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About -_DLD_-

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  1. Wow, this is some phenominal work. Masterful job!
  2. Layout for the first map of Episode 3 of my project (decided to sporadically make E3 maps while doing E1 and E2 so it feels like I get a "free episode" when I hit the halfway mark of the project): http://img220.imageshack.us/img220/7003/map16layout.png No things have been placed yet except teleports and a few light sources. Screenshots: http://i20.photobucket.com/albums/b203/DarthEldraganus/ReloaDLD/Screenshot_Doom_20110921_035826.png http://i20.photobucket.com/albums/b203/DarthEldraganus/ReloaDLD/Screenshot_Doom_20110921_040140.png http://i20.photobucket.com/albums/b203/DarthEldraganus/ReloaDLD/Screenshot_Doom_20110921_040309.png http://i20.photobucket.com/albums/b203/DarthEldraganus/ReloaDLD/Screenshot_Doom_20110921_041051.png http://i20.photobucket.com/albums/b203/DarthEldraganus/ReloaDLD/Screenshot_Doom_20110921_041104.png http://i20.photobucket.com/albums/b203/DarthEldraganus/ReloaDLD/Screenshot_Doom_20110921_042758.png http://i20.photobucket.com/albums/b203/DarthEldraganus/ReloaDLD/Screenshot_Doom_20110921_042929.png http://i20.photobucket.com/albums/b203/DarthEldraganus/ReloaDLD/Screenshot_Doom_20110921_043055.png The map's basically supposed to represent the transition between episode 2 (abandoned UAC base) and episode 3 (the moon) via the use of a network of teleporters, hence the name of the map, The Slipgate. I tried to get a bit creative without making the entire map blind you with silver textures.
  3. -_DLD_-

    How do you like your Doom?

    I play in ZDoom but don't use any of its features like jumping.
  4. Part of my project is to basically keep it as vanilla as possible. I only use ZDoom because it lets me easily implement new monsters (and bosses), so I'm actually using ZDoom (Doom in Doom format) for mapping instead of Hexen format. I think of my project as a vanilla WAD that requires ZDoom to play.
  5. ZDoom, but only because I make use of Decorate and Mapinfo lumps.
  6. That Scythe map is the very level that I drew inspiration from. My starting point is I wanted to make episodes that were 7-8 maps in size plus a secret level (Ultimate Doom-style), so I decided that my first episode would be city-themed. So I went about desigining maps and grabbing map ideas, and the power plant level came to mind. How could I make a power plant interesting? -thinks of Scythe- Bingo! I posted an editor shot of the map earlier in this thread. The level is divided into 4 quadrants with a central hub connecting them. 3 of the quadrants and the hub each have light switches which take the brightness level from 96 to 255 in most of the sectors of that particular area. The map itself is pretty linear, but I tried to make it feel slightly nonlinear, though the design is fairly basic.
  7. That's the map's theme. The super bright lights you see are the result of the player finding a light switch, otherwise the map is very dark.
  8. Buncha shots from my latest map: http://i20.photobucket.com/albums/b203/DarthEldraganus/ReloaDLD/Screenshot_Doom_20110913_005547.png http://i20.photobucket.com/albums/b203/DarthEldraganus/ReloaDLD/Screenshot_Doom_20110914_151919.png http://i20.photobucket.com/albums/b203/DarthEldraganus/ReloaDLD/Screenshot_Doom_20110914_152015.png http://i20.photobucket.com/albums/b203/DarthEldraganus/ReloaDLD/Screenshot_Doom_20110914_153209.png http://i20.photobucket.com/albums/b203/DarthEldraganus/ReloaDLD/Screenshot_Doom_20110914_154813.png http://i20.photobucket.com/albums/b203/DarthEldraganus/ReloaDLD/Screenshot_Doom_20110914_154746.png
  9. -_DLD_-

    Do people care about title screens?

    I think larger WADs (Episode replacements or bigger) look nice when they have their own title/intermission screens. Not really needed for a single level unless it's something truly titanic.
  10. Welp, I've finally gotten off my ass. Time to perform some thread necromancy. Thanks for all your feedback so far, Phobus! MAP05 - Power Plant is completed and ready for testing. This level will hopefully feature some fun gameplay that you won't find in your average level. When brainstorming this map, I thought of one of the Scythe maps (I think it was called Lights Out), Doom 2 MAP04, and TNT MAP03. Fun times, hopefully.
  11. -_DLD_-

    HR Tribute Levels

    ...Hell Re-Revealed?
  12. Yessir. The map is called Power Plant and draws heavily from both TNT MAP03 and Doom 2 MAP04, except I added a prevailent lightswitch mechanic (pretty much the entire map is brightness 96 but most of the map has ample light sources once you locate the switch in each area). And before you ask, I'm experimenting heavily with this level's design.
  13. Way too long later, the layout (but not thing placement) for the latest map of my project is done: http://img202.imageshack.us/img202/5637/map05layout.png
  14. In my project I'm rationing the fuck out of weapons too. MAP01: Secret Berserk/Pistol/Secret Shotgun (near the end) MAP02: Secret Chaingun (about 2/3 of the way in) MAP03: SSG (near the end)/Secret Chainsaw MAP04: Nothing MAP05: Secret RL MAP06: Secret PR MAP07: Secret PR MAP08: Nothing Each episode ends with a Romero Head barrel telefrag room so the next level forces a pistol start. I also try to make every level pistol-start completable (easy, really, I just chuck weapons that I expect the player to have from the previous levels in the first room or two or have the appropriate zombie very close by).