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EdwunclerIII

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Posts posted by EdwunclerIII


  1. 32 minutes ago, Zillah said:

    A fairly minimalist mapset. I'm gonna go over what I liked and what I didn't now :)
    2HRYSUM.png
    Map01 felt kinda empty, just like a big box. I liked the color palette and the spiral staircase, but it'd feel like a bigger map with a few more connecting rooms/obstacles.

    kqTrtRE.png

    Cool Dude.

     

    KlB2Y5w.png

    Map03 was my favorite, primarily due to it's size. However, you can give it a better feel for the space, if you lower the hallway's height (as shown in the screenshot) and add a 'frame' or sorts on each end of the hallway. Other than looking good, it'll feel like a real place. You could also add fun shit like flickering/glowing hallway or computers, etc...

    FZ7DKm7.png
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    Map 04 by far seemed the biggest and baddest of the bunch. You could improve it with some subtle changes, however. For example, in the first screenshot, the two opposing floor textures touch. It's generally a good rule to have a texture dividing two very different floor/wall textures from each other. I'd change the height, maybe add a staircase, or use some sort of border. Same rule goes for stairs. In the 2nd screenshot the texture for the stairs in contrast with the stair floor itself looks bad. YET, in the third screenshot, it looks fantastic. The contrast of the black with the gray, works. Do more of that. :)

    I'm not even gonna get into Map05. Dwango doesn't have the balls to pull that off what you pulled off you madman, hahahaha...

    Overall, for a demo it's alright.
    Other than the spacing, and the time frame you made it in, some subtle changes (including the height of most rooms) would go a long way.
    Good job.

     

    Thank you for the feedback! I do agree that many areas of these maps seem empty and underutilized, so that is something I will definitely pay attention to. Map 03 I feel I had the most fun making so far, and there will be more details going into that one. Map 04 the textures will likely change a good bit, and now that I look back those red stairs do look terrible while also being one of the more bland sections lol. 05 I sorta went freestyle with trial and error after a slight bit of mappers block, hopefully it at least flows well with real players :D 

     

    Much more progress going to be made ;)


  2. Hello everyone, This is the official Doomworld forum post for the EdWunclerDM Demo! Here is the first 5 new maps made for deathmatch play in your favorite source port! Themes range from mysterious marble and nighttime UAC base to underground lava arenas. Two weapons have been modified via DEHACKED; the Rocket Launcher and the Plasma gun, both of which are sped up significantly to compensate for the more open arenas.

    ___________________________________________________________________________________________________

    THE MAPS THUS FAR AND THEIR DESCRIPTION

    Map 01: Big Marble Slab - This ancient structure built by forerunners before
    us has provided the UAC programmers the foundation a virtual 
    deathmatch ground for space marines in combat training.

     

    Map 02: Round and Round - The keep up with the ever changing demands in
    all-out arena based combat within the corps, the war games
    department has created a circular arena for pure mayhem.

     

    Map 03: Stereo Dreams - The UAC has built a hydroelecricity plant to 
    take advantage of the rivers in the remote location of which it's based.

     

    Map 04: Crater Mark - An asteroid from long ago hit this area of the Gobi
    desert, making this dangerous lava cave a popular attraction amongst the 
    nearby civilizations.

     

    Map 05: Anegix #62B3 - Nearby populations in the mountain ranges of Anegix
    have made this particular telecoms installation their base of operations.

    ____________________________________________________________________________________________________

    KNOWN BUGS

    Some custom textures do not work correctly on Zdaemon. No known fix.

    _____________________________________________________________________________________________________
    Download http://www.mediafire.com/file/6qx25pmnixvplvu/ewdmdemo.rar/file

    _____________________________________________________________________________________________________

    Credits: Uses Textures from DrDoctors Texture Pack

    ID Software for Doom II the game

     

    WARNING: NO PLAYER 1 STARTS, MUST LOAD IN A NETPLAY SETTING.

     

    Coop-20201029-112020.png

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    Coop-20201029-112042.png

    Coop-20201029-112057.png

    Coop-20201029-112118.png


  3. 3 minutes ago, Gustavo6046 said:

     

    Fair enough remark, although it's also oddly fitting from a guy whose profile picture looks astonishingly similar to Brazilian president Jair Bolsonaro.

     

    ...

     

    Nah, I'm just being silly. Moving on.

    Hahahahaha, nah I aint no politician-picture-user. it's actually from a movie. If anyone guesses it, you get a virtual handshake 


  4. Oooh boy, funny multiplayer encounters.. I have had a few haha. A while back I had joined a deathmatch server on Zdaemon and there were two other players. I join in but they start telling me they were dueling, when they were in an FFA server instead. (Has happened on multiple occasions)

     

    Another time I was playing DM and I shot a rocket at another player's feet.. They went flying and I bust out laughing while running around killing lol. Little frags like that are just glorious! That remains one of my favorite moments in gaming actually.


  5. 47 minutes ago, PeterMoro said:

    One of my fears during mapping is coming up with a new, original concept or mechanic only to be told after release that it's already been done in another wad. And then being accused of plagiarism. Hope that never happens.

    Definitely had this sort of thought run through my brain a few times before. XD


  6. My mapping fears include some that have already been mentioned by a few people - two being not many seeing it and massive procrastination as detailed by Doomkid.

    My deathmatch wad has been plagued by lack of development for a while since I started it in late 2019, but now I am back on it and already made 3 new maps on top of my original 2, with a third map scrapped since I was not satisfied with the direction it was headed.

    To me the thought of knowing I am making new things for real players no matter how often it's played while growing as a mapper at the same time outweighs my fears.


  7. Man, its been a long time since I made this thread. I played through Doom 64 on the console all the way to Level 21: Pitfalls, and I have to say they knocked it out of the park. Fun through and through, albeit it can get difficult at many points. I have always thought the transition from UAC base to Hell Subtle yet smooth. Final Outpost is truly the final outpost. The music of that map conveys a feeling of loneliness that i haven't really seen in the other Doom games. Hell, most of the maps in the game convey that feeling of loneliness. As I ventured deeper into the game, i found myself to get paranoid of sudden encounters. Ironically, the "Be Gentle" difficulty makes me feel alone at points as well due to the lesser encounters. "Watch Me Die!" difficulty adds more paranoia to the table as the encounters are numerous and difficult, especially later in the game. Many of the maps in Doom 64 have just the right amount of atmosphere to put you on your toes. This game is a masterpiece of horror while being a action-fest as Doom is meant to be. The game was unfairly treated when it came out and i am glad more people are appreciating it for what it is. A worthy title in the Doom saga.


  8. 1 minute ago, Zemini said:

     

    And the sprite weapons and sounds?  Where would it end?  Might as well just play classic doom at the point.  I would of rather seen a total conversion - or at the very least give us the tools in SnapMap.

    That's actually a good point. i just didn't see why they didn't go that extra mile. But still, its fun.

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