Bob9001 Posted October 23, 2018 3 minutes ago, Antnee said: dafuq... Send me your latest copy. Here's a copy Copy.zip 9 minutes ago, TakenStew22 said: @Bob9001 Map looks good so far! But some of the switches can be very confusing, I went through some sort of "secret area" in the map where I guess you're supposed to shoot the yellow switch. At first it worked fine, but after I died and loaded it back up it didn't seem to work any more. I had to noclip through the locked door to get to the area. Maybe I missed something? Also, the map seems to randomly crash after you go to the area after the second Cyberdemon fight. Shoot the yellow switch? Sorry I don't follow that. In the library you press a switch to open the yellow doors. The switch above the yellow key doesn't need to be shot. You can get there through a hidden teleporter. Crashing? I'm sorry I haven't encountered that issue. Uh I don't know how to help with that. 1 Quote Share this post Link to post
Antnee Posted October 23, 2018 Ok, I see what's happening. I set the Y offset to -56, so that it's reachable. The height matters- I don't know the exact value off hand, but a switch has to be at eye level or lower if "switch check height" is flagged. (you also need to add lower textures here.) 0 Quote Share this post Link to post
TakenStew22 Posted October 23, 2018 3 minutes ago, Bob9001 said: Here's a copy Copy.zip Shoot the yellow switch? Sorry I don't follow that. In the library you press a switch to open the yellow doors. The switch above the yellow key doesn't need to be shot. You can get there through a hidden teleporter. Crashing? I'm sorry I haven't encountered that issue. Uh I don't know how to help with that. In the spawning room, there is a secret room behind that has an interactable wall If you press it, an elevator will go down in the spawning room and you can go up it. Near the right is a hidden area that looks like a shooting gallery, and you shoot 2 switches. I thought that was the one that opened the area to the second Cyberdemon fight... :/ 0 Quote Share this post Link to post
Bob9001 Posted October 23, 2018 3 minutes ago, Antnee said: Ok, I see what's happening. I set the Y offset to -56, so that it's reachable. The height matters- I don't know the exact value off hand, but a switch has to be at eye level or lower if "switch check height" is flagged. (you also need to add lower textures here.) Ah so it's a case of not being reachable right, no I don't need to add textures you need to use the right resources haha. Thank you for showing me how to fix it! :) 1 minute ago, TakenStew22 said: In the spawning room, there is a secret room behind that has an interactable wall If you press it, an elevator will go down in the spawning room and you can go up it. Near the right is a hidden area that looks like a shooting gallery, and you shoot 2 switches. I thought that was the one that opened the area to the second Cyberdemon fight... :/ Oh you found the secret exit area. hahah 1 Quote Share this post Link to post
TakenStew22 Posted October 23, 2018 7 minutes ago, Bob9001 said: Oh you found the secret exit area. hahah Oh lol. 0 Quote Share this post Link to post
Bob9001 Posted October 23, 2018 (edited) Spoiler @Antnee This is the button I was talking about how it's in the sky but it still activates with the texture changing to the lit up eyes. Edited October 23, 2018 by Bob9001 0 Quote Share this post Link to post
Antnee Posted October 24, 2018 9 hours ago, Bob9001 said: Hide contents @Antnee This is the button I was talking about how it's in the sky but it still activates with the texture changing to the lit up eyes. 0 Quote Share this post Link to post
Koko Ricky Posted October 24, 2018 19 hours ago, Antnee said: Playing this now - initial thoughts: The colors are too intense, for the most part. Reduce that saturation yo. The forest area is creative as hell. I never, ever would have thought to do that- and immediately I knew I was looking at a forest. Nice. Missing textures in your map too- am I missing something here or... I'm noticing that if I significantly reduce saturation in some areas, but leave it in others, it really lets the level breathe, aesthetically. So thanks! I'm going to leave it garish looking in a few places to create a jarring effect. Really glad to hear also that the forest comes off as one, it's wedged somewhere between abstract and realistic and I think it managed to convey the idea. We're still helping @Bob9001 with their map, so I don't want to derail, but @Antnee, did you have anything else to say as far as structure/progression goes? I had this sort of triptych version of three separate worlds that were really just containers for the keys; I wanted it to feel exploratory and non-linear without confusing the player. 0 Quote Share this post Link to post
Thedoctor989 Posted October 24, 2018 (edited) ive decided on releasing a test of my map: test.zip Edited October 24, 2018 by Thedoctor989 0 Quote Share this post Link to post
Antnee Posted October 24, 2018 40 minutes ago, GoatLord said: I'm noticing that if I significantly reduce saturation in some areas, but leave it in others, it really lets the level breathe, aesthetically. So thanks! I'm going to leave it garish looking in a few places to create a jarring effect. Really glad to hear also that the forest comes off as one, it's wedged somewhere between abstract and realistic and I think it managed to convey the idea. We're still helping @Bob9001 with their map, so I don't want to derail, but @Antnee, did you have anything else to say as far as structure/progression goes? I had this sort of triptych version of three separate worlds that were really just containers for the keys; I wanted it to feel exploratory and non-linear without confusing the player. Got sidetracked hard, apologies. I'll give this a better review when my workday ends. 0 Quote Share this post Link to post
Koko Ricky Posted October 24, 2018 Great! I'm going to test @Thedoctor989's map shortly. I'm thinking about volunteering a second map to help fill in empty slots. 0 Quote Share this post Link to post
Antnee Posted October 24, 2018 @GoatLord I played some more of this on my lunchbreak. Some thoughts: I started with the blue teleport this time, and over all it's nice, has a good aesthetic (probably the most "Doom64" looking area) But over all it feels really empty. I kept expecting to be ambushed or... something. But nothing happened. FYI, I can walk through this: The other issue with starting this path is that the entire time, I had a pistol Including the exit, where an arachnotron blocked my way. I was able to get away from him, but it's a little weird playing that much of the level and having nothing to show for it. Back in the "hub" area, and through the blue key door, things still feel really empty. I'm not sure if this is intentional or things just aren't finished, but there's like, barely any enemies around. I ended up here, and I gotta say this is the best lighting combo in the entire map: If this is what you meant by having some splashes of color, then by all means. This looks great IMO. I tried to go over the red teleport, but it's broken? Overall this is looking pretty good. Excited to see some updates! 0 Quote Share this post Link to post
Antnee Posted October 24, 2018 @Thedoctor989 This map seems like it's in a really unfinished state. As such I can't really give good feedback- but IMO this is too colorful. 0 Quote Share this post Link to post
iori Posted October 24, 2018 My map, about 60% complete. I am working way faster than usual, ignoring texturing, most details, etc. My main goal is getting the mapflow finished so I have some basic macros in place to make things functional. I also have rough ideas in my head for the fights but I am refraining from placing monsters until I get the structure done. The big squares are undefined areas that I need to turn into something, and they the final barriers to finishing the flow before I can move on to the fun stuff - texturing, lighting, iterating fights, etc., so expect more nice screenshots when I reach that point. 4 Quote Share this post Link to post
Bob9001 Posted October 24, 2018 Alrightly, I got all the switches working :D Now working on the lighting a bit and then we should be almost post feedback finished :) Thanks for all the help antee with the switches. 0 Quote Share this post Link to post
Antnee Posted October 24, 2018 17 minutes ago, Bob9001 said: Alrightly, I got all the switches working :D Now working on the lighting a bit and then we should be almost post feedback finished :) Thanks for all the help antee with the switches. Anytime. @iori that looks nice. Good clean layout. 0 Quote Share this post Link to post
Bob9001 Posted October 24, 2018 @StevenC21 How many maps are left to be filled? You haven't been updating the list :P 0 Quote Share this post Link to post
StevenC21 Posted October 25, 2018 @Bob9001 As it says in the main post, I don't have a set number of maps. 0 Quote Share this post Link to post
Bob9001 Posted October 25, 2018 Oh ok, hopefully we get a full 32 wad. 0 Quote Share this post Link to post
Koko Ricky Posted October 25, 2018 @Thedoctor989, I went through your map and, bearing it mind that it's titled "test," I thought that: - It progressed naturally with few visual queues - Had a nice backtracking moment toward the end - Is surprisingly consistent given its extremely garish (with a capital "G") aesthetic - But is a bit eye-bleedy and...94ish? There's a spirit about '94 wads that I like, which is very much present here, but I think it needs a bit more order and focus, because "wonky" is the only way I can describe the layout, as it's not necessarily bad, but the intentional use of diagonals feels too chunky. 0 Quote Share this post Link to post
Thedoctor989 Posted October 25, 2018 so i should keep to a 94 linear like path rather then a all over the place way? is that what your saying? also yes it is somewhat taken out of experience from years of playing doom 1 custom stuff. 0 Quote Share this post Link to post
Koko Ricky Posted October 25, 2018 What I'm saying is that there's a 94 quality to it and that can be a good thing, but this map feels like an explosion of odd angles and clashing colors. 0 Quote Share this post Link to post
Kore Posted October 25, 2018 Yeah, the map is pretty bad aesthetically, aside from that, there's not much to see. I'd recommend you to play some more of the original doom 64 to get a sense for it. 0 Quote Share this post Link to post
Thedoctor989 Posted October 25, 2018 okay thanks for the feedback! 0 Quote Share this post Link to post
hardcore_gamer Posted October 25, 2018 I suggest not making the colors so extreme. It looked pretty bad. Tone it down to make the color effect more subtle. 0 Quote Share this post Link to post
snapshot Posted October 25, 2018 (edited) @Thedoctor989 You should lower the intensity of your lights, some parts look okay, like I already said before Red and Blue look alright but they're still a little too intense. Spoiler I also noticed that the thing lighting color isn't the same as the sector they are in, kinda yellow-ish in pretty much all sectors they don't blend well with their surroundings, there's also lots of long empty hallways with odd linedef angles that are jarring to look at with almost no attempt at making them look like anything other than textured boxes, you also missed a couple of missing textures. Spoiler Edited October 25, 2018 by tempdecal.wad 0 Quote Share this post Link to post
Doomkid Posted October 25, 2018 Forgive me if this has already been suggested, but is “Doom64 Community Chest” the finalised name? I feel like “Community Chest 64” rolls off the tongue better while also fitting with all the other n64 game titles. What I’m seeing here at a cursory glance is really interesting and I have a good idea for some ‘box art’ (aka a title pic) that I’ll get to work on even if it doesn’t end up included in the final product. I’ll post it here once I’ve got a decent mock-up for some feedback. keep it up fellas! 3 Quote Share this post Link to post
Koko Ricky Posted October 25, 2018 I'm volunteering one more map; 19 if it isn't taken. 0 Quote Share this post Link to post
Antnee Posted October 25, 2018 1 hour ago, Doomkid said: Forgive me if this has already been suggested, but is “Doom64 Community Chest” the finalised name? I feel like “Community Chest 64” rolls off the tongue better while also fitting with all the other n64 game titles. Community Chest 64 does roll off the tongue nicely. I *may* do another map for this. But I don't want to allocate myself to a slot yet. 1 Quote Share this post Link to post
Nevander Posted October 25, 2018 1 hour ago, Doomkid said: Forgive me if this has already been suggested, but is “Doom64 Community Chest” the finalised name? I feel like “Community Chest 64” rolls off the tongue better while also fitting with all the other n64 game titles. But if regular Doom ever got up to "Community Chest 64" we would have an awkward situation. I think personally Doom 64 Community Chest (#1?) is still better. 1 Quote Share this post Link to post
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