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Eregore

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Everything posted by Eregore

  1. Eh, they're symbolic. Each one is a different color, which stands for a different weapon, power-up, or key that has yet to be placed. I do it so I can look at the overview and see where everything is. Once I'm satisfied that the layout is actually finished, I remove the triangles and place the actual items in. Oh, and by the 'end of the year' I hope what is meant is the project needs to be completed by the end of the *Doom Year*. So before the new year, which starts with the birth of Doom, Dec 10. That way this project becomes eligible for a Cacoward, or perhaps more likely, an honorable mention.
  2. Day: 3, Hours: 24, Structure: 90%, Texture/Lighting: 50%, Actions: 0%, Items/Monsters: 5%, Total: 50%
  3. 8 hours later . . . . . . progress
  4. I am probably going to be away from my computer for the next month (I picked quite the time to join a community project!) but so yous all know I'm not incompetent I have completed the layout of my map. The rooms are all still empty and undetailed, and none of the actions have been setup, but the layout is complete. I would say after 8 hours the map is about 15% complete. Check it:
  5. Thanks for accepting me as a mapper for this project! Right now I only have some room carvings and a layout concept for my slot, map 11, 'Circle O' Destruction', and guess what, It will be circular . . . but hey, I got some questions: -Are we making all levels pistol start compatible? (I think we should) -Are we pacing the weapon or monster premieres? If possible I would like to request the premiere of the Cyber-demon on my map, and that the BFG will NOT have had an appearance in or before map 11 (so player CAN'T just BFG blast the cybie away), the answer to this question will significantly alter how I approach my map. Thanks!
  6. Eregore

    Egregor2 [WIP]

    Egregor2 is the second level I plan on releasing in my series of 2048 size themed levels. The first being of course Egregor1: http://www.mediafire.com/?hf8jgls3ln6dbc9 (zdoom/gzdoom only) I am about a third of the way done with this second level. The map's overall layout and functions are both nearly complete. I plan on releasing it mid to late October.
  7. Eregore

    Egregor2 [WIP]

    You know, I didn't actually get ANY beta feedback, which rendered that phase obsolete. But EGREGOR2 will have both levels, and the first level will have some minor changes now that I have played through it a few (dozen) times.
  8. Egregor2 is the second level I plan on releasing in my series of 2048 size themed levels. The first being of course Egregor1: http://www.mediafire.com/?hf8jgls3ln6dbc9 (zdoom/gzdoom only) I am about a third of the way done with this second level. The map's overall layout and functions are both nearly complete. I plan on releasing it mid to late October.
  9. Eregore

    Egregor1 - Released!

    Okay, I don't mean to be a burden here but I never actually got any feedback on this map (other than it doesn't work in any port other than zdoom, or gzdoom), so PLEASE try this map out, and tell me what you think. I am working on other maps right now as well, and feedback with this map could also help me develop these other ones as well. Also, do I understand this correctly: I should include all of DOOM2.WAD textures in my next, updated version of EGREGOR1.WAD in order to make it compatible for all ports?
  10. Eregore

    Egregor1 - Released!

    I only tested it in zdoom and gzdoom. I didn't provide a sky3, because its just one map that occupies slot 'map01' which only uses sky1. Besides that, the DOOM2 IWAD provides a standard sky3. I have no idea why it would do that. Maybe someone else here does??
  11. I just finished my first level, and it turned out really well, but I don't know how to post it in the id directory!!
  12. Eregore

    How do I submit my WAD to the archive?

    No, I am just having some blue-ballz release anger. Sorry. It says: '2. Connect to archives.gamers.org. The username is "anonymous", and the password is your email address (i.e. user@host.net).' Well I am at http://archives.gamers.org/ but I didn't 'connect' and wasn't asked for a username, leading me to believe I may be at the wrong place . . . What do I do?
  13. Eregore

    How do I submit my WAD to the archive?

    Nope, those instructions make no sense, that site is a tangled mess. It refers to logging in, there is no log-in . . . am I the only one who has had trouble doing this?!
  14. Eregore

    Egregor1 - WIP screenshots

    I am about 80% with item placement on all difficulties. Finding a balance in a non-linear level can be a time eating bitch. I will start a new thread with a beta version asking for play-testers sometime this week. Until then:
  15. These are screenshots from what will hopefully be my *fingers crossed* first official Doom WAD release! This single level is called simply 'Egregor1'. Its a temple/mid-evil themed level with a (as far as I am aware) unique 2048 theme, similar to 1024, but 4 times larger. The main reason I chose to do the 2048 theme was because all the levels I have built thus far have ended up becoming extra large, and because of their size, I never end up finishing them. This is a deliberate way to keep me from creating an unmanageably sized map. I estimate I will be releasing a beta version to the Doom community some time in August. Until then: http://i1161.photobucket.com/albums/q512/jeff_king1/Screenshot_Doom_20120730_033253.png http://i1161.photobucket.com/albums/q512/jeff_king1/Screenshot_Doom_20120730_033243.png http://i1161.photobucket.com/albums/q512/jeff_king1/Screenshot_Doom_20120730_033103.png http://i1161.photobucket.com/albums/q512/jeff_king1/Screenshot_Doom_20120730_033007.png http://i1161.photobucket.com/albums/q512/jeff_king1/Screenshot_Doom_20120730_032944.png http://i1161.photobucket.com/albums/q512/jeff_king1/Screenshot_Doom_20120730_032919.png
  16. Eregore

    Your method for making an interesting map.

    First I pick a general theme, you know: tech-base, industrial, castle, hell, catacombs, etc. Then, I draw a 3x3 grid, similar to tic-tac-toe. Then I place (semi-randomly) the letters A through E within the grid. Once I've done this 5 of the 9 squares in the grid have letters in them. Each letter represents a 'zone', or 1/5th of the map. A represents the starting zone. B the zone which contains the first key, C: 2nd key, D: 3rd key, and finally E: exit zone. I usually try to give each zone a slightly different feel, while keeping the theme of the map generally similar. I also try to give each zone a new weapon to pace-the game play and a major 'trick or trap' to keep things exiting. Now this may sound incredibly linear but I often make each zone accessible from several other surrounding zones; I just don't make the keys in zones C or D accessible (without the previous key). This allows for a non-linear first play-through. I think of this as my 'road map' for the level. After I have my theme and my 'road map' I rough in the zones with a few big sectors. With the big picture planning complete the levels tend to build themselves.
  17. Eregore

    Egregor1 - WIP screenshots

    The build, texture, and shading are all done (subject to change). For the next week or so I will work on item and monster placement. Swapped that sky for this one:
  18. These are screenshots from what will hopefully be my *fingers crossed* first official Doom WAD release! This single level is called simply 'Egregor1'. Its a temple/mid-evil themed level with a (as far as I am aware) unique 2048 theme, similar to 1024, but 4 times larger. The main reason I chose to do the 2048 theme was because all the levels I have built thus far have ended up becoming extra large, and because of their size, I never end up finishing them. This is a deliberate way to keep me from creating an unmanageably sized map. I estimate I will be releasing a beta version to the Doom community some time in August. Until then: http://i1161.photobucket.com/albums/q512/jeff_king1/Screenshot_Doom_20120730_033253.png http://i1161.photobucket.com/albums/q512/jeff_king1/Screenshot_Doom_20120730_033243.png http://i1161.photobucket.com/albums/q512/jeff_king1/Screenshot_Doom_20120730_033103.png http://i1161.photobucket.com/albums/q512/jeff_king1/Screenshot_Doom_20120730_033007.png http://i1161.photobucket.com/albums/q512/jeff_king1/Screenshot_Doom_20120730_032944.png http://i1161.photobucket.com/albums/q512/jeff_king1/Screenshot_Doom_20120730_032919.png
  19. How do I take, and then post a screen shot? I looked in the FAQ but didn't find anything on it. I've got some levels that are nearly ready for testing, and I want to post some pics so people will know I'm for realz.
  20. Thanks Guys! I'm getting excited to release my first WAD!
  21. I'm using Zdoom and GZdoom. I tried testing my WAD with vanilla (Doom95) but got a missing switch texture error. The texture I believe might only be Zdoom compatible, but im not sure.
  22. Eregore

    New blog

    This looks like a really cool blog idea. There are so many good WADs that slip through the cracks of time, and this will help revive interest in forgotten classics! I am guilty of resorting to Cacoward WADs when looking to play new material, its quicker and easier than sifting through the (mostly) tides of shit released on /newstuff. Submit it as a level review link as well.
  23. Everyone has their own level developing process, whither it be drawing out designs on paper, making one room after another, planning out the room themes first and connecting them later, or some bizarre process no one would have ever guessed. Describe your process! I'll go first: First I pick a general theme, you know: tech-base, industrial, castle, hell, catacombs, etc. Then, I draw a 3x3 grid, similar to tic-tac-toe. Then I place (semi-randomly) the letters A through E within the grid. Once I've done this 5 of the 9 squares in the grid have letters in them. Each letter represents a 'zone', or 1/5th of the map. A represents the starting zone. B the zone which contains the first key, C: 2nd key, D: 3rd key, and finally E: exit zone. I usually try to give each zone a slightly different feel, while keeping the theme of the map generally similar. I also try to give each zone a new weapon to pace-the game play and a major 'trick or trap' to keep things exiting. Now this may sound incredibly linear but I often make each zone accessible from several other surrounding zones; I just don't make the keys in zones C or D accessible (without the previous key). This allows for a non-linear first play-through. I think of this as my 'road map' for the level. After I have my theme and my 'road map' I rough in the zones with a few big sectors. With the big picture planning complete the levels tend to build themselves.
  24. Eregore

    Describe your level developing process

    Thanks for the link Phobus. As I am newer here I missed that thread. Seems like pretty much the same idea. Great approaches! I also have another approach that I'm a little weary of, because I sense using it *might* get me ban from community projects that call for levels made 'new from scratch'. Its a variation on the patchwork theme. Because often my schedule wont allow for large 3 hour chunks of time to be spent level building, I have a .wad that is just a sketch pad of rooms. dozens and dozens of rooms. none of them are connected or textured. its essentially a pile of room ideas. then, when i go to make a level layout, i often copy and paste rooms from this 'sketchpad wad' into my actual levels, in the place of 'zones'. its all still original work, it just wasn't made AFTER the level was initiated, therefor not 'new from scratch'.
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