RileyXY1 Posted January 26, 2023 My map is almost done. I just need to add the final area of the map. 1 Quote Share this post Link to post
RastaManGames Posted January 26, 2023 @Drywtler Oh... It is possible to (somehow) change colormap "on the fly"? I mean... Just imagine an disco with colored sectors, but without UDMF tricks or ACS-scripts! 0 Quote Share this post Link to post
BMWAG65321 Posted January 26, 2023 (edited) Ad Mortem MAP24 does exactly that, though I haven't opened the map in an editor to figure out how it's done. Edited January 26, 2023 by BMWAG65321 1 Quote Share this post Link to post
Christian Ck. Posted January 26, 2023 11 hours ago, Drywtler said: Sneak-peek of what's coming for the final areas of my map. Hide contents omg how did you do colored lighting 0 Quote Share this post Link to post
Dwimepon Posted January 26, 2023 Hey, sorry to the bearer of bad news, but I think I'll have to leave the project. My map is about 70 percent done, but a lot of personal stuff just hit me and I definitely won't be able to finish it before a while, let alone the end of January. Sorry. 4 Quote Share this post Link to post
RileyXY1 Posted January 26, 2023 The layout of MAP10, or as I'm naming it, Supply Depot 2 (name directly comes from the Doom Bible), is done and by far the largest map I have ever created. It might have my largest monster count ever as well once I'm done with it. 2 Quote Share this post Link to post
DukeOfDoom Posted January 26, 2023 Just got to continue making my map, it won't be very long, but still pretty spacious. 1 Quote Share this post Link to post
RastaManGames Posted January 26, 2023 (edited) 8 hours ago, Dwimepon said: Hey, sorry to the bearer of bad news, but I think I'll have to leave the project. My map is about 70 percent done, but a lot of personal stuff just hit me and I definitely won't be able to finish it before a while, let alone the end of January. Sorry. Sad to hear. Maybe you can try to hop in while compiling the project?.. P.S.: Please don't think that I am an big arsehole. This projects is stagnated for too long, 'cause it is almost ~5 months that is passed with not so much progress. It needs to be done. Another expanding of deadline not going to pay well. Sadly, this community project wasn't that interesting for big majority of mappers, since Hell-themed or base-themed maps still easier to make, I guess and they are not as "boring" as levels that represents our reality... Edited January 26, 2023 by RastaManGames 0 Quote Share this post Link to post
RileyXY1 Posted January 26, 2023 I might be filling in the remaining two spots, including a map that is actually a sequel to my MAP10 and a stone cavern type map. 0 Quote Share this post Link to post
Drywtler Posted January 26, 2023 11 hours ago, Endy McGufin said: omg how did you do colored lighting already answered 1 Quote Share this post Link to post
RastaManGames Posted January 28, 2023 @RileyXY1 Oh... I do not wanna be a bastard, but I have to point you to few things, after all. Please don't be offended by these... I am only wanting to help you to increase your mapping skills. First of all, map itself are kinda sad. I mean... It is just few rooms filled with crates and some of these are connected with... Sewer? And all of that doesn't make much sense. There is also no any screenshots or basic info about this map, like, at the very least, name. If you ask me, we have already one kind of "storage area" map that is made by @Serious Vadim and, personally, I don't think that we need more of these. There is also very abstract map by @OceanMadman, but his entry has overall idea of the village that is consumed by Hell and you can even visit few buildings there. Also, we just can't use wall's textures on the flats. We are on MBF21, not on UDMF: Spoiler Your map also has no any lighting variation. It is only brightness ~= 192 everywhere and it looks very bland, to be honest: Spoiler I don't against the idea of "storage area", but you may need to redone that map completely and there is some tips that can help to understand what I mean: Add some streets that is gonna surround that facility. This CP is about cities, towns and urban places. Your map lacks of it, in my honest opinion. Use less aggressive texturing in the rooms. Something more "human-like" gonna fit well and resource pack has some not bad textures for walls already. Don't forget about some places that every facility has: A technical corridors, maybe server rooms (for CCTV), room for security, room for relax (for workers), some toilet and/or some cafeteria. This map is very lifeless and I don't feel that place gonna exist in the world that was filled by humans. Also... @Serious Vadim, don't you mind to add some "life" to your facility too? 2 Quote Share this post Link to post
RileyXY1 Posted January 28, 2023 11 hours ago, RastaManGames said: @RileyXY1 Oh... I do not wanna be a bastard, but I have to point you to few things, after all. Please don't be offended by these... I am only wanting to help you to increase your mapping skills. First of all, map itself are kinda sad. I mean... It is just few rooms filled with crates and some of these are connected with... Sewer? And all of that doesn't make much sense. There is also no any screenshots or basic info about this map, like, at the very least, name. If you ask me, we have already one kind of "storage area" map that is made by @Serious Vadim and, personally, I don't think that we need more of these. There is also very abstract map by @OceanMadman, but his entry has overall idea of the village that is consumed by Hell and you can even visit few buildings there. Also, we just can't use wall's textures on the flats. We are on MBF21, not on UDMF: Reveal hidden contents Your map also has no any lighting variation. It is only brightness ~= 192 everywhere and it looks very bland, to be honest: Reveal hidden contents I don't against the idea of "storage area", but you may need to redone that map completely and there is some tips that can help to understand what I mean: Add some streets that is gonna surround that facility. This CP is about cities, towns and urban places. Your map lacks of it, in my honest opinion. Use less aggressive texturing in the rooms. Something more "human-like" gonna fit well and resource pack has some not bad textures for walls already. Don't forget about some places that every facility has: A technical corridors, maybe server rooms (for CCTV), room for security, room for relax (for workers), some toilet and/or some cafeteria. This map is very lifeless and I don't feel that place gonna exist in the world that was filled by humans. Also... @Serious Vadim, don't you mind to add some "life" to your facility too? The map is known as Supply Depot 2, and it had been abandoned for quite some time. I ultimately decided to use a lot of rusted metal textures to give off that vibe, plus the sewer area was the result of the place becoming slowly degraded over time and the sewage pipes eventually burst and a hallway become flooded completely with all the excrement that had been built up in the pipes with no one there to keep it all in check. I also made some edits, I added a bathroom area which is now where one of the keys can be found, plus I changed the brightness in the sewers to a much lower 144. 1 Quote Share this post Link to post
EPICALLL Posted January 28, 2023 (edited) Is MAP15 gonna be filled by MAP33 if it isn't taken by the deadline? Because, if that isn't the case, I'll be glad to take up the mantle here. Always helps to get better at building city maps, right? I should mention that it might take me about 3-4 days to get started (as I'm currently finishing up a map for another CP), and usually it takes me 2-3 weeks to finish the map I'm making, so, if you're expecting a speedmap, you will be disappointed. Edited January 28, 2023 by EPICALLL 0 Quote Share this post Link to post
RileyXY1 Posted January 28, 2023 I just finished a second map that is basically a town, with multiple explorable buildings. It is also a direct sequel to my MAP10 that allows you to visit the final area of MAP10, along with some new buildings like a house, a military base, a library (which isn't needed to be accessed to beat the map) and an entrance to a mineshaft. This is by far the largest map I have ever created, along with it having the most textures used of any map I have ever created. 0 Quote Share this post Link to post
RastaManGames Posted January 29, 2023 (edited) 6 hours ago, EPICALLL said: ...if you're expecting a speedmap, you will be disappointed. To be honest, I am not expecting anything at this point. If you will to make another map - I am not against it. After first revision (alpha/beta/gamma or you name it) I can see and, if anyone made a map - I can insert it into shared pool with other maps. If you are too busy with IRL stuff or with other projects - then don't spend precious time on this project, I guess. In that time (Fall of 2022) I just wanted to create a map for city-themed CP. That's it. And there wasn't any CP with that theme. And now I am kinda regrets about starting up a thing that this community seems not needs at all. I mean... Yes, it is still nice that we have, at least, several maps for it and etc., but sometimes I just want to grab my maps and escape this nightmare. Because I am don't know anything at this point. Edited January 29, 2023 by RastaManGames 0 Quote Share this post Link to post
EPICALLL Posted January 29, 2023 6 minutes ago, RastaManGames said: To be honest, I am not expecting anything at this point. If you will to make another map - I am not against it. After first revision (alpha/beta/gamma or you name it) I can see and, if anyone made a map - I can insert it into shared pool with other maps. If you are too busy with IRL stuff or with other projects - then don't spend precious time on this project, I guess. In that time (Fall of 2022) I just wanted to create a map for city-themed CP. That's it. And there wasn't any CP with that theme. And now I am kinda regrets about starting up a thing that this community seems not needs at all. I mean... Yes, it is still nice that we have, at least, several maps for it and etc., but sometimes I just want to grab my maps and escape this nightmare. Because I am don't know anything at this point. Ok, will do. I will probably do so, but no guarantees. I will also try making it more exploration-heavy. MAP18 is... Let's just say my worst work since April of last year. 0 Quote Share this post Link to post
Lobo Posted January 29, 2023 Don't get discouraged! I've been following this project since the start and am really looking forward to it. 5 Quote Share this post Link to post
knifeworld Posted January 29, 2023 I can say the same here! I wanted to join this project a lot, but I was involved in too many other projects at the time. Looking forward to playing the final product. 0 Quote Share this post Link to post
RileyXY1 Posted January 29, 2023 8 hours ago, EPICALLL said: Ok, will do. I will probably do so, but no guarantees. I will also try making it more exploration-heavy. MAP18 is... Let's just say my worst work since April of last year. I've got an exploration-heavy MAP25 coming up. There's quite a few areas (including an entire building) that you don't even need to access to complete the level. 0 Quote Share this post Link to post
quakis Posted January 29, 2023 9 hours ago, RastaManGames said: In that time (Fall of 2022) I just wanted to create a map for city-themed CP. That's it. And there wasn't any CP with that theme. And now I am kinda regrets about starting up a thing that this community seems not needs at all. I mean... Yes, it is still nice that we have, at least, several maps for it and etc., but sometimes I just want to grab my maps and escape this nightmare. Because I am don't know anything at this point. Nah, in the end it should never be about what the community needs, but what you want to create, always. Everyone who had since joined up and submitted a map should be evident enough they also wanted to see this project succeed, so just keep focused for this smaller group of like-minded folks and continue doing the best support you can offer as the project lead. Take a short break to clear some headspace before compiling the project if necessary and chalk all this as a learning experience for future endeavors. Don't lose sight of your goals, the finish line is close and you've made it this far! 4 Quote Share this post Link to post
EPICALLL Posted January 29, 2023 4 hours ago, RileyXY1 said: I've got an exploration-heavy MAP25 coming up. There's quite a few areas (including an entire building) that you don't even need to access to complete the level. And that Is exactly what I'm doing for my map too. How co-incidential. 0 Quote Share this post Link to post
ax34 Posted January 29, 2023 13 hours ago, RastaManGames said: ... a thing that this community seems not needs at all... At least i need it. 1 Quote Share this post Link to post
Anarkzie Posted January 29, 2023 16 hours ago, RastaManGames said: To be honest, I am not expecting anything at this point. If you will to make another map - I am not against it. After first revision (alpha/beta/gamma or you name it) I can see and, if anyone made a map - I can insert it into shared pool with other maps. If you are too busy with IRL stuff or with other projects - then don't spend precious time on this project, I guess. In that time (Fall of 2022) I just wanted to create a map for city-themed CP. That's it. And there wasn't any CP with that theme. And now I am kinda regrets about starting up a thing that this community seems not needs at all. I mean... Yes, it is still nice that we have, at least, several maps for it and etc., but sometimes I just want to grab my maps and escape this nightmare. Because I am don't know anything at this point. It's really sad to see you're feeling down about the project. I obviously don't know you personally but it seems to me that you're being overly hard on yourself and that you're reading into people's behaviour in an overly negative way. I can tell you that the concept of this wad is really good but it's also a real challenge for those of us that are not as experienced as some of the other mappers here. I'm finding that creating windows, managing the ratio of room space to believable building proportion is far more challenging than the more abstract stuff I've done in the past. If you're feeling down that more people(particularly big name contributors) have not joined or expressed an interest in mapping for the project bear in mind that people are going to be more likely to take part in a project that has a lower commitment and skill threshold, take for example the 1 hour Xmas project. It does not mean that projects like this are not needed or are not good. It's not personal so try not to read it that way. This wad has only been in development for about 4 months, I think? That's not actually all that long. So maybe for your own mental health, take a break from it all and get back into when you're feeling better. I really hope I get my map finished soon and that it's up to a good standard but if I don't then know that it's nothing personal, You're a great mapper bro. 1 Quote Share this post Link to post
Drywtler Posted January 29, 2023 Some updates, I added TEXTtures hahaaaaaaaaaaaaaaaaaaaa Spoiler I thought "what if you for some reason missed the blue keycard?" I can't make an elevator that goes up and down this late into the dev time. So with the deadline coming real soon, i resorted to this: Spoiler I also went to reduce the level's geometry on the right side taking account of what the player could see even with mouselook. Map do be large. The orange parts are the skyhack. Map's almost done. I'm adjusting the enemy placement for all difficulties and still figuring out how to get to the "boss" of the map 4 Quote Share this post Link to post
OceanMadman Posted January 29, 2023 (edited) 7 minutes ago, Drywtler said: Some updates, I added TEXTtures hahaaaaaaaaaaaaaaaaaaaa Hide contents I thought "what if you for some reason missed the blue keycard?" I can't make an elevator that goes up and down this late into the dev time. So with the deadline coming real soon, i resorted to this: Reveal hidden contents I also went to reduce the level's geometry on the right side taking account of what the player could see even with mouselook. Map do be large. The orange parts are the skyhack. Map's almost done. I'm adjusting the enemy placement for all difficulties and still figuring out how to get to the "boss" of the map Those ''TEXTtures'' have a lot of potential. I've seen a lot of cool ideas for this CP, It looks like it's gonna be very fun to play Edited January 29, 2023 by OceanMadman 1 Quote Share this post Link to post
JBerg Posted January 29, 2023 I’m very much looking forwards to play this wad. Also your maps are very enjoyable. Please don’t be so hard on yourself. 5 Quote Share this post Link to post
Drywtler Posted January 30, 2023 (edited) EDIT: v2 released [Changelog]OH BABY IT FINALLY HAPPENED (v1 download)🔸 Map Name: One Last Job🔸 Author: Drywtler 🔸 Music: No music added (just the MAP05 music) 🔸 Ports Tested: DSDA-doom, GZDoom 🔸 Difficulty Settings: Some enemy swaps for UV and beyond, map's easy. 🔹 Multiplayer Stuff: No 🔹 Description: You lost your job recently. It's wasn't your fault but nobody stood up with you to prevent it. The workplace is truly hell, and you know who makes it be like that. 🔹 Notes: I provided not only the map, but the resources wad with my added textures, the red colormap, and the added textures in a seperate folder to make the compilation process a bit easier. Everytime I thought I had it done, another thing pops up: Doors not working, the fucking blood flood thing with fake floors/ceilings, the bridge with a shitton of crossbeams because it's supposed to be a fire escape, the sky i was using was edit of a Half-Life skybox and I had to change it... It took a bit longer to make because I had moments of mapper block and didn't even want to touch the editor but yeah, it is done. I'll hear ya! Edited February 1, 2023 by Drywtler 1 Quote Share this post Link to post
RileyXY1 Posted January 30, 2023 DU10 v2.zip DU25.zip I have officially released a newer version of my MAP10 along with my MAP25 which is actually a sequel to MAP10. 0 Quote Share this post Link to post
OceanMadman Posted January 30, 2023 (edited) 7 hours ago, Drywtler said: OH BABY IT FINALLY HAPPENED🔸 Map Name: One Last Job🔸 Author: Drywtler 🔸 Music: No music added (just the MAP05 music) 🔸 Ports Tested: DSDA-doom, GZDoom 🔸 Difficulty Settings: Some enemy swaps for UV and beyond, map's easy. 🔹 Multiplayer Stuff: No 🔹 Description: You lost your job recently. It's wasn't your fault but nobody stood up with you to prevent it. The workplace is truly hell, and you know who makes it be like that. 🔹 Notes: I provided not only the map, but the resources wad with my added textures, the red colormap, and the added textures in a seperate folder to make the compilation process a bit easier. Everytime I thought I had it done, another thing pops up: Doors not working, the fucking blood flood thing with fake floors/ceilings, the bridge with a shitton of crossbeams because it's supposed to be a fire escape, the sky i was using was edit of a Half-Life skybox and I had to change it... It took a bit longer to make because I had moments of mapper block and didn't even want to touch the editor but yeah, it is done. I'll hear ya! I liked it. My only complains are that you may not have enough ammo to finish the map which could be solved with a few shells near the end, and that the final boss looks quite dumb, maybe if you added more detail to it... Edited January 30, 2023 by OceanMadman 2 Quote Share this post Link to post
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