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Doom -2: A Delightfully Devilish Experiment (Community Project Open for Everyone)


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7 hours ago, CBM said:

V0-12.RAR

 

... made requested changes to map 04 ... + added an extra way to reach the area previously filled with lava... still requires the barrier to lift though

 

(yellow key plus barons replaced with med kits that spawn at every difficulty level)

 

... But I DO think its a bit more boring now and a few steps more away from the level it tries to remake.. e4m4

 

...it still has the other fleshy parts that it began with though (only the hellgrowth pit fleshy thing is gone), but let me know if the remaining fleshy parts need to be gone as well

 

.. however... some of the good things are still in e4m4, like my "3d lamps" made from sectors

 

... btw, added more lights to explain the powerfull lightning in the areas that used to contain lava

 

 

Edit: Ignore whatever the hell I just said below, I'm kind of a perfectionist and very egotistical.

 

Ok, I am going to be VERY blunt with you. MAP04 has bad design, some parts of it are appealing to the eye, but the design is somewhat bland and the texturing in other parts is very bad and unbalanced with the heavy detailing in other places. In my opinion, there's going to be a lot to rework in this map. I think I'll reserve an edit and I'll be removing a lot and adding a lot more. It's not going to be like E4M4 anymore because that's not a good level, I think I'll make it like a TNT level with E2 aesthetics like how MAP01 is Plutonia with E1 aesthetics.

 

Edit: Instead of doing what I said above, take your time and improve on the aesthetics a bit, you're a great mapper but I feel like it contrasts a bit too much with MAP01. I'm sorry for my message above, I don't know what the hell I was thinking.

Edited by AtticTelephone

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1 hour ago, AtticTelephone said:

 Ok, I am going to be VERY blunt with you. MAP04 has bad design, some parts of it are appealing to the eye, but the design is somewhat bland and the texturing in other parts is very bad and unbalanced with the heavy detailing in other places. In my opinion, there's going to be a lot to rework in this map. I think I'll reserve an edit and I'll be removing a lot and adding a lot more. It's not going to be like E4M4 anymore because that's not a good level, I think I'll make it like a TNT level with E2 aesthetics like how MAP01 is Plutonia with E1 aesthetics.

Ok, enough.

That's not a good way to treat someone who is helping you with the project. And it's not the first time that you do that as well (as I remember what you did to @The BMFG). If you don't want people to edit the levels the way they wanted, you should scrap this idea and do it alone. Your way of talking is arrogant and don't provide any meaningful feedback for his improvement (because you also don't know what you are doing).

 

I'm out of the project.

@CBM I recommend you to release your map as stand-alone so people can give better feedback on it.

Edited by Noiser

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20 minutes ago, Noiser said:

Ok, enough.

That's not a good way to treat someone who is helping you with the project. And it's not the first time that you do that as well (as I remember what you did to @The BMFG). If you don't want people to edit the levels the way they wanted, you should scrap this idea and do it alone. Your way of talking is arrogant and don't provide any meaningful feedback for his improvement (because you also don't know what you are doing).

 

I'm out of the project.

@CBM I recommend you to release your map as stand-alone so people can give better feedback on it.

I have to admit, I was extremely harsh in my message, but I feel like MAP04 needs major work (balancing details and such). I'll edit what I said because I know CBM is pretty sensitive, and I shouldn't have been so blunt. I have a tendency to be very rude most of the time.

9 minutes ago, The BMFG said:

 you have to be fucking kidding me. i thought all of the you being an asshole to people shit was over @AtticTelephone.

It's sort of my nature, I guess. I don't know why.

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29 minutes ago, AtticTelephone said:

It's sort of my nature, I guess. I don't know why.

if that's the case then you should not host projects like this. i think that should have been clear when you were hosting the THFS community thing.

every time you say you have learned your lesson you continue to be as egotistical as you possibly can. i feel like your just making up excuses for being an asshole to everyone by saying shit like this. 

 

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1 minute ago, The BMFG said:

if that's the case then you should not host projects like this. i think that should have been clear when you were hosting the THFS community thing.

every time you say you have learned your lesson you continue to be as egotistical as you possibly can. i feel like your just making up excuses for being an asshole to everyone by saying shit like this. 

 

Sadly, you're kind of right, I can't really "learn my lesson" because I am not able to change myself and I keep forgetting what happens each time I do this. That's really all I can say, I know how awful I can be, but I don't have the will to change anything.

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4 minutes ago, AtticTelephone said:

Sadly, you're kind of right, I can't really "learn my lesson" because I am not able to change myself and I keep forgetting what happens each time I do this. That's really all I can say, I know how awful I can be, but I don't have the will to change anything.

Jesus Christ, I still sound like an asshole. I guess the only way for me to not be an idiot is to not say anything.

Anyways, moving on.

 

https://www.mediafire.com/file/pe9b4pd2tndx6vg/NEGATIVETWO_v0.13.wad/file

I didn't make any changes to MAP04. I added a base for MAP02 and made an exit for MAP01.

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1 hour ago, AtticTelephone said:

but I feel like MAP04 needs major work (balancing details and such).

Criticism is a good thing, but you need to communicate better what you want. You should give useful advices instead of just saying "it's bad", "do this, do that". People want to participate to have fun on their spare time, not to feel like they are your employee. That's all.

Edited by Noiser

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8 minutes ago, Noiser said:

Criticism is a good thing, but you need to communicate better what you want. You should give useful advices instead of just saying "it's bad", "do this, do that". People want to participate to have fun on their spare time, not to feel like they are your employee. That's all.

Yeah, I have problems with my wording sometimes, I can sometimes be really strict for no reason at all other than that it's a minor inconvenience.

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Regardless I hope we can end up with a good end result like we did with doom-1.

I guess if the original E4M4 is a bad level then a remake of it is bound to be as well. I am curious to see what edits people will be making.

I hope to be better at texturing and any advice or tuts will be welcome.

 

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5 minutes ago, CBM said:

Regardless I hope we can end up with a good end result like we did with doom-1.

I guess if the original E4M4 is a bad level then a remake of it is bound to be as well. I am curious to see what edits people will be making.

I hope to be better at texturing and any advice or tuts will be welcome.

I hope the remake to be far superior to E4M4, and the only advice I can give you is to copy the hell out of Scythe and Scythe 2.

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1 minute ago, AtticTelephone said:

I hope the remake to be far superior to E4M4, and the only advice I can give you is to copy the hell out of Scythe and Scythe 2.

thanks, I will try that

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14 minutes ago, AtticTelephone said:

copy the hell out of Scythe and Scythe 2.

looking at scythe map01

 

several places are missing textures and several textures are used on walls that have lengths that do not fit the texture width at all?

 

for example  wall with a length of 160 uses a texture with a width of 256 and the texture is clearly been cut off at the end

 

however, I do like the choice of textures and the way they are combined

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It might be a good guideline to always try to keep in mind how someone can build on and modify your own contributions, what literal and figurative doors are open for changes to be made, in regards to submissions, especially ones of essentially 'completed' full maps.

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2 minutes ago, Dazel said:

It might be a good guideline to always try to keep in mind how someone can build on and modify your own contributions, what literal and figurative doors are open for changes to be made, in regards to submissions, especially ones of essentially 'completed' full maps.

I guess but any level can be changed to something completely different quite easily.

I submitted e4m4 remake because it was already done and submitted as part of two other projects. I did the same in doom-1, submitted levels that could serve as a starting point so we did not had to start completely from scratch. However I was told to keep my other WIP stuff on the shelf so this map that is now map 04 will be the only level base I will be adding to doom-2

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Well, I'll be reserving ANOTHER edit to further develop MAP02, I also came up with a concept for a custom monster: Former Civilians. They're basically like the zombie hitscanners, but instead of being hitscanners, they're more like actual zombies rather than Deadites with guns and no one-liners. They move slow and they can only bite like the Pinkies, but their bites are even more deadly and they come in crowds. They're also very weak, so basically you're fine as long as you see them coming. I'm not sure if they should replace the SS or the Commander Keens because apparently @Roebloz had an idea for another Wolfenstein secret level requiring both, but I'm pretty sure you could just use the lost soul corpse, the SS gibbing sprites and maybe the green and red pillars to make a functioning zombie. I just had the idea to recreate Day of the Dead.

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5 minutes ago, CBM said:

I guess but any level can be changed to something completely different quite easily.

Not exactly. Taking this map for example, there's not much that really can be added to it, at least without branching off in unintuitive and awkward ways. The detailing is so dense in most places that you can't do much to modify what is already there, and it's so firmly webbed together that it's hard to remove anything to make room for something else either.

That being said I'm reserving MAP01

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2 hours ago, Dazel said:

Not exactly. Taking this map for example, there's not much that really can be added to it, at least without branching off in unintuitive and awkward ways. The detailing is so dense in most places that you can't do much to modify what is already there, and it's so firmly webbed together that it's hard to remove anything to make room for something else either.

That being said I'm reserving MAP01

well we are still in an early phase so we could still just delete map 04 if need be

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I've always wanted to contribute to something like this! I'll see what I can do (later)

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4 minutes ago, Dazel said:

Didn't Vladguy have MAP02 reserved?

ahh yes, didnt see that, sorry..

 

anyway... it has a switch as well, but its currently not assigned any function...here are some screenshots... vladguy: if my new room is too ugly then you can just ignore it and overwrite v.0.15 with your version as v.0.16... or just overwrite it anyway, then I can always add this room back in if people think it makes sense

 

blue4.png blue3.png blue2.png blue1.png

Edited by CBM

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1 minute ago, CBM said:

ahh yes, didnt see that, sorry..

 

anyway... it has a switch as well, but its currently not assigned any function...here are some screenshots... vladguy: if my new room is too ugly then you can just ignore it and overwrite v.0.15 with your version as v.0.16

 

blue4.png blue3.png blue2.png blue1.png

It's alright bro

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11 minutes ago, Vladguy said:

It's alright bro

thanks, I tried to take a long hard look at Scythe as attic telephone suggested and I then added the runded bits everywhere so it would fit the other also rounded off rooms that are in map 02

 

- I do like rounded rooms... to a certain extend

 

if you choose to keep my new room then maybe see if you can find a better place for it to connect to the rest of the level, because I am not sure that my current choice is the best place for it to connect to other rooms, unless we were to add in teleporters to enter and leave the room..

 

But yes, I would like to know if a room like the one I tried to add is good enough and can live up to the rest of the rooms in map  02,

because if not then there is no sense in me trying to spend more time with doom-2

 

however I do recognize a strong Scythe influence in some of the other existing rooms in map 02

Edited by CBM

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