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About FLiP

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    Warming Up
  1. FLiP

    my first map

    Wow, this is quite the opposite of what I expected in a thread titled "my first map". Are you sure your not using some kind of direct brain-to-computer interface or something? It's beautiful and about as close to perfect as doom mapping gets I think. You have some real artistic talent. I always screw up trying to over complicate little details when I should have made an area simpler and better looking.
  2. FLiP


    A great place for plasma spiders, though they won't be in the first map.
  3. FLiP


    JSSIM.wad (Just Some Sh*t I'm Making) - Let me know if you have a better name. I'm a little late I know, the game was released quite a while ago. Regardless, I'm making a new wad that should be about 10+ levels. The style should resemble classic doom, not an original concept I know, but this is really my first wad so I figured I would stick with what I know. It will progress from a military-industrial style setting through other various themes such as an underground tunnel/canal system, a nukage plant, various large structures and military checkpoints until finally descending down into a top secret underground science facility (As opposed to hell). The final level will bring the player down from the ceiling of a large high tech chamber with various interconnected rooms around it. When he steps off the elevator, other various lifts will begin to rise from the depths of hell release wave after wave and a few bosses. In order not to spend months on one map, I'm not going for realism or extreme detail. More so I'm trying to concentrate on gameplay, building enemies into the maps, etc. Here are some screenshots for everyone to criticize though. These screenshots are of MAP01, which in essence will be my first completed map. The are several other maps with layouts done and a few other bits and pieces, but there is no texturing really so I can't put any screenshots of them yet, I will in time. There are no enemies on the map when the screenshots were taken, but you can see some places where they will be. I might change the default sky, which will be consistent throughout the wad, as well as the bronze texture on a lot of the buildings, though I don't think it looks too awfully bad as is. I'm considering leaving the default sky, let me know if you think it looks alright. I'll take care of the obvious texture misalignments in these shots at the end, Doom Builder 2 seems to realign nearby textures on a whim. If CodeImp reads this (doubtful) I would much rather prefer them or have an option to stay @ 0,0 if I haven't messed with them yet, instead of trying to align itself. I often map out the geometry to coincide with textures, and when I don't it still doesn't get it right over half the time. I do appreciate the great program though and sorry for b*tching about it. This room is near the player start, its more important and dangerous than it looks. The first outdoor area, should be the first place the player encounters new snipers. This is directly behind the above shot. I don't like the stargwtf texture on the raised walkway, going to change it. Going to change the texture of that door on the ceiling. Another small sniper alley. There are hazardous materials beyond that big door and it hurts the player, that is why it is so green through the window. 3D Floors in a large room. I need to add more light transition. A lava canal, you can jump out of it, over it or walk on the edge, its not that dangerous really.
  4. FLiP

    Doom Builder Help

    I think you can make a skybox that will change the sky texture, but I haven't tried it yet. http://www.youtube.com/watch?v=-fJfjxxh9X8 Also, if your using UDMF map format you can use the "Static Init"(190) line special to change the sky texture in a sector. http://zdoom.org/wiki/Static_Init I don't know about changing the music though.
  5. FLiP

    [Resources] Fuzzball's Stuff

    Since there is no apparent button or lever on this glory hole-esque texture, it should have very small text on it somewhere that reads "Insert <illegible> Here". A sad attempt by the demonic hordes of cutting off doomguys bloodline once and for all. http://i87.photobucket.com/albums/k149/FuzzballFox/NEW_0_SWFC1.png Plus bump... nice classic textures.
  6. FLiP

    Transfer Heights Question/Problem

    Oh, nice. At first glance they look like the exact same thing, I'm guessing 3D floors will allow the player to view both the above and below parts at the same time?
  7. FLiP

    Transfer Heights Question/Problem

    I guess I'll just remove the window all together to avoid problems. I just wanted that vantage point available right there, but I want a bunker even more. It appears transfer heights also transfers the brightness of the sector?
  8. Hello, this is my first post I think. I used to play doom extensively and created a few small maps some time ago, the new features of source ports has encouraged me to jump back into doom once again. I know transfer heights isn't relatively new, but I have not played around with doom artistry for a LONG time. I will take this time and say thanks to those who worked to bring us these great features and this great game. I have a room over room effect in a small map I'm playing with that for some reason exhibits the usual problems, I'll explain: What I want is a monster trap (or bunker) built into a structure that already has a room on the "2nd story"; in theory, player walks in front of the trap and a panel opens revealing the small window that the monsters will fire from, sort of a machine gun nest. The "window" looks a little like a decorative panel when closed and it may increase player immersion and provide a surprise when it opens to reveal monsters behind it and under one of the previous rooms that the player transversed. I used transfer heights (action 209) and bridge sprites to accomplish this, I set it to draw only the floor as the monster trap sector is meant to be dark anyways. When the trap window is closed, everything looks splendid. However, when it opens it creates a blank texture (HOM?) space above the monster trap. I'm assuming this is caused because the player can see both the lower and the upper rooms (through another window on the building). So, even with transfer heights, the player cannot "see" any portion of the upper and lower sections of the transfer heights sector(s) at any one time? Can I possibly unstich some vertices or anything to fix this? Also, for a reason that escapes me, the trap room lights up to what looks like 192 brightness (which is my current brightness level for around lights/outdoors) when the trap door is opened. Here are some screenshots: --- This is the second story room, looking directly at the wall and floor just above the transfer heights special and the monster trap. All is good for now. http://i.imgur.com/jRdnu.png --- This is down the elevator and outside, before the monster trap opens. Still we are good, no problems yet. The upper brown window is the second story and the short/wide window is the trap. http://i.imgur.com/TcnKx.jpg --- Here is where the problem starts, when the trap door opens it creates blank textures above the transfer heights special and for some reason a really bright trap room. When I go back to the second story it looks fine just like in the first screenshot. In the editor the room is set to 128 brightness. http://i.imgur.com/INZuT.jpg --- Is there a way I can accomplish this? I would like to keep the window on the 2nd floor right there, but its looking like I will have to remove it for this to work? I am using the latest version of GZDoom and Doom Builder 2 (1594 rev I think? The one that comes with the Gzdoom 3d mode plugin). Sorry if this kind of question is asked often, but I am not at all fluent in a lot of these features.
  9. FLiP

    builders block?

    Back in and around 94-95 or so I used to play Doom for SNES, didn't even have a computer then I don't think, but I remember thinking how awesome it would be to make my own levels, I even used to draw them out in my notebook during school. Although im not really a kid anymore unfortunatly so it doesn't seem as fun as it would have been back then. When I got my hands on a computer was after Doom 2 came out, I was busy smoking herbs at that time and level editing was troublesome back then, so needless to say im just now getting around to it lol. No need to explain, im not as dumb as I sound. I've acually already made a few textures, I used doom2.wad textures as a base for some of them though and some are similar to textures others have made, e.g. red and yellow versions of LITEBLU4 and such, would it be considered lame if I used and released them in my map.wad?
  10. FLiP

    builders block?

    Yea, I started out with classic episode 1 style textures from doom2.wad because it seemed easiest, maybe i'll add a few more later. That reminds me of a question, importing textures into your map.wad lets the game recognize they are there so your map doesn't have any extra wad file requirements right?
  11. FLiP

    builders block?

    I fired up paintshop and made a rough drawing of the layout, but its turning out a bit different than I intended it to be, no matter though. I had a couple of cool ideas for traps and such, ones you can make it out of alive of course, not something simple like a slime pit you can't get out of or something. Im hoping I can make this map turn out kind of non-linear and signifigantly difficult.
  12. FLiP

    builders block?

    Hi, I played Doom and Doom 2 when I was younger, but I never really made a serious map for it, thought it was a cool idea, but back then there didn't seem to be any easy programs for it. I came across Doom Builder a while ago and since have been working on one since its easier now, its interesting, but going slow for me. I keep making section by section at a time and overall I think it looks great for being my first map. I have no problems with Doom Builder really (except one, but thats a different story and doesn't matter anyways). My issue is I keep getting tied up in trying to make it perfect the way I want it and im spending too long on things that are seemingly simple, barely crawling along, though I did screw around making with a few textures and this and that for fun. Im making an episode 1 style map, basic rooms and hallways and such, no hellish canyons and chasms and all that so it should be fairly straight forward for me. Maybe an odd sort of question for you guys, but I was wondering if anyone else experienced this when they first started making maps or do I just need therapy? I took a few screenshots of the map just now to post, maybe you guys could tell me what you think or something, I threw a few nastys in just for fun when im testing my map so don't mind all the dead bodies. http://i275.photobucket.com/albums/jj318/FLiP735/Screenshot_Doom_20080303_074849.png intersection after the start room http://i275.photobucket.com/albums/jj318/FLiP735/Screenshot_Doom_20080303_074901.png this is the room slightly off to the left of the last pic, some kind of medical facilities i made http://i275.photobucket.com/albums/jj318/FLiP735/Screenshot_Doom_20080303_075058.png a danky computer room that goes nowhere http://i275.photobucket.com/albums/jj318/FLiP735/Screenshot_Doom_20080303_075156.png looks like a good place for spectres