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1995 called. They want their Doom levels back.


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43 minutes ago, Zylinderkatze said:

I know now that towards the back (where the old SP_ROCK1 still lingers around) I had added a raised platform that also had a way to walk around it and get on top of it.

 

e1m9b2.png

The prophecy!

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Small update.

 

I didn't do much anymore yesterday after that screenshot ^^;

 

Today starts off with this:

 

e1m9b3.png

The Rock formation is more than a wall now!

 

Let's see where this goes from here.

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Accent lighting, fresh floor tile... yeep, that's definitely making the place way more classy!

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you almost there... to reach a real perfection, walls should be STARTAN. best Doom texture ever. perfect. nodoby needs other textures anyway.

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Last look..

 

..at this passage into the red stone building:

e1m9c1.png

It's.. kind of inviting?

 

Because once this bit is done:

e1m9c2.png

That looks broken.

 

..there won't be much left of it ^^;

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I'm not completely broken.

 

e1m9c4.png

I'm just broken enough.

 

This will have to do for now. I'll come back to it later, I'm sore. Right nowe you could still get to the door.. and you're not supposed to. Also, the stone on the far end of that one broken ceiling beam would have to have an outcrop like the other ones.

 

I might make it look like the ceiling caved in. If I can find a convincing way to do it.. or make the cracked & broken stones continue up into the ceiling, probably. Which would then also remedy the problem with the ceiling beam I just mentioned ^^;

 

But not now. Problably xD

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Looks good in editor!

 

I mean..

e1m9d1a.png

I think it's neat.

 

Sadly, though..

e1m9d1b.png e1m9d1c.png

Will not look good in vanilla ._.

 

I'll have to reduce some detail and/or put an obstacle for the little overflow in the middle of the Visplane view (right) and maybe a view or access blocker for the area that's red in the Drawsegs view (left).

 

Meh.

 

I'll get this done xD

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Fixed it!

 

Moved a few things around ^^;

 

e1m9e2.png

The door is really broken now ..it's not the way through, I guess?

 

e1m9e4.png

Angle 1 (if you manage to get up here somehow, that is)

 

e1m9e3.png

Angle 2 (there's even a door! neat!)

 

And just barely scaping by:

 

e1m9e1.png

No further level (of) detail(s) for you, then, I suppose.

 

Now onward and upward. Literally, because on the other side of this building is (going to be) the reworked tower interior ^^;

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I usually don't do this~

 

This is a very.. very early "WIP" to try and recreate what I can remember from the "elevator room" inside the red stone structure. Hardly anything is aligned, light is too dark, there's no detailing and I believe there will be more wood in here when it's done.. but I wanted to share some progress, now that I left the outside area of the red structure :)

 

e1m9f1.png

So tall~ (please disregard the wall artifacts on the right.. this is an out-of-bounds view)

 

And by "I usually don't do this" I don't really mean so much that I don't show early looks (though I kind of limit that, too),..but that I don't usually share images in "portrait" orientation xD

 

Afterthoughs~

 

I'm still kind of suffering from "new level" fatigue- the phase after jumping onto a new level after the previous one is done. So progress is slower than I'd like. Then again, maybe it's the weather.. or Watch Dogs Legion demanding my attention ^^;

 

Then again, it might also be that I am "semi-sub-consciously" reluctant to finish this level because it's the last one and once it's done, the episode is theoretically finished.

 

What am I going to do when this episode is finished? D:

Edited by Zylinderkatze

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59 minutes ago, Zylinderkatze said:

 

What am I going to do when this episode is finished? D: 

Celebrate.

Relax.

Play fine maps by other members of the community for fun.

And then when the planets align and you feel the time's right, start a new mapset for yours and our enjoyment! ;)

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Progress!

 

Here's a slightly more traditionally dimensioned screenshot (again, just the editor view for now):

 

e1m9f2.png

Okay but where's the wood?

 

It's still dark.. but at least there are some lights now..?

 

This is going to end up quite a bit different from the way that the level was in 2010. But this is the best "semblance of resemblance" I can come up with. 

 

I think originally I used a lot of BROWN96, actually. I might still do that for this "upstairs" area.

 

The outside of the tower used to be BROWN96, too, so that would make sense ^^;

 

We'll get there!

Edited by Zylinderkatze

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Details, details..

 

I'm currently experimenting with ways to "prepare" the player for the BROWN96 to come up once deeper inside the red stone structure but I'm not sure yet.

 

Right now it's "all red everything":

e1m9f3a.png

Doesn't stand out, aside from the FLAT5_2 (wooden planks) on top

 

I'm thinking "maybe make it brown(96)"?

e1m9f3b.png

And yes there's a reason why the detailing is at the bottom ^^;

 

I'll see what I feel like by the time I'm done with the inside area, though.

 

Edited by Zylinderkatze

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Inside the red stone structure..

 

e1m9f4.png

No ceiling lamps then? ^^;;

 

e1m9f5.png

Sad. I kind of liked them.

 

I thought about removing that cutout window instead (the one cuting through the two "Drawsegs red zones") but that doesn't help with the red zone inside that room.

 

So I removed the lamp for now and instead I added a much simpler one. Leaving me with some leeway for wood paneling, seen below..which I will probably remove again -or change drastically- because I don't really like where it's going ^^;

 

e1m9f6.png

As in.. nowhere ^^;

 

But at least one crisis is averted now :)

Edited by Zylinderkatze

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This counts as having the level connected, right?

 

e1m9f7.png

:D

 

I added that area under the ":D" and off to the left (it's a lift and I only put it there to pin down the concept.. it's miles from done). 

 

However, then I got lazy and just wanted to add the final push to make it possible to reach the end.. so I created a connection.

 

Done.

 

I'll upload it tomorrow.

 

...

 

What.

 

...

 

No of course not but with this, the path is pretty much laid out.. though obviously there will be a lot more diversity and detail on that last stretch to the tower.. and the doors on the way there will not all be open to begin with, either ^^

 

Also- it's not really a tower anymore because you arrive on the same level as it's entrance, which used to be at the very top of an upward progression / climb.

 

I have to admit I kind of forgot how exactly I had this done, in the lost 2010 renewal.

 

I have a few ideas ("hints of memories") but I'm not even sure whether I'll go with them or make something completely new.

 

As you'll be able to see, in the original version you just travel up the side of the tower with a few lifts. Nothing fancy at all. In the 2010 version you kind of traveled "through" structures along the tower's side (and then arrived a little ways off from the actual entrance, at the top).

 

For the 2020 version, I'll just go with whatever is the most fun to play, in my opinion :)

 

More tomorrow!

Edited by Zylinderkatze

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Outside update!

 

Remember this and how I said it both didn't really feel right.. and that I gave it a wooden roof that didn't really go well with either one?

 

On 11/8/2020 at 3:02 PM, Zylinderkatze said:

e1m9f3a.png

 

e1m9f3b.png

 

I give you: The obvious solution xD

 

e1m9g1.png

Duh.

 

I like it so far. Better than any of the other two. Also, I'll post an update of the inside soon(ish)!

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Show of hands

(preferably your own)

 

If you saw a "teleporter" like this, how likely would you be to attempt walking in?

 

e1m9g2.png

Looks fairly safe, right?

 

What if I told you that there have been explosions going off on your way here?

 

The thing is, I am contemplating making it hard to get to this room- but that might have a reverse psychological effect; "If it's hard to get here, it must be worth it", right?

 

It probably is.

 

Sure.

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"End of the day" partial map overview!

 

Here you go. Once I am more satisfied with the detailing of the interiors, I'll share more ^^

 

e1m9g3.png

Break stuff!

 

Well I guess it's already broken.

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3 hours ago, Zylinderkatze said:

If you saw a "teleporter" like this, how likely would you be to attempt walking in?

will run in without any second thought. it should teleport me to some juicy secret!

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"A day in the life of a detail-obsessed mapper"

 

Okay.. so here's a first look at the square lift room.. thing leading further up to the tower:

 

 e1m9g4a.png

Very brown, not very detailed. Right? Right.

 

However.

 

Even now it's already too complex. Again with the exaggerated ceiling lamps. Tsk.

 

e1m9g4b.png e1m9g4c.png

That's just too much. Shame.

 

I'll just have to reduce them down to maybe two instead of four.. and maybe less light gradients.. or.. *shrugs*

 

Here, then, is a last look at them before they're gone ^^;

 

e1m9g4d.png

Goodnight, sweet prince.

 

Speaking of goodnight!

 

Goodnight! ^^;

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Chances are I'll just put a different illumination system altogether.. or I'll just move this section out some ways and and add a sight-blocking section in between the rest of the level and this.. or maybe just a few closing doors.. or whatever the BSP tree needs to be happy ^^;

Edited by Zylinderkatze

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He aims, he shoots..

 

..he leaves the lift area and steps outside!

 

e1m9h1.png

Very early throw.. will likely still become a bit more.. realistic?

 

Not sure if I'm really "feeling" the METAL1. Who knows. There is some METAL1 on the inside, though.. so it would be a continuation of the theme.. hmm.

 

Also, there aren't that many enemies here yet. There will be a ton or two, outside.. and they'll swarm you if you don't watch out..

But on the way to here, the "red stone building" itself doesn't really have that many. A Caco or two. A bunch of Sergeants.. and the lift ride isn't completely peaceful either.

 

I'll see what feels good. Maybe some mid-level boss of sorts, to actually fight and not just avoid ^^;

 

Also, I'm making sure that you'll be able to get a "100% kill" rating (by killing off enemies that only "work" as triggers).

 

So rest assured ^^

Edited by Zylinderkatze

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Diversify.

 

For a change of pace (and to make sure I don't spend all of the allotted time on just the new red stone building and the transition into the tower) I am heading back to the first half of the level: the nuke tunnels*.

 

e1m9h2.png

This is so far untouched by 2020 me :)

 

The month is pretty much half over and I haven't really done much of anything with the starting area. Not that it needs much attention really- but I have a few ideas I'd like to integrate.. also, I know how I can get carried away on details.. so.. let's get to it!

 

___

*) I need a better name for the tourism brochure

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A blessing and a curse.

 

So here's a look at one of the new rooms in the nuke tunnel area.. the one that derived from my talks about wanting to put more "I can see it but how do I get to it?" moments in there ^^

 

e1m9h3a.png

How'd I get into this mess?

 

e1m9h3b.png

Oh look it's a.. rocket thrower xD

 

What I mean by the title: I am using the outline of the pit as the same impassable line that also has the MIDGRATE texture. Usually, this would not be much of an issue except when it comes to aligning the textures on the X axis.

 

Notice how on the second shot the bars edge around the.. well.. edge? as in- 2 pixels are on one wall and 2 on the other? that's intentional- I kind of like how it gives more.. palpability? substance? ..to the edge of the "grated" area.

 

However, as you can see in the first shot, I can't position the MIDGRATE the same way, else the "slads" (NUKESLAD and SLADRIP*) would end up offset by about 8 pixels.

 

I suppose I'll just have to make it 2 lines instead after all so I can align them individually. 

 

I just wanted to rant a little xD

 

But aside from that, the nuke area is coming along nicely :)

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