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dutch devil said:

Did the original designer of E2M1 had an dog? cause what I noticed was while remaking the map the room in red looks like an dog lying on the ground :)


your right. I never noticed that. pretty cool. loved the e3m1 remake BTW. can't wait to try the rest.

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myk said:

I suppose that what Mindless Rambler meant is to see it looking (even) less like a base but keeping its gothicky theme and general layout.

Actually, the only reason I like it is because of the awesome music it has. Gets me in that Doom-playing mood you know? :p

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Scuba Steve said:

When Dutch Devil is bored, everyone else wins.


Dutchy should get bored more often!

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Well, a lot of the Doom2 maps got that tag aswell. So I assume it's something like the 666 and 667 tags.

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I found this while doing an google search for it.

[5-7] Rising staircases are confusing! Mine do everything but what I
want. How do I fix them, and what does the Tag 999 do?

A. Yes, they can sure be confusing, but we're fearless, so read on.

Here's how rising stairs work. You trigger the first (bottom) step in
the expected way, with a linetype 7 or 8 (in DOOM 1.666, linetypes 100 and
127 also work) tagged to a sector. That sector rises -- make sure it
has the necessary lowers or you'll get HOM! -- and then DOOM looks for
the next sector to raise by searching for the *lowest numbered* linedef
whose *first* (right) side faces onto the current sector. If no first
side faces inward, rising stops. Otherwise the "found" neighboring
sector is raised, and the search continues from there. Tags are not used
at any time.

Now, why do Id's examples have odd tag numbers like 99 or 999 on
alternating sectors? For the very dumb reason that their nodes builder
-- IDBSP, whose source was released to the DOOM user community -- actually
*combines* adjacent sectors with identical characteristics! Before
rising, all the staircase steps have the same height, light levels and
textures. So, to make them "different" and prevent IDBSP from merging
them, Id's level designers stuck a nonsense tag number on every other
one. The nodes builders we use these days (including several
adaptations of Id's original) no longer do nasty things like combining
sectors without permission, so we can skip the tagging gymnastics.

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Right, had forgot all about that. :p Been a while since I made a rising staircase in Vanilla Doom fashion. :p

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Ok last group of screens I think it comes pretty close to the original map, bottom right shot could possibly use a little more detail.
I'm quite satisfied with the other 3 shots, STARTAN is an pain in the ass to work with getting them aligned that is.



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Great, I'll download it right now :)
Comments afterwars!

EDit:
ok I've played the maps and I think you did a very good job!
The levels feel enhanced in gameplay and architecure, but still kept it simple.
My only complaint would be the modification you did on the red color range in the palette. The brighter reds sometimes look quite ugly IMHO, best place to see this is in E2M1.
Anyway, good job!

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I'll admit, it isn't exactly the best looking wad you've made so far, but it is pretty impressive for something you made in 10 hours and from scratch. I personally think it would look just a tiny bit better though, if you made it look a little less like a modified Doom level. A lot of similiarities between the remake of one of the original Doom maps is cool, but if it looks almost exactly the same, then it just feels like the same Doom map.

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Thanks yeah ill work a little more on them and remove the palette the red is all screwed up anyway.
I see what I can do to improve on them further atm I am not sure what to add yet.

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