Darkfyre Posted April 25, 2006 As for the screenshots, you clicked on the map# for the overview screenshot, you need to click on the Level Name for the in-game-screenshots. I ran your map, it just doesn't flow with the rest of the levels. It's missing sensical detail, and areas are bland and flat. Take my Baron Streets (old map19) it was 209 sectors and 6,145 sidedefs. It's now 1938 sectors (with sector saving) and 32,000 sidedefs... and I'm still not happy with the level of detail. I know your map is 28,000 sidedefs, but it isn't detailed, it just has thousands of sidedefs for lighting. It really doesn't fit in with the rest of the maps. 0 Share this post Link to post
Darkfyre Posted April 25, 2006 Map07 is almost done, I will post screenshots probably by weeks end. 0 Share this post Link to post
Ismaele Posted April 25, 2006 I'd really like to see how your newly revamped levels look...! Anyway, if you still think that my map doesn't fit the rest of the .WAD you are making, then send me the resources I need to release my map as stand-alone .WAD! The Doom community will judge if it is good or bad! I am still disappointed about how you are managing the situation...! :( 0 Share this post Link to post
Dittohead Posted April 26, 2006 Darkfyre said:As for the screenshots, you clicked on the map# for the overview screenshot, you need to click on the Level Name for the in-game-screenshots. I ran your map, it just doesn't flow with the rest of the levels. It's missing sensical detail, and areas are bland and flat. Take my Baron Streets (old map19) it was 209 sectors and 6,145 sidedefs. It's now 1938 sectors (with sector saving) and 32,000 sidedefs... and I'm still not happy with the level of detail. I know your map is 28,000 sidedefs, but it isn't detailed, it just has thousands of sidedefs for lighting. It really doesn't fit in with the rest of the maps. Sector/Linedef Count does not equal quality. Just keep that in mind. 0 Share this post Link to post
Tango Posted April 26, 2006 That is very true, though if you have a very low sector count it's more likely than not that the map doesn't look very appealing, but not always. 0 Share this post Link to post
Lüt Posted April 26, 2006 Regardless, it's one of the better indicators. 0 Share this post Link to post
Darkfyre Posted April 27, 2006 If you've played my maps you'll know that the larger the number the better it is. Not implying that it means larger numbers equals better quality in general, but if you know the map I was talking about it makes a whole lotta sense. 0 Share this post Link to post
Darkfyre Posted April 29, 2006 BTW: I've finished remapping map07, and am just waiting for Fusion to pick over it for errors and improvements (as it used to be his map). His map04 is also coming along and should (atleast very well) be done soon. I've started a revamp of map31, not a huge map so it shouldn't take 'too' too long. I've also added level names through dehacked and the intermission screens. We're nearing the 3/4 done mark, whoot! 0 Share this post Link to post
Darkfyre Posted May 8, 2006 Another Status Update: I'm almost done revamping map31, I just got one last room to work on, and then fix gameplay. Did some more little touchups to map07, but alas my computer can't handle it anymore, so that's more than done :p Fusion's incapacitated, so I am not too sure how progress with him is going. I'd also like to throw before & after screenshots of the maps up again, I'll probably do this once I finish map31. Hasta la pasta. 0 Share this post Link to post
Ismaele Posted May 8, 2006 Hey, Devon! ;) What about my map?! If you are not going to revamp it, please could you send me the .WAD with the resoruces (textures and flats) I used in my map, so that I can release it? :) I am looking forward to it. 0 Share this post Link to post
Darkfyre Posted May 9, 2006 Yes I will, but it will take time. My first and foremost concern is to keep the project running, and progress coming. Going through and finding all the resources needed and compiling will take some time, although it is easy. I will do it, but I can't say exactly when I can get to it. Need to load it in WadAuthor without PWAD, find errors and write every missing texture/flat down. Then go through and get all the patches and convert to textures, lala. Easy but time consuming. It'll come I assure you. 0 Share this post Link to post
Darkfyre Posted May 14, 2006 Map31's revamp is now done. Fusion's Map04 is basically done, he now has the unsettling task of gameplay... With Fusion this could take awhile, but it'll of course be worth it in the end. With these 2 additions that now leaves us with 12 completed maps. Not too bad considering the initial release had what, maybe 4 or 5? I'll get screenies up soon. Not too sure what task I will take next, but as always I'll be sure to keep you updated. 0 Share this post Link to post
Darkfyre Posted May 23, 2006 I put some screenshots up for Map31. Fusion's finished Map04 at long last, and will be starting a revamp of the old and tiny Map02 relatively quickly. I myself have decided to scrap an old map for salvage later, and am working on a new map from scratch. Briming with ideas and it's not going to be a large map, so it should just take the basic build/detail/gameplay time it always does for me :) Ciao4now folks. 0 Share this post Link to post
Fusion Posted May 26, 2006 Just wanted to jump in and mention that we need beta gameplay/bug testers.. We're going to release the re-done version of hellcore in small hubs. Hellcore has had an extreme makeover; (these levels look nothing like the originals). We've decided to name it, Hellcore 2.0. Since all the levels are so different, and many are brand new, it only makes sense to release it as an entirely new megawad. Anyway, if you have some time, and are well known in the community, we'd love to have you sign up. There are limited positions, so don't feel offended if you're not picked, it's nothing personal. :) Cheers! 0 Share this post Link to post
Fusion Posted May 27, 2006 Don't all reply at once now? Really i can't fend you all off.. haha ;) 0 Share this post Link to post
Darkfyre Posted May 28, 2006 Testers would surely be a good idea for the currently finished maps... asides from the first 5 they're mostly out of order though so skill levels aren't too important, but testers for different source ports would definitely help, I only test ZDoom and GZDoom, and on occasion Legacy for certain effects. Eternal and PRBoom are never even touched :p Besides, you'll get to play before anyone else does for awhile, so whoot :) 0 Share this post Link to post
Fusion Posted May 28, 2006 i wonder why de-fin-ately is a banned word :p.. i noticed that trying to make a point on another thread. 0 Share this post Link to post
Graf Zahl Posted May 28, 2006 Because someone here got very annoyed by constantly spelling it wrong. 0 Share this post Link to post
Fusion Posted May 29, 2006 Interesting, i swear i thought that was the correct spelling. Probably because nearly everyone, "definitely" spells it wrong. 0 Share this post Link to post
Darkfyre Posted May 29, 2006 Wow, there's an edit in the making. Good thing it was blocked or I never would've known. :p 0 Share this post Link to post
Darkfyre Posted June 9, 2006 Hola, update time: Minor here-and-there little bugs on the finished maps just got a huge overhaul. Maplist is currently now set to 20, but again that could change at any time. Fusion's started work on remapping Map06, and I am currently about 50% done my new map. Also, the 'Progress' and 'Screenshots' page have been updated at the new Hellcore site, enjoy! Although, the news section still isn't working :/ http://www.prontex.ca/~hellcore/ Remember, we still need some experienced testers to pick at the levels as we go along, if interested let me or Fusion know. ciao4now. 0 Share this post Link to post
Ismaele Posted June 10, 2006 Did you take inspiration from the Big Ben in London for that Clock Tower, Darkfyre?! ;) Anyway, I like those screenshots very much... :) ...and ambience seems to be very creepy! ;) 0 Share this post Link to post
Darkfyre Posted June 11, 2006 No Big Ben, just doodled it while havin coffee :p The map's so far pretty evil by way of gameplay. Shouldn't take too much longer either. 0 Share this post Link to post
Fusion Posted June 11, 2006 I've played it and i must say, darkfyre has gone fucking insane.. the level of realism is increasing by the second. 0 Share this post Link to post
dmdr Posted June 11, 2006 Geez... I'm loving the ambience of shot 2. I'm not convinced there's enough wads out there that have a vaguely Victorian feel, so good job. Kick-arse textures on the staircase in particular; did you make them yourself? 0 Share this post Link to post
Darkfyre Posted June 12, 2006 I took some carpet pics and made them into textures. The entire level was meant to be Victorian but I didn't have the textures, so I'm just aiming for an eerie little town. :D 0 Share this post Link to post
esselfortium Posted June 12, 2006 The screenshots look glorious, I'm looking forward to this. :D 0 Share this post Link to post