TheDanMarine Posted April 22, 2023 (edited) NEBINT.zip NEBINT1.1.zip This map is slightly more ambitious and makes way better use of textures compared to my first one. it's also just on the edge of what I can finish, difficulty wise. I even started varying the lighting! only tested in gzdoom, made in UDMF format. I don't think freelook or jumping or even crouching will break anything this time. IWAD: doom 2, map 01 replacement all difficulties are implemented, but again I designed for UV first and foremost. old screenshots: Spoiler screenshots from 1.1: Edited May 9, 2023 by TheDanMarine 3 Quote Share this post Link to post
Delisk Posted April 22, 2023 Layout and combat are OK, but there is a general lack of polish and details, a lot of misaligned textures and some weird choice where it come to texture. 1 Quote Share this post Link to post
TheDanMarine Posted April 22, 2023 yeah textures are my weak spot. I am improving, though. as for the weird choices... I don't even know what the normal ones are, really, aside from the obvious ones like using CIEL on the ceiling and FLOOR on the floor. thanks for the video! 0 Quote Share this post Link to post
netcurse2000 Posted April 23, 2023 Not bad map, pretty abstract. 0 Quote Share this post Link to post
TheDanMarine Posted April 23, 2023 oh jeez, the SMGs in that mod are super strong. thank you for the video! and yeah, my doomcute skills are pretty non-existent right now so abstraction will be my middle name for a while till I get better at using the editor. 1 Quote Share this post Link to post
Pickles Posted April 25, 2023 (edited) Decided to play on GZDoom with Doom (Strict) settings to see how vanilla gameplay worked. Got 100% secrets, items, and kills. The map's pretty mean up until you get into the platforming. You've got juuust enough ammo go get through the opening somewhat comfortably. After that, the teleport ambush honestly somewhat unfair with the berserk. You either have to know that the trap is coming up or get extremely lucky that the chaingunner doesn't swiss cheese you while you're switching weapons. Past that point, the map's not too bad. The metal hallway with the archie at the end would probably have been a little tough if I hadn't found the secret invuln earlier in the map, and the secret BFG is ultra overkill imo. Otherwise, it's not bad. It sorta reminds me of TNT a bit with the big open spaces, though it also reminds me of TNT with the monster density within those open spaces. I'd recommend either adding more monsters to compensate for all the space you're given, or downsizing the maps to fit the monsters you have in there better. Also it crashes on PRBoom+ Edited April 25, 2023 by Pickles 0 Quote Share this post Link to post
TheDanMarine Posted April 25, 2023 (edited) wow, I've never seen the pinky and caco in the poison hallway infighting before. 50 minutes ago, Pickles said: After that, the teleport ambush honestly somewhat unfair with the berserk. You either have to know that the trap is coming up or get extremely lucky that the chaingunner doesn't swiss cheese you while you're switching weapons. the only way I managed to consistently do that part in testing was to punch the chaingunner immediately and usually the lost souls will kill the shotgun guy, not always though. Quote Past that point, the map's not too bad. The metal hallway with the archie at the end would probably have been a little tough if I hadn't found the secret invuln earlier in the map, and the secret BFG is ultra overkill imo. it is! but considering how much I put the player through at the beginning, it feels earned. there was also more than one time in testing where I didn't have enough ammo to kill the monsters in that area if I did that switch last, so it's kind of a buffer to make sure the level is finishable regardless of order. Quote Otherwise, it's not bad. It sorta reminds me of TNT a bit with the big open spaces, though it also reminds me of TNT with the monster density within those open spaces. I'd recommend either adding more monsters to compensate for all the space you're given, or downsizing the maps to fit the monsters you have in there better. that's actually nice to hear for two reasons: my frustration in playing TNT is what inspired me to make a map with such an evil beginning section (I actually had to tone it down some, I was unable to beat the level myself with some of my really evil ideas) and my first map everyone said was too thin and narrow so it's nice to know I didn't make the same mistake twice. maybe my third will be just right :p Quote Also it crashes on PRBoom+ does that support UDMF? if it doesn't, that would be why. \ thank you for the video! Edited April 25, 2023 by TheDanMarine 0 Quote Share this post Link to post
FireWarden1000 Posted May 8, 2023 I completed NEBINT.wad Nebulous Intentions with LZDoom using the Brutal Doom Community Expansion DOOM mod brutalv21.13.3 on Ultra-Violence, basic DOOM2 map, 70/100. The map is very rough around the edges with quality, but the map will get a passing grade, because of the gameplay variety. This map probably has the worst graphics I have seen in a DOOM2 map, but I could be wrong. There is platforming, there is puzzle solving, the map is action packed, there are numerous monster traps throughout the map, and that is why this map gets a passing grade. My recommendations, play more DOOM maps to get a better understanding of how to build a DOOM map with a better visual presentation. You do not have to build a water color painting of a DOOM map, but look around the Doomworld Forums, and see what maps other DOOM map developers have released. 0 Quote Share this post Link to post
TheDanMarine Posted May 8, 2023 it's been a while since I made this map and I've been taking notes from everything I play texture-wise already, but thank you for your feedback regardless. I will say, aside from the final area I don't think it looked that bad. not good, but not as bad as you make it sound! thank you for playing~ actually, maybe I will go back one of these days and give it a little bit of extra polish. I can certainly do better now. 0 Quote Share this post Link to post
FireWarden1000 Posted May 8, 2023 You don't have to play every DOOM WAD that you find, you really only need to look at the screenshots to get an understanding of how to build DOOM maps with better graphics. When I am practicing building DOOM maps, I look at an object or image then see if I am able to build the object or location in the DOOM engine. Let's say I build a sink, a nice looking sink will take some time to build in the DOOM Engine. You do not have to do that, but practice building props you would use in a map, and understanding how to rotate textures will take you very far with the DOOM Engine. The DOOM Engine is much more complex than what you see on the surface, but how you use the DOOM Engine is entirely up to you. 0 Quote Share this post Link to post
TheDanMarine Posted May 9, 2023 Version 1.1 is out, with a lot of small texture tweaks that make things look better. the biggest of which being the poison room now has a reasonable amount of poison warnings. 1 Quote Share this post Link to post
FireWarden1000 Posted May 9, 2023 The textures appear better in the 1.1 update, but the overall appearance of the map remains the same. I did notice some of the textures were replaced, and improves the appearance of the map, but I do not know if you actually adjusted any of the textures. When building a DOOM map: Build Map Layout > Add Details > Add Doors > Switches are optional > Adjust Textures > Adjust Lighting > Build Exit at the end of the level If you follow a map building procedure, you will not miss any details in the map. You only started building DOOM maps, you will only improve over time, and you shouldn't expect to build high quality maps starting out. If you get stuck, open up 1 of the official DOOM maps in the DOOM map editor program of your choice, and research how to build designs to add to your maps. 0 Quote Share this post Link to post
TheDanMarine Posted May 9, 2023 (edited) that's because I actually like the overall appearance. there's maybe some thing I could still improve here and there, but I like how it looks overall now. and yes, I did adjust some of the texture alignments. quite a few in fact. ...except for the outdoor rock walls at the end. I just can't get that one to look how I want. Edited May 10, 2023 by TheDanMarine 0 Quote Share this post Link to post
FireWarden1000 Posted May 10, 2023 Always adjust every texture in a map, and check to see if the textures are lined up. I know the process is very labor intensive, but all of the hard work pays off, because the map will look much better when you are finished. Textures will include walls, floors, and ceilings. If the textures do not look good in 1 area, I recommend changing out the textures with different textures. There are plenty of textures to choose from in DOOM2, and you decide the overall appearance of the map. This is better than that Sims game where you get to build homes, and neighborhoods, because the Sims is not a challenging game. 0 Quote Share this post Link to post
TheDanMarine Posted May 10, 2023 I'll be honest it kinda feels like you're just chatting to yourself at this point. I don't know if it's even registered in your head that I have, in fact, realigned a bunch of the textures to look correct or if you even read what I say. and yes, I'm aware I can change the textures. my problem with the outdoor area is that nothing I change it to looks quite right, which is something I can only fix with either experimentation or a new custom texture altogether. and if you reply with the same thing worded differently a third time, I'm going to start strongly suspecting you're actually an AI. 0 Quote Share this post Link to post
Custom Longplay Posted May 11, 2023 Project Brutality 3.0 - Doom 2 - Map: #0293 - Nebulous Intentions - [4K60ᶠᵖˢ] 1 Quote Share this post Link to post
FireWarden1000 Posted May 11, 2023 Okay if you are not interested in my ideas, I will stop. 0 Quote Share this post Link to post
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