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Some Screenshots From My New Wad


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Tell me what you think and what I could do to make it better! (Some background) A "while"  ago my friend sting and I (It was His idea) made a mega

 wad called UAC moon base it was sadly never finished because almost all the files were lost we had only one left titled dropship.wad So I'm making it again all by my self Sting stopped making wads after this

 

 

Here's the Screenshots

 

 

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The indoor foggy/misty areas are interesting and good atmosphere.  The outside areas could use more detail and rock formations.   The Wads and Mods forum would probably be better for your post than the General forum.   Be sure to read the "New to Posting Maps" topic.

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Looking nice.   Now in Doom Builder's visual mode, point to any wall texture and press A to autoalign it going around anything so you don't have just the first few pixels of the texture repeating around.

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Looks fine for your first map. But there is a few things I'd like to point out.

 

I'm no expert mapper (made several but never released any) but you might want to put some kind of transition between the room and the outside area.

 

There are several ways you can go about this. Lower/raise the floor height and perhaps put a separate texture on the wall, something to signify the change from indoors to outdoors. Even a double thin line with a support texture in it will help with transition.

 

The smoke is fine, although there is no reason for it to be in that room. There is no set piece, nothing to indicate why that smoke is there. It's easy to fix, a small doom cute creation will suffice if you use the correct textures. Outdoors you can use it as a haze or fog effect so you can play it loose, but inside a base you sort of need a reason for it in my opinion. An easy way to do this when using smoke is to simply ask yourself what's causing the smoke? Is there a fire? Broken equipment on the fritz?

 

For example: if your outdoor area was snowy/frozen then the smoke inside would make sense. The smoke signifies that the breach in the wall is allowing the sub-zero temperature outside to seep in, creating a cold mist throughout the room. You get the idea, there are many ways you can convey this information to the player in a believable way. It doesn't have to be a fire.

 

Another issue with the smoke is that it stops dead at transition from indoors to outdoors. I bet you can see a wall of smoke from outside (you have no screens of looking in from outside, but I know that's how it will look). There's a few ways you can make that blend in more so it's not as stark.

 

The way I do it is to have several small sectors all slightly less dense with smoke than the last, this gives a 'fade' effect that will make it seem less like a wall of smoke from outside. It's no different from how you would do light sectors. I'm not saying that's the best way, like I said I'm not a mapper. It's just how I do it.

 

Other than that it seems like a nice first pass. I tend to get the layout done first, then come back later with fresh eyes and spruce it up by adding/removing pillars, alcoves, trigger lines, traps and so on. I leave detailing to last. But some people do it room-by-room et-cetera. There are different methods of mapping. I would say that is your first port of call: Experiment and see which style of mapping fits you best.

 

Goodluck and have fun mapping. Hopefully I didn't come across too critically. I can't stress enough that I am not a mapper, never mind an expert mapper. It's just a few things I learned while fooling around with mapping.

 

By the way, I'm liking your 2nd take on the outdoor area. The new outdoor area looks much more interesting.

 

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I will work on the little touches when I'm done

Here's the wad file if you want to play it. Beware It's very very very unfinished 

 

Quote

Sorry About This. I Missed Clicked.

MOON BASE.wad.rar

Edited by DOOMTIME

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1 hour ago, Final Verdict said:

 

The smoke is fine, although there is no reason for it to be in that room. There is no set piece, nothing to indicate why that smoke is there. It's easy to fix, a small doom cute creation will suffice if you use the correct textures. Outdoors you can use it as a haze or fog effect so you can play it loose, but inside a base you sort of need a reason for it in my opinion. An easy way to do this when using smoke is to simply ask yourself what's causing the smoke? Is there a fire? Broken equipment on the fritz?

 

 

it's a dropship by the way I know it's hard to tell. it crashed on the moon and when moon demons from a old Uac base on the moon shot it down. Not trying to be rude by the way if you feel like I I'm tell me!

 

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5 hours ago, DOOMTIME said:

 

 

It's fine, I didn't think you were being rude.

 

And yes, I can kind of visualize the dropship thing now that you mention it. That's a good map start actually.

 

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