 for using the testament theme from the korean ggxx#r ost already before i even got past the first room :) edit: aaaaand... i'm stuck after the first door. can't get to the red or blue key and don't know where else to go. (using zdoom btw)
  4. AtTheGates

    HE Mars & my other projects

    Two more shots for High-Tech Hate: i didn't plan on including an outdoor area at all, but i got some ideas after all. i'll probably increase the brightness of the blue skull mountains int he backgrounds so that they actually get darker (with the way how fog works in zdoom...), and i haven't decided on the sky yet.
  5. AtTheGates

    HE Mars & my other projects

    Hi everybody, i'm currently working (on and off) on a Zdoom project, currently called HE Mars for lack of a better name. I haven't released any maps yet publicly, but i have been mapping sporadically over the last ~11 years, with breaks of several years in between. i want the project to have 3-6 maps, with a transition from mars to warped base / hell over the course of the wad. although the project is in UCS UDMF format, i don't plan on going overboard with the zdoom effects at all. i like my maps conservative in that regard, the only things i will abuse are slopes, colored lighting and some minor scripting (oh, and some very basic 3d floors for see-through grates and stuff). MAP01: UAC Mars Base (placeholder name) right now, i am still working on the first map, which is unfinished. The theme is a dusty mars base (which came about by accident, actually, like so many things in my mapping). this map is finished, item and monster placement is subject to change though. 0.6c Screenshots MAP0X: untitled this is supposed to be a huge medieval / hell castle map, somewhat inspired (from memory) from two doom64 maps that have castles (no idea about the map numbers, the first one has arachnotrons and purple water, the second one is a nice hell castle). i'll use jen tai's theme from weaponlord as the music, either mp3 with low quality or a ghetto midi conversion from the .spc (doesn't sound to good). new shots (20130704): MAP0Y: High-Tech Hate the map is inspired by the stone spinneret and stardate 20x6, both of which i consider to have outstanding industrial / high tech themes. i have no idea yet how i will lay it out, but it's probably going to have rather big rooms (i hope). I will use the KI fulgore theme from killer cuts (96 kbps for the sake of the file size), it's a perfect fit for a map like this. MAP31: The End Complete this is my attempt at an auto-scrolling bonus / hidden map. the "scrolling" works so far, but i'm not sure how the full layout will be. oh, and it's totally gonna use a midi version i found of this. - the "scrolling" wall. Download Download v0.6c, contains MAP01. (Note: please use regular ZDoom for now, GZDoom makes some problems, see the post below on this page). Changelist 0.6c - one more teleporting monster trap in the outdoor area - slight ammo rebalance - coop and DM starting spots (untested) 0.6b - teleporters improved, minor cosmetic changes, minor ammo changes 0.6a - hotfix for one of the monster teleporters 0.6 - MAP01 geometry done - needs balance feedback 0.4 - added a proof-of-concept version of map31, currently accessed via cheating or the console - placeholder level exit eastern corridor (yellow key required), might become a larger area - large outdoor area to the northwest not finished yet (getting there, though!) - blue key area done - no DM / coop starting spots yet i don't have much time lately, so i can't guarantee how many updates i'll be able to provide, but this is what i'm working on in my free time. i'm grateful for all kinds of feedback. the balance might still change significantly since so much of the map is not done yet. Other Maps [Url='https://www.dropbox.com/s/vs56b2i47zm6vgh/Vision%20Conquest.wad']Vision Conquest[/url], a small slaughter map i speed-mapped in 2-3 hours. Boom-compatible.
  6. AtTheGates

    second attempt at mapping: one last mission

    my point was rather that for a total beginner, understanding doom/boom format can help to better understand what kind of effects people expect to see; and it might keep you away from feeling a false sense of achievement through getting stuff to work like hud messages and new enemies and such, which i assume happened in this case here pretty much.
  7. AtTheGates

    second attempt at mapping: one last mission

    100% agree with scifista and plums. maybe you should start out with boom format, try to create an engaging map with the limited resources that you have there, and then see how scripting can be used to improve on that. that should help you to focus on the actual level design.
  8. i want to point out that obsidian's eternity's hatred still has the teleporter bug i mentioned 2 pages ago. happens both in zdoom and glboom+, probably in other ports as well.
  9. it happens in map02 and map 03, haven't played much further yet. edit: interestingly, changing from "fmod" to "microsoft gs wavetable synth" fixed the problem. it doesn't properly work in fmod for me.
  10. i'm having problems with the music in zdoom, after 2-3 seconds the instruments hang until the song is over (i guess), then restart, then "crash" again - which is a shame, because what little i can hear before that rocks.
  11. doomword link is dead, found this while googling on gamefaqs: http://www.freewebs.com/vdplas/doomword.rar edit: doesnt work on win7. even with win xp service pack 2 or win98 compat, it doesn't get very far before crashing.
  12. AtTheGates

    Nina Dobrev 2

    yeah the minimap gave me a heart attack, but i never realized everything was crooked until i opened it, which is nice. didnt play it very far though, doesn't stuff like this practically scream for slime trails?
  13. AtTheGates

    Nina Dobrev 2

    you should do a project together with Daiyu_Xiaoxiang, he also likes to add random pictures of girls to his maps. which i find totally creepy by the way.
  14. so... what's up with this project? :/ the first link in the first post is now a premium only download. was that even supposed to be an "early" version that featured all maps so far?
  15. AtTheGates

    HE Mars & my other projects

    updated vision conquest (some minor bugfixing). please ignore map02 in the wad, it's not finished yet. edit: i should probably split the outer linedefs, i get that weird zip glitch in prboom when i strafe into them where you become really fast. always loved that one btw.
  16. AtTheGates

    HE Mars & my other projects

    didn't feel like studying today and speed-mapped a small, Boom-compatible semi-slaughtermap. If anybody cares to download it, let me know what you think - i'm somewhat new to slaughter maps, and this probably doesn't even qualify as one for some people. this is not part of the HE-Mars project by the way. edit: took me about 2-3 hours plus another one to see if the map can be beat. i usually take days or weeks for maps, so this is a first. [Url='https://www.dropbox.com/s/vs56b2i47zm6vgh/Vision%20Conquest.wad']download Vision Conquest[/url]
  17. AtTheGates

    Hellfire: Dreams

    the trigger that started the elevators in the dead simple map after you kill the arachnotrons didnt work properly for me in zdoom, needed to clip up to the alcoves with the switches. after that the elevators started working. the map set isn't my cup of tea i gotta admit.
  18. AtTheGates

    Release: MegaWAD + Servers

    you might want to change the tread title to reflect that it's actually a DM wad. also, it would be nice to know what source ports are required for this. you recommend zandronum, but is it a must?
  19. AtTheGates

    [Doom II]Daylight

    the yellow switches / doors are one huge confusing clusterfuck. after i used the yellow switch, the OTHER yellow door opened, not the one that is closer. once i got to the new area (it's the room that also has the empty secret), i had to give up, didn't know where to go. i did enjoy the map up to that point, though, since i really like non-linear maps. the only room i didn't like was the one with the cyberdemon, that was also the first time i died. it's too hard to see where it's safe to go when you either drop down or jump into the building.
  20. AtTheGates

    3D architecture and other experimental stuff

    very impressive - i didn't know sloped room-over-room was possible now, or am i missing some kind of trick? which source port does this run with? zandronum or gzdoom, got it.
  21. AtTheGates

    I'd like feedback for a 2 map wad I started working on

    fighting the 2 demons without anything but a pistol and no shotgun near the ammo in the beginning of map02 kinda gave it away. i wouldn't worry too much about it if i were you, ammo/weapon placement is something you can look at once your map set is done, just keep in mind that there are players who prefer to pistol start everything.
  22. AtTheGates

    HE Mars & my other projects

    nothing specific planned yet :) i actually didn't even think about including a cybie into the labyrinth yet, but now that you mention it, it sounds like a good idea, heh. some of the pillars will lower, revealing some enemies, i just don't know yet when i will trigger this - on your first time going through it or on your way back from whatever will come after this room. right now there's just a few mancubi in the corridors, and inside the pillars a few revs/shotgunners/1 archvile. playing a "little cat and mouse" (pun intended) with a cybie before they lower sounds like it could be fun though.
  23. AtTheGates

    HE Mars & my other projects

    a little update on my project: i'll hand in my final paper on tuesday, after which i will finally be able to continue mapping without feeling bad about it, so expect more updates starting from next week. i might prepare a very early version of high-tech hate by the end of next week, but the layout will most likely not be finished by that time. new screenshots: unfinished room i'm working on (maze of torment, maze of death *growl*)
  24. AtTheGates

    Here's a new map.

    do you know the idiom about the glass house?
  25. AtTheGates

    I'd like feedback for a 2 map wad I started working on

    - i didn't particularly like the beginning of the first map leading up to the outdoor area after the fight with the hellknight, which i just ignored because i didnt feel like wasting ammo. a pattern i noticed lately on all kinds of maps is that ammo is too sparse in the beginning and becomes overabundant later. - some parts of both map01 and map02, especially the beginning of them, are way too dark. add specters to that and you have a recipe guaranteeing rage. keep in mind that people's screens have all kinds of different levels of brightness, so it's probably best that when in doubt, make your map a little brighter than you think is necessary. my monitor is set to maximum brightness (which IS quite bright), but the gamma in doom is at a reasonable level, and i still found the maps too dark. - is it possible that you use some sourceport that draws light around things? like the candleabras in the beginning of map01. they are just fullbright in gzdoom / zdoom, which looks rather strange without some form of sector lighting. - you use quite a lot of different textures in the maps, and while that's a subjective kind of critique on my behalf, i usually prefer consistency of design of a single map at least, not necessarily over the course of a wad of course. - some parts of the map are nicely detailed, others look somewhat plain. again, a matter of consistency. - some traps do not work at all (edit: not from a technical standpoint, but more design-wise). in the second map when you pick up the first key, i just run away from the baron. that brings up the debate again whether it's ok to block the player off to stage fights, but there are other, more elegant ways of staging ambushes. - i have a feeling that the maps are designed for a continuous playthrough, is that right? a pistol start is possible in map02 but it feels like you expect the player to have the weapons already.
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