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Project Wormwood - Now with Map02


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@Biodegradable Wow, a video review, at that!  Much obliged.

 

A few questions to build on your comments - I did try to set up no keys, but of course that had you wander into the final area feeling underpowered.  I'm curious whether for you and other players it is preferable for me to gate that zone with a key (that I would probably leave in the bunker near the rocket launchers, visible from near the start) so you don't go in there without the equipment?

 

Also, from the comment about putting the assault rifle on slot 4 instead of 2, my follow-up question is which should be given priority?  I had them separated so you can reliably switch for your desired use case, but if they should stay grouped together, I am guessing you would want the chaingun first for crowd-control emergencies.

 

 

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14 minutes ago, LeschNyhan said:

I'm curious whether for you and other players it is preferable for me to gate that zone with a key (that I would probably leave in the bunker near the rocket launchers, visible from near the start) so you don't go in there without the equipment?

 

It'd probably be the best solution if you want players to not bumble into it too early like I did and thinking that you were being a bastard and just wanted to torture them. ;^)

 

14 minutes ago, LeschNyhan said:

Also, from the comment about putting the assault rifle on slot 4 instead of 2, my follow-up question is which should be given priority?  I had them separated so you can reliably switch for your desired use case, but if they should stay grouped together, I am guessing you would want the chaingun first for crowd-control emergencies.

 

I can see the rationale there. Thing is though any experienced Doomer knows how to quickly swap between the two different shotguns with relative ease by hitting the 3 key twice, so I don't think it'd be much of a difficulty to have both guns in one slot. Like I said, it just felt more natural to me to hit 4 instead of 2 when I wanted to pull out the semi-automatic rifle because of its similarity to the chaingun. It's like a muscle memory at this point since I've played other mods/WADs that will do something similar.

Edited by Biodegradable

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That geometry looks incredibly detailed.

How long did it take you to make this and did you use any procedural generation assistance or did you draw everything manually?

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it plays interesting, but the one thing immediately strikes me: the map is nicely detailed, but has very bland lighting. sure, IRL places usually don't have fancy light changes, but with Doom maps, lighing is a very powerful tool to turn your map from "ok" to "wow, great".

 

your indoors have nice geometry, but you can use much more lighting effects. those lamps should really shine (and some may blink), structures can cast vertical shadows, some rails can be brighter, and so on. don't constrain yourself to "natural look", in Doom "natural" is not what we used to in real life. ;-) try to change light levels when you're changing floor texture more often, for example. if you added some ceiling support, allow it cast "unnatural" vertical shadow, etc. important arrows could blink (yes, they don't do it IRL, but who cares? ;-). play a little with such things, and you'll see how your maps will suddenly become more "deep" and "atmospheric".

 

your geometry and detailing are good, just add some spice to it, and you'll have something Very Good on your hands. ;-)

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That's helpful, thank you.  I had been wondering about that somewhat, and there are some areas I tried to implement lighting changes and shadows, but it's clearly not enough.  It might be gamma settings or something but one of the machines I was testing on was very dark and that definitely influenced the range of brightness I allowed myself to use.  I'll have to do another pass on brightness.

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also, please, note that different sourceports render light levels (and diminishing light) differently. GZDoom has several different lighting settings, for example; PRBoom can look different in sw and hw modes, and so on. most of the time vanilla renderer is more dark than others (but it's hardly an issue here, considering UDMF map format ;-), yet people still may have different light mode settings. the best way, i think, is to tune it for your settings, and then specify what you used, so people can know how they should configure the thing for the best results. sadly, there is no way to make the map "universally good-looking" regarding the light levels. especially for GZDoom, with all the options it offers.

 

but i think you will get used to it eventually, and learn how to use that to your advantage. ;-)

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20 hours ago, ketmar said:

it plays interesting, but the one thing immediately strikes me: the map is nicely detailed, but has very bland lighting. sure, IRL places usually don't have fancy light changes, but with Doom maps, lighing is a very powerful tool to turn your map from "ok" to "wow, great".

 

@ketmar  I've uploaded some new screens in the initial post as well updated the wad to reflect your advice (and others).  You're right, it looks a lot better!  Thanks again.

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i'm happy that i was of some help! don't have enough time to replay it right now (it's HUGE after all! ;-), sorry, but will try to do it later.

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I will add this to my download queue. Shots look very impressive for a first time author. Good job.

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  • 3 months later...

Bumping for the new map in the set I've been working on.  Updated the OP with the new link: https://www.dropbox.com/s/8u9i8drb5sjheut/PWormwood_beta_02_Release_0.1.wad?dl=0

 

NEW1ldn.png

NB3Bvg3.png

 

My personal objectives for this map were to work on building up monster crossfires, working in the occasional rear ambush, using sound blocking lines better, and using darkness and lighting effects for more decrepitude and moodiness indoors.

 

(I think this is ok?  Seems better than creating a whole new OP.)

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