Nevander Posted October 13, 2018 (edited) 2 hours ago, GoatLord said: Starting room. I'm getting the hang of the lighting system. It is pretty nice once you know what you're doing. @Antnee gave great advice, take notice of how the original levels frequently made the floors and ceilings darker than the lower and upper wall colors, and vice-versa. It helps immensely with contrast and depth. Try to avoid having the floor/ceiling the exact same intensity as lower/upper. It's also a good idea to do thing color last once you are satisfied with the room colors. Also I would suggest to avoid sharp color changes unless that is your goal (i.e. do dark blue to lighter blue but never do bright pink to bright green). Edited October 13, 2018 by Nevander 0 Quote Share this post Link to post
Bob9001 Posted October 13, 2018 Ok, I fixed all my issues. Thanks for everyones help :) I'd like to take Map31 slot please. 0 Quote Share this post Link to post
RileyXY1 Posted October 13, 2018 (edited) I want to do the MAP14 slot. It's a remake of one of my levels from my WAD, Retribution Dawns. Edited October 13, 2018 by RileyXY1 0 Quote Share this post Link to post
Bob9001 Posted October 14, 2018 Does anyone know how to get teleports to work, they seem to function differently from Doom 2 mapping? 0 Quote Share this post Link to post
SteelPH Posted October 14, 2018 1 hour ago, Bob9001 said: Does anyone know how to get teleports to work, they seem to function differently from Doom 2 mapping? You tag the teleport destination thing instead of the sector it's in. 0 Quote Share this post Link to post
sector666 Posted October 14, 2018 On 10/9/2018 at 10:36 PM, HexenMapper said: Re: music, you can make new MIDIs, provided you download the DOOMSND soundfont and write your MIDIs using that as a reference (as those are the sounds the game will use to interpret your MIDI data with). There are a few big problems with it though - they may have solutions, but I haven't put a lot of time into solving them :) Tempo - seems much slower in-game. could be an easy fix - work out how much slower, and speed up your track after writing to compensate Some samples do not trigger, some do not register 'note ends' and so linger much longer than intended - this might take a bit longer to work out why things aren't working properly and what to do to fix them. I asked about that. It turns out each midi channel is treated as a separate track, and each one can loop on it's own. Is that helpful? Or is there something more you would need to know? 0 Quote Share this post Link to post
HexenMapper Posted October 14, 2018 Hmm that's interesting, but may not help that much. You could try the attached track in a map and see if it sounds like the original in the post you quoted. I can't even get Doom64 to run properly at the moment otherwise I'd test it myself. D64T.zip 0 Quote Share this post Link to post
Thedoctor989 Posted October 14, 2018 made this now that we finally have a name for the project. (idk where to put it though) 3 Quote Share this post Link to post
Nevander Posted October 14, 2018 (edited) I don't think Doom 64 EX has any sort of "TITLEPIC" per se. I know it has the "EVIL" graphic which you see on the main menu and intermissions. Unfortunately I'm not seeing a way to change the menu graphic without also changing the others, or if replacing the EVIL graphic has any effect on the menu (can't test currently). I might suggest a MAP33 replacement to show this off as a simple camera sequence. Edited October 14, 2018 by Nevander 3 Quote Share this post Link to post
Thedoctor989 Posted October 14, 2018 (edited) i already have the map set up (i made a map for this and then photoshopped the huds and weapon out of the picture, here's the map if you guys would like to make it into the titlemap for the main menu: title.zip also wrote a possible script for the titlemap: titlescreen script.zip Edited October 14, 2018 by Thedoctor989 links added 0 Quote Share this post Link to post
Dexiaz Posted October 14, 2018 (edited) Didn't tested your map, but as far as I can see by the picture - this map is TOO SIMPLE. I mean, if we want to create an intro for the Community Project Based on powers of Doom 64 engine - the intro map must be extremely badass, especially in design meaning. Your design is just an "Doom 2 Map 01 Outdoor area", heh. Even the strange TC "Console Doom 64" used a better titlemap. UPD: And yes, please stop use this font for the subname. It doesn't even suit the style. Edited October 14, 2018 by DeXiaZ 0 Quote Share this post Link to post
Thedoctor989 Posted October 14, 2018 i just made this as like a promo for the project, just something fun, but if someone else thinks they can use my idea as a base then go right ahead and make the best title map you can! 0 Quote Share this post Link to post
Koko Ricky Posted October 14, 2018 (edited) Made some progress with this church-like interior. Doom 64 is very interesting in that it lets you paint environments with light. I also really like the scroll flags, I have these green recesses scrolling upwards and it looks very sinister in-game. Edited October 14, 2018 by GoatLord 4 Quote Share this post Link to post
StevenC21 Posted October 14, 2018 Wow! You guys are just doing an incredible job! Special props to @GoatLord and @Thedoctor989 for their especially cool looking stuff! 1 Quote Share this post Link to post
Thedoctor989 Posted October 14, 2018 Here is what i think would be a interesting layout for the doom 64 titlemap: as well as a screenshot: title2.zip 0 Quote Share this post Link to post
Da Werecat Posted October 14, 2018 This is very basic. Are these your first mapping attempts? 1 Quote Share this post Link to post
whirledtsar Posted October 14, 2018 So what is the default / standard brightness level in D64 EX? Lowest, medium, or brightest? 0 Quote Share this post Link to post
Kore Posted October 14, 2018 I've never messed with it so it's got to be lowest. 0 Quote Share this post Link to post
whirledtsar Posted October 15, 2018 Can we add a mirrored version of this texture to the resource pack? Otherwise it's not very viable as a midtexture since it has no backside. 0 Quote Share this post Link to post
Kore Posted October 15, 2018 What? Elaborate. You can flip textures with the UV wrap mirror flags. 1 Quote Share this post Link to post
Antnee Posted October 15, 2018 4 minutes ago, whirledtsar said: Can we add a mirrored version of this texture to the resource pack? Otherwise it's not very viable as a midtexture since it has no backside. Use the "H mirror" linedef flag. 1 Quote Share this post Link to post
Dexiaz Posted October 15, 2018 (edited) 7 hours ago, Da Werecat said: This is very basic. Are these your first mapping attempts? I think so: On 10/10/2018 at 6:29 PM, Thedoctor989 said: im new to all this BTW 7 hours ago, Thedoctor989 said: Here is what i think would be a interesting layout for the doom 64 titlemap: Hahaha, now you made it like "Xbox Map 33" in hellish style: Please, no. Let someone else do the titlemap. It's THE TITLE. Come on, you're making this map as simple square. Why? Doom 64 is the game with simple box rooms? So why do you make it looks like this? Edited October 15, 2018 by Đeⓧiaz 0 Quote Share this post Link to post
seed Posted October 15, 2018 6 hours ago, whirledtsar said: So what is the default / standard brightness level in D64 EX? Lowest, medium, or brightest? Everytime I open the settings after getting D64EX ready I see it set to the maximum. 0 Quote Share this post Link to post
Antnee Posted October 15, 2018 16 hours ago, GoatLord said: Made some progress with this church-like interior. Doom 64 is very interesting in that it lets you paint environments with light. I also really like the scroll flags, I have these green recesses scrolling upwards and it looks very sinister in-game. Spoiler Nice use of colors! 0 Quote Share this post Link to post
Thedoctor989 Posted October 15, 2018 okay someone else can do the titlemap, but definitely take a look at the title screen script i made: titlemap script.zip 0 Quote Share this post Link to post
Kore Posted October 15, 2018 Damn, you're right. Now all my stuff looks brighter than intended. What a blunder. 0 Quote Share this post Link to post
Koko Ricky Posted October 15, 2018 In what instances would you use the "No Occlusion" flag instead of just lowering a surrounding sector with a sky texture to the line you want to occlude? 0 Quote Share this post Link to post
hardcore_gamer Posted October 15, 2018 I don't think there should be some strict requirements in regards to quality control for the levels. But to be honest I do think there should be at least a little bit of it. I don´t think its a good idea to include noob maps where every room is just a half-empty box. 2 Quote Share this post Link to post
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