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Iceykiller

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Everything posted by Iceykiller

  1. All I want to do is be able to switch individual maps to different game configurations, but I don't know how. For example, if I want to open a map in "ZDoom (Doom in Hexen format)" that was originally created in "ZDoom (Doom in Doom format)", the map won't show up in the maplist.
  2. Iceykiller

    How do slime trails happen?

    I'm not even sure I have the idea of what a slime trail is correct in my mind. A slime trail, I think, is that effect that happens when it looks like a wall, ledge, or other linedef is kinda sinking to the bottom up the world, below the physical construct of the map. If that is correct, my simple question is this: how do they happen in map editing? I've created a few slime trails on accident, and the only way I know how to fix them is fuck around with the linedefs for ages, or just delete the entire sector and recreate it. If I knew what actually caused it, I could probably save myself a lot of time.
  3. Iceykiller

    Opinions on good lighting?

    I'm a pretty new mapper, but I find that I spend a lot of my time trying to get the lighting and other atmospheric elements just right. Especially with good lighting, I've always found that a good atmosphere can really enhance the gaming experience in Doom maps (of course, the raw game play for the map has to actually be good for this to work!). I was just wondering what most people think about good lighting. It's one of the most tedious and time-consuming parts of creating maps for me. I'm wondering if I'm entirely wasting my time, or if I'm wisely spending my time on a flavorful part of a good Doom level. Thoughts?
  4. Iceykiller

    Opinions on good lighting?

    I was waiting for a reply so I could continue creating my map. So I refreshed the page every minute :P
  5. Iceykiller

    Opinions on good lighting?

    Ya, fuck that. I'm gonna worry about being perfect later.
  6. Iceykiller

    Opinions on good lighting?

    My only issues is that if I gradient it, and it lights up the ceiling, too, would that look strange? Or would it make sense?
  7. Iceykiller

    Opinions on good lighting?

    Here's a link to an album on Photobucket where you should be able to look through some pictures of lighting in one of my hallways. I want to make the entire map really dark, so the player would have to majorly depend on lights and other sources of light to visually navigate and fight monsters. http://s1109.photobucket.com/albums/h439/Zmedaris/Doom/Showcase/A%20Lighting%20Example/ I'm not sure if that's good lighting or not. Too much? Too little? Should anything be graduated? And is the contrasting darkness too dark? Remember that I actually WANT it to be really dark so it's hard to see without lights and stuff, but if it will just annoy people and not make it more "fun" or "exciting", I probably won't do that.
  8. Iceykiller

    Opinions on good lighting?

    I'm experimenting with lighting some more, and I'm finding the results to be pretty sweet. Needless to say, mixing gradients in the right places with hard shadows in others is really helpful. Especially in hall or room lights, the hard lights work really well. The more cramped the area is, the better. But in, say, an outdoor environment, I think graduated lights look simply awesome. Ceiling lights seem difficult to me. I'm not sure if I should graduate them, or just leave them as hard lights. If I don't graduate them, a single square, octagon, or other shape in the middle of a dark room or hallways looks... weird. Anyone have some thoughts on overhead lights and how best to pull them off? I'm trying to take what everyone says into account. I don't want my first map to be a typical newbie map. I kinda want it to be decent :P
  9. Just a bunch of questions I have about inconvenient things I've run into. 1) How would you change the up / down height of a monster? Let's say I want to place three Cacodemons in a column, one on top of another. 2) How do you make it to where switches change their texture when you use them like in the original game? So if I press a red switch, I would like it to light up as a signal that it's been hit. 3) How do I make slopes? For ramps, slanted ceilings, and other such things? 4) Is it possible to add more tag effects? I find it irritating that there are only FIVE ceiling effects; I don't always want to use lowering floors for traps and secret passages, sometimes I'd like to switch it up with raising ceilings. But with so little options, it's not exactly convenient.
  10. Iceykiller

    Random questions about random things (relevant)

    Yes yes, I decided to just go for it and load up the Hexen format for Doom. I liked the sliding and wind effects, definitely appreciated the "generalized effects" tab, because it gives more control over things. This is definitely an informative thread!
  11. Iceykiller

    Random questions about random things (relevant)

    By scripting languages, do you mean languages like PHP or JavaScript? Because that's actually part of my career goals (I'm 18 and soon to attend college), so I say why the fuck not move on to a more advanced engine and start learning it if that's the case! Ahah, well, I will definitely want slopes and vertical height control on monsters (I just know I will, no point in saying "but you might not"), so I might as well get down with ZDoom. So I basically just select "Doom in Hexen format" while using the zdoom.exe, and I'm good to go?
  12. Iceykiller

    Random questions about random things (relevant)

    Agh... so, when should I actually start picking up ZDoom? I feel like I've got all of the basic Vanilla Doom stuff down. I understand everything in all of the selection menus so far. I'm I'm waiting for full understanding before picking up a more advanced game engine, I'm definitely ready. If it's something else, I have no idea if I'm ready, lol. Should I maybe create a first map before switching for a new engine? :P
  13. Iceykiller

    Doom II is actually pretty great :-)

    Personally, my favorite part of Doom 2 was that it balanced everything just right. My first time playing through the entire Doom 2 game, I sat down and played for three days straight. I didn't mess around with the first three difficulties: I went straight for UV. I was 6 years old at the time, so it was a little more difficult to beat for me, accounting for the three straight days it took me to beat the game (I can do it now in a matter of a few hours, and that's if I'm lazy about it). My first play through, I was so pleased with the fact that there was just enough ammo to account for just enough monsters on just the right design of maps. The consistency of challenge VS. entertainment through all 30 of the levels, plus the two secret levels, lived up to and went beyond my expectations that came from my playing the first Doom game. The traps weren't too intense or too measly, there was sensitive use of ammo and health, and I wasn't overwhelmed with too many monsters, or bored with too few. To this day, it's difficult for me to find user-made WADs that represent this delicate balance. One of two things are the most common to happen: 1) I'm able to cruise through the mapper's levels with little to no effort. This is contributed to by overwhelming amounts of ammo (sometimes I actually try to find ways to EXPEL ammo faster, to try and make it more difficult), health, shoddy placement of a BFG three maps in, or a combination of any of the three. 2) It's damn near impossible to beat the maps because the creator went way too far on trying to make the WAD a "challenge". My gaming nightmares come to life as I constantly find myself stuck with nothing but my fists and a chainsaw, I'm constantly low on health or dead, and the monster count is way too high to deal with on my limited supply of offensive power. So, my favorite part of Doom 2? It captures a good challenge, but makes it fun at the same time. Balance is my best friend in any game.
  14. Iceykiller

    Random questions about random things (relevant)

    I'm sorry that I keep pressing, but how do you mean "carried away"? Like, making a map too advanced or complex?
  15. Iceykiller

    Random questions about random things (relevant)

    I always knew mapping was complicated, but not this much ;) So you're saying I shouldn't head for ZDoom just yet, but later? And I shouldn't map using a Hexen format? I'm not exactly sure what you mean by "going to another genre". I thought ZDoom was just an enhanced version of vanilla Doom or something? Oh... well, then how do I map with ZDoom (Doom in Hexen format)?
  16. Iceykiller

    Random questions about random things (relevant)

    So basically, I want to be able to select the ZDoom (Doom in Hexen / UDMF Format) to get the most out of my mapping experience? I'm assuming I'll want to get the hexen.wad as well as ZDoom.exe to do that, correct? I want to set myself up in the best way possible from the start so I can go forward at max speed and power.
  17. Iceykiller

    Opinions on good lighting?

    Sorry, but I don't really know what a colormap is ;( I'm a pretty newbish mapper, I only just started doing it seriously like four days ago. I don't know much about the technical stuff, or any of the details. I don't even know how nodebuilders work; I just know they do something with the geometry or something to make the map playable.
  18. Iceykiller

    Opinions on good lighting?

    16 light levels? I was convinced that the brightness value had a range of 0 - 255. Wouldn't that be considered 255 light levels? EDIT: ahem, excuse me, 256.
  19. Iceykiller

    Opinions on good lighting?

    Would it be a bad idea to combine graduated lighting with solid lights? The map I'm creating right now starts the player out in a sort of canyon-like setting, and you quickly end up in a tech base that's sort of underground. I have a few lights outside that I'd like to graduate to make them prettier / more realistic, but then I'm going to have a ton of lights inside that I feel don't really need to be graduated (most of them, anyways). The base is meant to be very cramped and close-quarters to give a sort of adrenaline feel to the player, so a lot of the lights would be pretty pointless as graduated lights. But I feel like if someone notices they'll judge my map based on that, haha.
  20. Iceykiller

    Random questions about random things (relevant)

    I'd rather not start a new thread, as I've done that enough already and feel like a spammer, so I'll just ask here and hope for an answer: What do I need to switch to using ZDoom for map editing? I don't exactly know how to set all of that up. Do I just get a zdoom.wad and zdoom.exe kinda like Doom2?
  21. Iceykiller

    Random questions about random things (relevant)

    Alright, haha. Thanks :P So I should probably switch to ZDoom or Hexen or something then, huh?
  22. Iceykiller

    Random questions about random things (relevant)

    I'm just using straight up Doom2.wad right now for my game configurations. I don't have any tools or extra plugins or special advanced engines in place. I just loaded up DoomBuilder 2 with Doom2.wad and started goin'. Sorry for forgetting to mention that :(
  23. Iceykiller

    Random questions about random things (relevant)

    The first one makes perfect sense. Your answer to question number three makes some kind of sense. But I've never used another format / game engine / game configuration / whatever the hell it's called other than just vanilla Doom, so I don't completely know what you're talking about. I guess I'll have to figure out how to use the Hexen format?
  24. Iceykiller

    Opinions on good lighting?

    So it's not actually necessary to gradient all of your lights to make them look good? I usually only gradient lights that are out in open spaces. But if there's a column or wall in the way, I'll usually cut the light off a sensible spot.
  25. Iceykiller

    Opinions on good lighting?

    What WAD is that, Gemini? I'd sure like to check it out. I don't know if I've ever played one of Earthquake's WADs.
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