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-_DLD_-

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Everything posted by -_DLD_-

  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. v0.1.2 Download! All screenshots related to this project. I've always wanted to create a WAD, or even a MegaWAD, but I never managed to. This is my umpteenth attempt at a big project. I've completed a major project in the past (30 level StarCraft 1 Campaign), so I consider this as a next step in creative work. Doom: ReloaDLD is a mixture of a vanilla and modern WAD. It requires ZDoom to run, but it should look and play much like a classic WAD. Think of the WAD as Vanilla that requires ZDoom to play. As such, jumping and crouching have been disabled. The only reason that this is not a vanilla WAD is that I'm using new monsters, MAPINFO, and want to have the option to go have more than 32 maps if necessary (the original plan is to have 4 episodes, each 7-8 levels, plus a secret level, Ultimate Doom style). I'm not going for anything hyper-detailed or anything, just something basic as a throwback to the classic style (I'm also apparently the umpteenth person making a WAD like this this year, heh). As for difficulty, I'm making the difficulties very meaningful. Skills 1-2 are fairly easy, skill 3 is actually pretty hard, and skill 4 is ultra-hard. Play skill 4 at your own risk. To be honest, the way it's turning out, skill 3 really feels like skill 4 would, so keep that in mind before plunging into UV. I'm around halfway done the first episode (though it's episodic, it's for Doom 2), so I figured I'd post my work here for testing/scruteny. Since I'm not the best mapper in the business - far from it in my opinions - I'd like feedback on anything and everything. Monster placement, level balance, appearance, detail (though I'm going for classic-style, I can't completely throw detail to the wind, it has to be effective even if it is simple!), etc. Anything, really. The episode is half-finished, with the first 4 levels being completed and the boss level being done as well. The secret exit is there, but unfortunately due to some major complications, I wasn't able to do anything with my secret level, so it isn't included. I think now I just want to convert the Wolfendoom monster DECORATE entries into standard ones, that can be used in my WAD without the use of scripts for everything. I'm hopeless with that sort of thing, so help would be appreciated. Features that I'm going to focus on: * Vanilla-style feel. * New monsters for added challenge. I mean come on, there are only so many ways to set up a Chaingunner trap. * Boss monsters! * Extreme use of difficulty settings. The settings should keep anybody from the Doomer that can barely scrape by Doom 2 on HMP to the champion nerd that UV-Maxes Hell Revealed for fun entertained. In this alpha build that I've uploaded (v0.1.2), you'll find: Episode 1 - Hellsville, the Demon Metropolis MAP01 - City Limits 1 2 MAP02 - The Dump 1 2 MAP03 - Jake's Apartment 1 2 MAP04 - Sewage System 1 2 MAP05 - Power Plant 1 2 MAP08 - City Hall 1 2 Each of these levels should be completely functional and playable with no crippling bugs. Remember, ZDoom is required due to some custom monsters and ZDoom lumps. I was reluctant at first to post anything until I had a whole episode done, but since I'm so inexperienced I figured it would be a good idea to get some strong feedback mid-episode. Thanks for reading and I hope you enjoy my work. Props to anybody that can find the secret exit (although it doesn't go anywhere yet)! Video of me playing through MAP08: Sorry it's been so long on the update; I guess I really am a slow-ass mapper. I tried something very different with MAP05 and I'm hoping it will go over well. Updates - 9/14/11 * Added MAP05 - Power Plant * Slightly modified the monster behaviour and gemometry of an area of MAP04. Players should find this section of the level easier to complete. * Fixed various minor texture errors. * Missing par times have been added. All existing levels should have them.
  11. 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.
  12. -_DLD_-

    HR Tribute Levels

    ...Hell Re-Revealed?
  13. 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.
  14. 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
  15. 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).
  16. -_DLD_-

    Playing through Doom episodes 1-3

    While no particular methods come to mind, I over-conserve my ammo too much. In addition to trying to finish each level with 200/200, I like to have as close to full ammo as possible.
  17. -_DLD_-

    Pk3 Files

    SLADE opens .pk3 files just fine.
  18. -_DLD_-

    Episode 3 now up: My Doomed Fan-Fic

    ...what did I just read?
  19. -_DLD_-

    Crosshairs

    I use a crossheir and autoaim, but otherwise I play traditional style (no freelook, jumping, or crouching). I also play pretty much everything in ZDoom.
  20. -_DLD_-

    Text screen editor?

    You need a Dehacked or Mapinfo lump in your WAD. Using that, you can change around things such as the text interludes and what the levels are named when you press your automap key.
  21. And you called me evil, Sigvatr!
  22. -_DLD_-

    Any megawads that make good use of 667 bestairy?

    I honestly have no idea; I take forever to get shit done, but I've got a project thread up that has alpha test builds for anyone willing to take a gander. The current build has 4 maps plus the boss map for episode 1.
  23. -_DLD_-

    Any megawads that make good use of 667 bestairy?

    I'm working on a WAD that makes use of the Realm 667 monsters. I plan on including 1-2 new monsters per episode as well as 1 boss monster.
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