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yourlocalchef

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About yourlocalchef

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  1. yourlocalchef

    Senescence (single map)

    @Egg BoySo you are correct that the map was made in Hexen format. I was unsure if I would attempt 3D bridging? Some thread I was perusing said something about Hexen format and 3D bridging. Also thank you for the kind words. I've really been working on improvement in all the different aspects of mapmaking so it's nice to hear that its been paying dividends.
  2. yourlocalchef

    Senescence (single map)

    @Egg Boy
  3. yourlocalchef

    Senescence (single map)

    @HAK3180 Thanks a lot for the constructive reply! Definitely extremely helpful and useful going forward and revising this map itself. This map was indeed designed to involve backtracking and in doing so force me to find places to hide monsters. I was directed this way by another doomworld users criticism of another map I recently made in which the battles were stale. It appears in this case, I was testing my own puzzle making capabilities and seeing how much mileage I could get out of a small map. Backtracking is what is necessary as you mentioned at that final gate where the switch does not open them. This was intentional and used to ultimately utilize backtracking. I am new to mapmaking in doom so taking risky shots in the dark like that are probably going to be successful and unsuccessful in future maps. I am always trying to find aesthetic consistency which will only happen if I continue to play/make maps and experiment with various texture compositions. I figure I should be competent with the stock textures before moving into texture packs. At any rate, you're the best for the bullet points and I had a blast making this little level as I myself loved playing short and sweet maps like those found in Scythe. It probably just met my attention span to looking at the same layout too, so, I just might continue to make a first mapset in this style for the time being.
  4. yourlocalchef

    Senescence (single map)

    Hello all, -tested and constructed in GZDoom likely only compatible in such -MAP01 replacement which means Doom II IWAD -Not tested in any other ports -Single difficulty -Nojump, nocrouch The layout of this map was constructed over the course of an hour with an extra day or two for detailing and minor revisions. It is essentially a map to solidify some basics of map construction that I needed to iron out before continuing forwards with my mapset Ataraxia. It's a pretty standard toxic factory map. I've done a single playthrough and if there's any issues please let me know I will revise it and update it accordingly. Scythe style. senescence 1.0.zip
  5. yourlocalchef

    Ataraxia

    As a matter of fact I have. I spent some early days making MAP01 with a red sky but eventually grew tired of it. I am open to something less red. If you have any textures I would be glad to see how it looks. The sky I had I found in a sky texture thread a few weeks back. Its this one if you're curious.
  6. yourlocalchef

    Ataraxia

    Yeah @PaquoCastor I haven't gotten around to making it compatible with any other ports yet. I will do so at some point, however the most recent upload 1.1.2 resolved the key bug and is also my attempt at making MAP01 more difficult and more visually interesting. If it isn't either of those things, forgive my... noviceness. I'm green at mapping. Anyhow, thanks for trying it out even if it was broken.
  7. yourlocalchef

    Ataraxia

    @Juza Thanks for the critique. Still learning all the do's and don'ts of the doom palette and textures so, duly noted and possibly updated the picture you mentioned. Unless you meant the staircase picture in which case I'm going to be overhauling as much of the details as I can tonight and tomorrow.
  8. yourlocalchef

    Ataraxia

    Had most of today off and will have all of tomorrow off to finish up Ataraxia MAP02. Caffeinated pretty much the entire time. This is a preview, obviously still being worked on--for those interested. I suspect I will upload the new map tomorrow at some point. I'm new to mapmaking in doom so texture alignments are always a priority and this map will likely be no different. Let me know what's on your mind for now.
  9. yourlocalchef

    Ataraxia

    First off, thank you guys for trying out my first map and thank you for the good tips and pointers to look out for when making future maps. I'm also new to the doomworld forums and am pretty unfamiliar with the text formatting for tagging and what not. At any rate, @wintertowns thank you for the MIDI soundtrack it definitely compliments the temple aspect of the map well. I downloaded Anvil Studio to make MIDIs myself but I figured learning the doombuilder and slade software was more important and enough of a challenge. If you have any tips on MIDI making or know of a good resource please let me know. I'm working on a MAP02 replacement to continue the Ataraxia themes I've set out here in MAP01. I would ultimately like to make an entire episode in this style. I can fix the key problem too. It worked for me in my playtest so I don't know what went wrong. So, @Egg Boy I will tweak the battles to implement a map where the battles are more difficult. I am apparently a bad doomguy-guy and found parts of my map difficult for myself and didn't consider vets that know how to play doom. Texture alignments will be fixed and I will upload it again with my new map so you guys can see what I've been working on. Mancubus in the room was a gimmicky idea to be fair and will surely be updated to make it seem more meaningful instead of just a boring thing to shoot at. In fact, that entire room has a separate secret room behind it, maybe I will just expand the room and make a puzzle in it or a more substantial fight. Really appreciate the kind criticism. Updates to come in the next couple of days. Just graduated from university so I got a good bit of time on my hands aside from my regular job. Btw it was made in doom2 doom2 format, not hexen. @Rhebiz I really thank you for the kind words I spent a good bit of time looking at other first maps and trying to learn why they're stale and essentially used that as a guide to make something else. Anyhow, thank you guys for a friendly and constructive introduction to the doom community. I should find this a pleasant hobby and look forward to contributing.
  10. yourlocalchef

    Ataraxia

    Hello all, So I've spent the last few weeks here becoming familiar with both doombuilder and slade, making a few maps and throwing them away. Finally stuck to one map and made a few custom textures that rendered well in the source ports. By a few in this map I mean two flats. That being said I had a few wall textures that would render in doombuilder but not in the source port itself. I exchanged those textures with default walls. I need to move onto the next thing with the programs and work on improvement. Tested in GZDoom, no jump, no crouch, no difficulties, doom/doom2 format, its a MAP01 replacement. Issues include textures probably being off in some places. Its a mid-sized map. At some points I almost gave up due to the extent of the map. Let me know what you guys think. I hope I've included all the necessary information and uploaded this zip correctly. EDIT: I've fixed as many alignments as I could find and included @wintertowns MIDI track. I have increased enemy counts quite substantially and included teleported encounters. Tried to shy away from the marble texture in certain areas however that texture is somewhat the feel I am going for throughout Ataraxia. Balancing should be coherent with enemy additions. This zip file does include an unfinished MAP02 so you should probably quit after you play the map. EDIT 1.2: So, MAP02 is up and running. I didn't test this with a pistol start but it has all the pickups that could be had for one--most likely in the wrong order and placements. Balancing should be a little on the run and gun style for this one. I did all that I could to improve on what was lacking in MAP01 in terms of static battles. I definitely feel like I'm improving but as I have only made two maps from first line to balance-tweaking I know there's much room for improvement. I have intentions for a more puzzle oriented MAP03 with more subway tunnel/undercity feel to it. I went ahead and changed the name of the post considering it isn't JUST a first map anymore. Thanks for reading and go check out the map, all critique and suggestions are welcome and encouraged, no one got good because they were told they were good from the start. ataraxiatemple 1.2.zip
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