JP54 Posted December 8, 2012 OK so i'm new here and i'm also new to DOOM editing, but i've been playing it since, litteraly, i was 3 years old. And 2 months ago i decided to play plutonia 2 and i was so inspired by it i decided do make my own megawad. I picked up Doom builder 2 quite fast. At first i was doing it just for fun but i just think it would be a shame if i youldn't share it with anyone. So here's what's it about : Screenshots: http://www.majhost.com/gallery/JP-54/Doom/DTH/doom01.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom02.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom03.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom04.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom05.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom06.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom07.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom08.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom09.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom10.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom11.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom12.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom13.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom14.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom15.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom17.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom18.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom19.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom20.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom21.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/doom22.jpg It will be all hell-based episoded everyone with a slightly different theme. Compatible with any limit-removing source-port I'm doing each one as i get an idea so don't expect full episode releases. Also in terms of difficulty, i want to keep this pretty "accecible" for for everyone, I'm not some sort of Doom god but i make sure i pass all the levels i designed on UV skill. ***UPDATE******** New maps: map05 - The Watchtower - last level in the Hell Ruins episode before the "boss" map, also the first difficult map map15 - Last level of the Blood Canyon episode. Sets the theme for the episode and introduces the third Boss monster map16 - Storage Facility - first map of the hell labs episode. Mstly easy but can get diffucult in some spots map20 - Cooling Station - Final map of hell labs episode wich introduces the last boss monster. If you'll start with the pistol only with will be very hard on HMP and over. map26 - The Damned City - Firts map of the episode of the same name. sets the theme for the whole episode. Probabily my favourite new map. previous map 14 Hell Labs as been moved to map 19 previous map 26 Freakshow as been moved to map 25 Episode list: 1-6 Hell ruins 7-11 Tunnels 11-15 Blood Canyon 16-20 Hell Labs 21-25 undetermined 26-28 Damned City 29 and 30 - Deadzone Monsters: All 3 new monsters have been finishes. It took me a while to make the sprites for 2 of them. - Spirits - they are basically the same as the spirits from hexen and act like lost souls, except that they can fly trough you. Alone they are quite pathetic but in large groups they can become extremely annoying. - The Guardian - Based on the Maulotaur from heretic, its basic atack consists on trowing a rapid succesion of mancubus fireballs and then charging at you wich will instantly kill the player. - The Cyber Marine - It's based on the final boss of duke nukem total meltdown, and because this is a psx game it was very painfull taking screenshots of the monster wich i could never get them from the back while he is atacking. He packs a super fast chaingun and he's very har to kill. Screenshots map05 http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom00.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom01.jpg map15 http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom02.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom03.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom05.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom05.jpg map16 http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom07.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom08.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom09.jpg map20 http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom10.jpg map26 http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom11.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom12.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom13.jpg http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom14.jpg You can download what i've got so far here: https://www.dropbox.com/s/um77bb3rbcx5qxv/DTH.wad Use the plutonia IWAD I suggest you use glboom+ with compatibility level -9 previous maps in the wad: map01 - Soul entrance - pretty easy, can be finished in under 30s map02 - The evil truth - also mostly easy map03 - Cavernous - satrting to get harder in some spots map08 - Torture Chamber - Sets the theme for the tunnels episode map19 - Hell Labs - my favourite map. Cramped corridors, endless monsters and super fast, non-linear gameplay map25 - Freakshow - BFG slaughter map. One of 3 in the entire WAD map27 - Foundations of madness - No ammo, no health, hundreds of enemies, labirynth-like, many areas armed with laser trip-bombs map29 - The gatekeepers - Mini "boss" level. Easy if you find out the correct hidding spots map32 - Hell Unleashed - Hardest map in the WAD 0 Share this post Link to post
Tristan Posted December 8, 2012 Right. So where's the announcement? EDIT: That's better. 0 Share this post Link to post
esselfortium Posted December 8, 2012 I'm not really getting what's going on visually in some of the pictures, but this scene is really great. The map looks like a perfect fit for the veiny red sky. 0 Share this post Link to post
JP54 Posted December 8, 2012 esselfortium said:I'm not really getting what's going on visually in some of the pictures, but this scene is really great. The map looks like a perfect fit for the veiny red sky. It's from map 30. I donĀ“t want to give much away but i can say it's insanely large. 0 Share this post Link to post
Xaser Posted December 8, 2012 This actually looks surprisingly good, especially coming from a new-ish mapper. Really digging the directional lighting in particular, and that outdoor shot Essel linked is great. Keep this up. ;) 0 Share this post Link to post
dobu gabu maru Posted December 8, 2012 Looks gnarly. Love the reddish organic hell theme, so I'll have to keep my eye on it. Just remember that a lot of projects get announced, but its hard to keep to a schedule to finish them, especially in the latter stages. Hopefully you'll be able to finish it. 0 Share this post Link to post
Pottus Posted December 8, 2012 I'd get someone with good mapping experience to start checking over your maps I see some good stuff but noobish mistakes that you can learn to fix and avoid in the future I would be willing to do it but that is up to you. 0 Share this post Link to post
cannonball Posted December 8, 2012 There are a few noobish things going on with respect to texture allignment, but it's a really simple lesson to learn and a quick fix so that's not a problem. You have a real eye for creating a setting and theme for your maps, really impressed as it's far superior to anything I made when I started mapping. Oh the outdoor hellish areas in the later pictures look awesome :) 0 Share this post Link to post
Tristan Posted December 8, 2012 Shot 19 is a bit odd, aside from that, this is quite a good looking project. 0 Share this post Link to post
chexwarrior Posted December 8, 2012 Some of the levels look a little square and repetitive, however some of those shots looks awesome. Looking forward to trying it. 0 Share this post Link to post
JP54 Posted December 9, 2012 cannonball said:There are a few noobish things going on with respect to texture allignment, but it's a really simple lesson to learn and a quick fix so that's not a problem. You have a real eye for creating a setting and theme for your maps, really impressed as it's far superior to anything I made when I started mapping. Oh the outdoor hellish areas in the later pictures look awesome :) That would be great, i'm having trouble keeping both lower and upper textures aligned at the same time with the adjacent walls middle texture. Help would really be appreciated 0 Share this post Link to post
cannonball Posted December 9, 2012 Easy solution, in doombuilder, select the walls which upper or lower linedefs and mark them as lower/upper unpegged, for example if you have a computer panel with the wall above and below the panel, then you mark that linedef as both upper and lower unpegged. If you have an arch/ doorway where there is a wall above you, then you only mark the linedef as upper unpegged, this will align the textures perfectly in the vertical axis. Hope this helped :) 0 Share this post Link to post
JP54 Posted December 9, 2012 cannonball said:Easy solution, in doombuilder, select the walls which upper or lower linedefs and mark them as lower/upper unpegged, for example if you have a computer panel with the wall above and below the panel, then you mark that linedef as both upper and lower unpegged. If you have an arch/ doorway where there is a wall above you, then you only mark the linedef as upper unpegged, this will align the textures perfectly in the vertical axis. Hope this helped :) OMG thank you so much! This will vastly improve my life for now on. Now to fix every texture alignment in every map. 0 Share this post Link to post
Unholypimpin Posted December 9, 2012 pretty nice maps you got here. For a new mapper your at a great start!! 0 Share this post Link to post
Pottus Posted December 9, 2012 The upper/lower unpegged thing is always a breakthrough for mappers once they realize how much easier it makes life. 0 Share this post Link to post
cannonball Posted December 9, 2012 Pottus said:The upper/lower unpegged thing is always a breakthrough for mappers once they realize how much easier it makes life. This, I was in the same boat not long ago, all the best with your project jp54 and I look forward to playing some of these maps in the future. 0 Share this post Link to post
Pure Hellspawn Posted December 9, 2012 regarding question #1, the answer is yes. your best bet is to use DECORATE, which I think is ZDoom specific. i don't know much about DEHACKED, but it may be possible to do it from there as well. read this page: http://zdoom.org/wiki/Classes:BossEye question #2, not sure, but see here: http://zdoom.org/wiki/Infighting 0 Share this post Link to post
VylePhinder Posted December 10, 2012 Eris Falling said:Shot 19 is a bit odd, aside from that, this is quite a good looking project. I like this shot, actually 0 Share this post Link to post
Katamori Posted December 10, 2012 Looks like a promising project! Don't stop! :D BTW shot 12 is my favourite. 0 Share this post Link to post
D_GARG Posted December 10, 2012 I like the designs, but I would do this: fix the lightning. remove all gear pools, 4 medikits with another 5 big cell packs has never looked good anywhere I can think of. fix the texture missalignments. good luck with ur maps :) 0 Share this post Link to post
JP54 Posted January 8, 2013 Ok people some updates... - five new maps have been added. - all 3 new monsters are complete and functional - all the textures are now alligned (thanks Cannonball) - some maps have been moved 0 Share this post Link to post