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1994 tune-up challenge (*updated /idgames link*)


Is this a good idea?  

216 members have voted

  1. 1. Is this a good idea?

    • Yay
      195
    • Nay
      21


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  • 2 weeks later...

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good stuff as usual, travers!

btw recently i played this map and today i begin to work on it...

http://www.doomworld.com/idgames/index.php?id=358

in the modified version, it will modify map30 and (as you could think) radically changed with hellish theme instead of the original tech stuff...

sooner or later screen shots

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After a long hiatus from Doomworld, and mapping in general. I've decided to finally get on the task and pump my level up. Pictures will be up within a few hours.

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I recently ordered parts for a new computer, so the deadline might be extended depending on how long it takes to put it together and transfer all of my files over. I also need to rearrange the furniture in my room to accommodate it. I'll let you know in advance if this proves to be a problem.

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Or a small room ;)

Here's some more pics of techbase.

In the original there is a door that is kinda part of the standard path that is dressed up like a secret (ie: hidden) I didn't want to keep it hidden as it was a bit of a confusing bit tbh. What I've done instead is put it in plain sight but I've implemented my first ever puzzle *L* (I think you can call it a puzzle) - I've made the door require a special combination to activate it.

The map is feeling very open in the large crate-area (but i've removed the crates for now). I'm planning to make it feel much more enclosed like a hanger/warehouse.

Texture alignment is very ordinary at the moment while I'm fleshing out the changes.

Original
http://t.underworldgamers.com/wp-content/uploads/td-techbase-orig1.jpg
http://t.underworldgamers.com/wp-content/uploads/td-techbase-orig2.jpg
http://t.underworldgamers.com/wp-content/uploads/td-techbase-orig3.jpg
http://t.underworldgamers.com/wp-content/uploads/td-techbase-orig4.jpg
http://t.underworldgamers.com/wp-content/uploads/td-techbase-orig5.jpg

Tune-up
http://t.underworldgamers.com/wp-content/uploads/td-techbase1a.png
http://t.underworldgamers.com/wp-content/uploads/td-techbase1b.png
http://t.underworldgamers.com/wp-content/uploads/td-techbase2.png
http://t.underworldgamers.com/wp-content/uploads/td-techbase3.png
http://t.underworldgamers.com/wp-content/uploads/td-techbase4.png
http://t.underworldgamers.com/wp-content/uploads/td-techbase5a.jpg
http://t.underworldgamers.com/wp-content/uploads/td-techbase5b.jpg
http://t.underworldgamers.com/wp-content/uploads/td-techbase7.png

EDIT: 5a and 5b are back to front, but you get the idea.

Cheers,
Travers

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traversd said:

Or a small room ;)

Pretty much, although it's also a mess right now. :p

Your map is looking pretty darn good traversd. I can see the original map poking through but your version is fresh, especially with the addition of outside areas.

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Well, the new computer is in place and running, so now I just have transfer over all the important files. Hopefully I can get back to mapping again. Using a laptop with no keypad sucks.

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I haven't forgotten about this project, but I don't have any of my files on this computer right now. Everything's backed up, it's just a matter of getting it on here and getting back into it. If anyone has any comments for/criticisms about the current version of Undersea I'd like to hear them, since I can work them into the other things I'm changing (proper glass in windows, redoing the demonic courtyard area, among others).

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Crap I forgot I still have a slot in this project. *gets back to work*

update: I'm not doing anything to the e1m9 map in the wad I chose.

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Dragonsbrethren said:

I haven't forgotten about this project, but I don't have any of my files on this computer right now. Everything's backed up, it's just a matter of getting it on here and getting back into it. If anyone has any comments for/criticisms about the current version of Undersea I'd like to hear them, since I can work them into the other things I'm changing (proper glass in windows, redoing the demonic courtyard area, among others).


Hi DB,

Could you provide a link for undersea? I think the last one is no longer working.

Thanks,
Travers

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Snarboo said:

Well, the new computer is in place and running, so now I just have transfer over all the important files. Hopefully I can get back to mapping again. Using a laptop with no keypad sucks.


When I purchased a laptop for myself last year my top requirement was a keypad ;o)

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Please take me off the list for HHH2. Due to various commitments (mapping and otherwise), I am unable to finish it to a satisfactory degree.

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Malinku said:

I'm kinda having a hard time coming up with good idea for this map as a lot of the hallways are at funny angles

That looks nice man, you're doing really good so far :)

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That looks like a great improvement Malinku. I know it's hard to work with odd angles in a map, but you seem to have it down. :) I also like the E1 inspired look.

@Mr. Freeze: I've removed HHH2 from the list. I'm sorry you don't have time to complete it, but I appreciate all the work you have contributed to this project. :)

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@Malinku: It's fair to say I've taken "liberties" in tuning up the maps I've done so far (and it seems to be ok) I certainly think (as Snarboo stated above) that the spirit of this project has grown somewhat to where if the original map has a bit of "broken" gameplay or "broken" design then it's ok to re-work or fix it if overall you're keeping the maps original intent and layout. Even those weird angles you're working with there - if they feel like a "1994 thing", change them. Heck I've taken a fairly dull 90' corner of a corridor, curved and added windows on both sides in techbase *L* maybe that is pushing it ;)

What you've done so far is looking great too btw :) that window view is tops. My only suggestion is to vary the horizon line -> http://t.underworldgamers.com/wp-content/uploads/malinku-window-edit.png

Cheers,
Travers

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talking about the map progress...

on pie.wad remake: added more stuff, is near to be complete.





pictures above

on pureevil.wad remake, the most part of work i did id just re-texturing the map, and adding few details... next time also some screenshots f this one...

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Just posting to let you know i'm still working on comcon. I'd say it's about 75% complete, and right now it has 1025 sectors and 8573 linedefs, so yeah, i'm doing one hell of detailing. Maybe I'll post some screenshots later to show you how's coming along.

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Gah. Anyone have much exp in voodoo doll scripts?

I've some how managed to convince myself that a certain "long winded" voodoo script would be cool to do in techbase. I've done half of the damn thing and have just tested it in skulltag, gzdoom and pr and glboom. and it works as intended in st and gzd but in pr and glpr it seems that the conveyor speed is faster (much faster) and so the script doesn't display as intended.

I'm hoping to get a playable test of techbase out by the end of the easter weekend.

Travers

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traversd said:

Gah. Anyone have much exp in voodoo doll scripts?

How are you moving the dolls? Type 252 lines should move at the same speed in both ports. I tend to keep my control linedef under 256 units long, otherwise multi-monster Type 244 "foolproof teleporters" get gummed up and fail. Very long control linedefs could introduce the noclip bug.

Physics are obviously different in both ports though I wouldn't have thought a Voodoo script would break. I'm no programmer but I'm happy to take a look at what you've done so far to try and help?

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I'm using a linedef type 253 that is 64 units long for my voodoo 'conveyor'.

It ended up being that length because that speed plus the gaps I have in the trigger lines along the conveyor perfectly (or as best I can see) match a sector move I perform elsewhere. It's probably been done before (and better too) but I'm making a horizontal door open in the floor. (think missile silo) and will then have a spiderdemon rise out of it.


EDIT: Cancel that. I recreated my conveyor (and actually split it into 8 separate ones) and in the process it now works in pr and glpr as well. I've also finished the whole thing and after working out that teleport z-height is remembered in gzd from level init have got it working a treat. just need to make some invisible barriers so that whilst it's all happening the player can't jump in *L*. I've now used my first "Stacked" linedef doing this too (actually I've stacked 128 linedefs just for this bloody thing). Ahh the belated progress of mapping again.

:)

Travers

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