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[NO DEADLINE, AND SLOTS ALL TAKEN] Finer Doom: The Nominal Touches (TNT CP)


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20 hours ago, Heretic926 said:

I guess I can show my progress for MAP31 (yes, you can update the thread that I claimed this slot too). I've decided to call this map "Duat" - the underworld in ancient Egyptian mythology. It's not an actual hell filled with demons per se, but I also wanted to name my map a bit differently, as in not naming it after Egyptian god. Here's the screenies:

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doom14.png.38902606e29d1d3756ac00ba23c58cea.pngdoom12.png.47e679a5328ef1bae69da86897f330a8.pngdoom11.png.4f2aefa74153d42e66879b92df02cc36.pngdoom10.png.68d4d33ce961c77479b6abd0f8673731.png

 

Those look really good, especially the last one. I'm planning to add a small pyramid section to my map too if it's no problem.

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20 hours ago, Heretic926 said:

I guess I can show my progress for MAP31 (yes, you can update the thread that I claimed this slot too). I've decided to call this map "Duat" - the underworld in ancient Egyptian mythology. It's not an actual hell filled with demons per se, but I also wanted to name my map a bit differently, as in not naming it after Egyptian god. Here's the screenies:

  Reveal hidden contents

doom14.png.38902606e29d1d3756ac00ba23c58cea.pngdoom12.png.47e679a5328ef1bae69da86897f330a8.pngdoom11.png.4f2aefa74153d42e66879b92df02cc36.pngdoom10.png.68d4d33ce961c77479b6abd0f8673731.png

 

Ooh, that's nice.

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5 hours ago, Codename_Delta said:

Y'know what, go ahead, I'm curious to see what you whip up. :)

 

Okay, I made MIDIs for the title, intermission, and read me screens. Let me know what you think. :p

 

INTERMISSION: https://drive.google.com/file/d/1IjHzL0CyMvhT119um-Ofe89hoSdvHS5C/view?usp=sharing

 

TEXT SCREEN: https://drive.google.com/file/d/1ZY8felxLep2yAR3SzQRHqleOcq2RUcdh/view?usp=sharing

 

TITLE SCREEN: https://drive.google.com/file/d/1S0uJPO9LRESkFyNIAmUS9mqOdxF6A62t/view?usp=sharing

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6 minutes ago, wumbo said:

Sounds very good, actually.

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17 hours ago, wumbo said:

Will check when I get back, I'm on holiday rn. :P

I am looking forward to listening though.

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@Codename_Delta I decided to check the wad that is attached to OP and I'm gonna be honest, your maps (MAP01, MAP11 and MAP21) are not on par with the levels submitted by other mappers. Every map is just basically several rooms, each one with new texturing theme and absence of verticality; because of that, combat is non-existent. Gives the impression you've made them in 10-15 minutes or so.

 

Since there's no any deadlines now, I suggest you either make new levels from scratch (by yourself or with someone's help) or give the map slots to other mappers.

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Hey @Heretic926 don't be so harsh..

I agree with you to telling someone to "redoing the levels" (if you think he should do), but telling someone to give the maps someone else (because you think the levels are crap) is out of place.

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More or less agreeing with Heretic here, 01, 11, and 21 are looking a bit like they have a terminal case of "room hallway room hallway room", and not as much detailing / attention to details as the OP itself would suggest our maps should have.
I checked the current wad in OP and it seems like some maps haven't been added in, at least, I certainly noticed that my MAP06 wasn't added despite being updated roughly 3 entire months ago: https://www.doomworld.com/forum/post/2642106


I actually just wasted a couple of hours trying to comb through the whole thread to see what maps were available to download + what slots they were in, and to compare what I found to both the maplist in the OP and what is present in the current compilation wad.
But I gave up because I really don't have the patience or that much time to pick apart differences between the compiled wad and the OP maplist, and between both of those and what I dug up.

@Codename_Delta Please try to pay more attention to your own project, man!


I've mapped for enough projects by now to notice those that do away with deadlines, or that keep extending them over and over, ultimately get nowhere, or die completely because the mappers start not caring or the lead starts to forget that they are running something.

Mappers have put their time and effort into Finer Doom and I don't want that stuff to happen to this project, so I think you should strongly consider setting some kind of new deadline in October or November, and consider checking up on the status every couple of weeks or such by directly pinging anyone in the maplist who hasn't submitted anything yet.
I also suggest asking someone who has more time than I do to help you compile this!

I hope this eventually gets somewhere because there are some great looking maps posted so far.

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9 hours ago, knifeworld said:

More or less agreeing with Heretic here, 01, 11, and 21 are looking a bit like they have a terminal case of "room hallway room hallway room", and not as much detailing / attention to details as the OP itself would suggest our maps should have.
I checked the current wad in OP and it seems like some maps haven't been added in, at least, I certainly noticed that my MAP06 wasn't added despite being updated roughly 3 entire months ago: https://www.doomworld.com/forum/post/2642106


I actually just wasted a couple of hours trying to comb through the whole thread to see what maps were available to download + what slots they were in, and to compare what I found to both the maplist in the OP and what is present in the current compilation wad.
But I gave up because I really don't have the patience or that much time to pick apart differences between the compiled wad and the OP maplist, and between both of those and what I dug up.

@Codename_Delta Please try to pay more attention to your own project, man!


I've mapped for enough projects by now to notice those that do away with deadlines, or that keep extending them over and over, ultimately get nowhere, or die completely because the mappers start not caring or the lead starts to forget that they are running something.

Mappers have put their time and effort into Finer Doom and I don't want that stuff to happen to this project, so I think you should strongly consider setting some kind of new deadline in October or November, and consider checking up on the status every couple of weeks or such by directly pinging anyone in the maplist who hasn't submitted anything yet.
I also suggest asking someone who has more time than I do to help you compile this!

I hope this eventually gets somewhere because there are some great looking maps posted so far.

It's because I forgot to post the newest version :P

Also my answer to @Heretic926

Edited by Codename_Delta

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Okay, added the thing to the OP, I forgot the CWILVs because when I updated the comp to add the new shit (which was when I saw the strangeness that happened in map 15), I forgot to add them :P

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On 8/10/2023 at 10:38 PM, wumbo said:

Good stuff, I like.

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  • 2 weeks later...

It might be a bit offensive, but I decided to take a jab on @Codename_Delta's MAP01 and turn it into an actual level because, frankly, I don't believe that project leader will do it himself, at least anytime soon. Built in 10 days approximately. It will be only fair to give you credit for potentially good ideas like the red lamp corridor, conveyor belt with crates and big ambush near the exit, so I'd like to see your thoughts about it.

 

Map name: System Processing

Author: Heretic926 (original layout by Codename_Delta)

Midi title and composer: no custom midi

Source port used: tested in DSDA-Doom 0.25.6 -cl 4

Difficulties: Yes

Coop starts: Yes

Description: A fairly easy tech-base level populated by hitscanners, imps and pinkies, except for the final room.

Download: The Nominal Touches MAP01.rar

Edited by Heretic926

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On 8/30/2023 at 1:57 AM, Heretic926 said:

It might be a bit offensive, but I decided to take a jab on @Codename_Delta's MAP01 and turn it into an actual level because, frankly, I don't believe that project leader will do it himself, at least anytime soon. Built in 10 days approximately. It will be only fair to give you credit for potentially good ideas like the red lamp corridor, conveyor belt with crates and big ambush near the exit, so I'd like to see your thoughts about it.

 

Map name: System Processing

Author: Heretic926 (original layout by Codename_Delta)

Midi title and composer: no custom midi

Source port used: tested in DSDA-Doom 0.25.6 -cl 4

Difficulties: Yes

Coop starts: Yes

Description: A fairly easy tech-base level populated by hitscanners, imps and pinkies, except for the final room.

Download: The Nominal Touches MAP01.rar

Ooooh, I'm gonna play this... when I get home tomorrow, its no holiday, its year 11 school, so it's the complete opposite. 

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On 9/8/2023 at 6:49 PM, ThatKidBobo said:

@Codename_Delta I have decided to name my map "So Far Yet So Close"

 

K.

 

On 8/30/2023 at 1:57 AM, Heretic926 said:

It might be a bit offensive, but I decided to take a jab on @Codename_Delta's MAP01 and turn it into an actual level because, frankly, I don't believe that project leader will do it himself, at least anytime soon. Built in 10 days approximately. It will be only fair to give you credit for potentially good ideas like the red lamp corridor, conveyor belt with crates and big ambush near the exit, so I'd like to see your thoughts about it.

 

Map name: System Processing

Author: Heretic926 (original layout by Codename_Delta)

Midi title and composer: no custom midi

Source port used: tested in DSDA-Doom 0.25.6 -cl 4

Difficulties: Yes

Coop starts: Yes

Description: A fairly easy tech-base level populated by hitscanners, imps and pinkies, except for the final room.

Download: The Nominal Touches MAP01.rar

 

Okay wow, this map is really good, Barely recognisable to my original one, I am a bit sad that the red light bit doesn't have the blinking that the og had, but that's a fairly easy change, if you don't mind.

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  • 4 weeks later...
On 9/10/2023 at 5:35 PM, Codename_Delta said:

Okay wow, this map is really good, Barely recognisable to my original one, I am a bit sad that the red light bit doesn't have the blinking that the og had, but that's a fairly easy change, if you don't mind.

Sorry for the late reply - yes, I did the changes to the map. Also I can help with compiling the wad if needed.

 

I gotta ask - are you going to do something with your maps (MAP11 and MAP21)? Just curious.

 

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On 10/3/2023 at 12:56 AM, Heretic926 said:

Sorry for the late reply - yes, I did the changes to the map. Also I can help with compiling the wad if needed.

 

I gotta ask - are you going to do something with your maps (MAP11 and MAP21)? Just curious.

 

I probably will, and I took a tiny bit of liberty on the lights in map 1, mainly making the sectors between the lights go to 35 light via line, and then making them flash, I can revert ot if you don't like it. (I haven't uploaded it.)

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I played corpsicle by @Treehouseminis and I really liked what I played. Might give this a spin later. Here is my playthrough of the map. My voice is kinda low, but yeah.
 


 

Edited by jo2ukegappy

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  • 2 weeks later...
49 minutes ago, ThatKidBobo said:

Do we have a custom palette? If not, how about making one?

For what reason we need that? We're using stock TNT IWAD textures (according to rules at least), so why this project should have a custom palette then?

 

Personally I would've appreciated more custom textures that could really help this project to stand out more, but unless @Codename_Delta change his mind about adding new stuff - gotta work with stock textures then.

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48 minutes ago, Heretic926 said:

For what reason we need that? We're using stock TNT IWAD textures (according to rules at least), so why this project should have a custom palette then?

 

Personally I would've appreciated more custom textures that could really help this project to stand out more, but unless @Codename_Delta change his mind about adding new stuff - gotta work with stock textures then.

I don't think we need it, I asked because I'm curious about what you guys would think about that.

 

I also personally am not in need of custom textures however, but you are right about them making the project stand out more. I also don't really see why we can't use custom tex, like why not?

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On 10/27/2023 at 8:59 PM, ThatKidBobo said:

I don't think we need it, I asked because I'm curious about what you guys would think about that.

 

I also personally am not in need of custom textures however, but you are right about them making the project stand out more. I also don't really see why we can't use custom tex, like why not?

Maybe.

I haven't really thought about custom tex tbh, but I guess if they fit the map, and don't clash visually with the standard textures, I'll allow a max of 3 - 5 as a trial run.

Edited by Codename_Delta

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  • 2 weeks later...

Ok so.

I'm close to finish my map. Here is screenshot of my map. 😌

 

Only few days (or even just one day despending on how much time i will get to finish map, ideas etc) and my Map (map29) should be ready. 😉

fdprogress.png

Edited by Meyland12

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2 hours ago, Meyland12 said:

As i said i will upload my map now. 😉

 

Title: "Deep Into End"

Map Slot: Map29

Coop: Supported (Player starts but there arent' any muitplayer-only items etc)

Midi: None becuase i think TNT original soundtrack is good enough and fits for this map.

Link: https://doomshack.org/uploads/DeepIntoEndFDTNMap29.wad

 

Probably my opinion is going to be a little harsh, but I also want to be honest here: this is a bad map. It's basically overscaled red hellish "cave" with marble structures, if bunch of square rooms connected with rectangular hallways can be called a cave. Every fight is ridiculously unbalanced in a bad way, especially the first one. Secrets are both essentially mandatory to beat the map and extremely obscure. To put it simply - it looks ugly and plays bad, it actually feels like an outtake from Hell Revealed. It doesn't have any traits of a good map, let alone a map that would fit into a TNT project.

 

I can't really give any advice on what you can do to make this map better because I don't have nearly as much mapping experience to qualify me to teach how to make a good map, but it's clear that this level is not good enough to be accepted into this project. Don't take my criticism as an insult though, I just want this project to have a decent level of quality.

Edited by Heretic926

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