VileSlay Posted January 28, 2007 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. 0 Share this post Link to post
Mindless Rambler Posted January 28, 2007 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 0 Share this post Link to post
Scuba Steve Posted January 28, 2007 When Dutch Devil is bored, everyone else wins. 0 Share this post Link to post
Tango Posted January 28, 2007 Scuba Steve said:When Dutch Devil is bored, everyone else wins. Dutchy should get bored more often! 0 Share this post Link to post
Dutch Doomer Posted January 28, 2007 What is tag 999 supposed to do E2M1 has an sector thats been tagged 999 its sector 56 btw. Probably an joke or something? 0 Share this post Link to post
kristus Posted January 28, 2007 Well, a lot of the Doom2 maps got that tag aswell. So I assume it's something like the 666 and 667 tags. 0 Share this post Link to post
Dutch Doomer Posted January 28, 2007 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. 0 Share this post Link to post
kristus Posted January 28, 2007 Right, had forgot all about that. :p Been a while since I made a rising staircase in Vanilla Doom fashion. :p 0 Share this post Link to post
Dutch Doomer Posted January 30, 2007 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. 0 Share this post Link to post
Dutch Doomer Posted February 2, 2007 The maps are done try this if you have any suggestions please mention them so I can fix it before uploading it :) http://tango.dmclub.org/dd/files/EM1.zip(187KB) Thanks Tango for the hosting ok enjoy. 1 Share this post Link to post
Vader Posted February 2, 2007 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! 0 Share this post Link to post
Craigs Posted February 3, 2007 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. 0 Share this post Link to post
Dutch Doomer Posted February 3, 2007 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. 0 Share this post Link to post