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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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Good luck with this project guys, everything is looking pretty good so far! I keep looking in here wanting to claim a map to work on, but I'm afraid I won't have time to work on it :(

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Just poking my head in, rf's screens are really nice.. They kinda remind me of mapgame. I'm wondering where the heck Mr. Freeze is, as we were planning to work on a tuneup together, figured that might turn out interesting. Other than that I have no further updates, since I don't have any maps for this going at the moment.

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Uh oh. Did anyone keep a copy of my tuned up version of Tunnels? I didn't keep a backup and my download link expired.

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Dragonsbrethren said:

I don't have your original archive but I have the wad:

http://dragonsbrethren.slickproductions.org/files/doommaps/TUNNEL11tuneup.zip


The last one I made was TUNNEL11final which has the boom transfer sky. Worst comes to worst I could just edit this one unless someone has that last one I made.

EDIT:

@ArmouredBlood, these were the only things I could find in your map that you might want to look at:

It looks like you made a light gradient here out of sectors which looks good when the lights are on, but you made the lights flash and so the gradient remains, which looks kinda goofy.

Also, you can't tell by the screenshot, but when you hit the switch that lowers the floor at this part, health bonuses are riding on top of the wall as it goes down. You should move them back a little so they stay on the ground.

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JohnnyRancid said:

The last one I made was TUNNEL11final which has the boom transfer sky. Worst comes to worst I could just edit this one unless someone has that last one I made.

I gots it :P
http://wadhost.fathax.com/files/AB.JRsTUNNEL11final.zip

It looks like you made a light gradient here out of sectors which looks good when the lights are on, but you made the lights flash and so the gradient remains, which looks kinda goofy.


Damn I thought I took all those blinking lights out. I didn't think they were working out all too well.

Also, you can't tell by the screenshot, but when you hit the switch that lowers the floor at this part, health bonuses are riding on top of the wall as it goes down. You should move them back a little so they stay on the ground.


Ah thanks for spotting that. I'll make those changes and mess around with the cacodemons going through windows.

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JohnnyRancid said:

The last one I made was TUNNEL11final which has the boom transfer sky. Worst comes to worst I could just edit this one unless someone has that last one I made.

I have your map, but I don't have access to my computer right now. It seems AB has it, but let me know if you need mine.

I'm sorry I haven't been fully involved with this right now. I'm still recovering, but hopefully by the end of the week I can rejoin you guys.

Progress is looking good! Don't worry if the first post hasn't been updated. When the time comes, I'll ask you guys to post your maps in a recent post so I can update as necessary.

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I've made some progress but I'm going away for a few days. Will return to my map after I get back.

Do we have a specific deadline we're working toward?

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Following the tiling hexagons with a grid is really, really overkill as far as detailing go. In fact, it makes it look less credible, you'd expect a grid to be reasonably straight.

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Heh, either the architect was an eccentric or maybe the poor construction guys didn't have anything to cut tiles with, but had malleable railing at hand.

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ArmouredBlood said:

maybe make a brick layer that the cage is on? Might have to raise the ceiling to fit the top of the cage though.


i'll fix outdoor, next time...

@mik: the architect is a eccentric

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I think missing hexagon tiles are the new crates. Can anyone find a map that's been submitted yet that doesn't have lines aligned to the edges of hexagon tiles? I'm ashamed that I did that for the starting room of Tunnels.

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JohnnyRancid said:

I think missing hexagon tiles are the new crates. Can anyone find a map that's been submitted yet that doesn't have lines aligned to the edges of hexagon tiles? I'm ashamed that I did that for the starting room of Tunnels.

I AM SO SORRY
MAPGAME IS FULL OF THEM
IT FAILS THE START-TO-HEXAGON TEST

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JohnnyRancid said:

I think missing hexagon tiles are the new crates. Can anyone find a map that's been submitted yet that doesn't have lines aligned to the edges of hexagon tiles?

I'm making one. I considered it, but I run Doom Builder 1 so I couldn't really be bothered, and it doesn't fit in with my design standard anyway. It does, however, have a very low start-to-crate.

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Here are some shots showing what i've done so far with Brian and Craig Sparks map 02. Note that i'm building the architecture, so there are no enemies nor weapons yet:

Shot #1:
Before
After

Shot #2:
Before
After

Shot #3 (Currently a WIP, so no door yet):
Before
After

Percentage of missing hexagon tiles: 0% :)

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Dang it Maggot202. That first pic is exactly how I've started styling ledges.wad :)

Your pics look great!

@JR: *L* I was starting to think the same thing re: floor cut-outs. I take it the style is relatively new with mappers and so is used quite a bit at present? It started with DB2 yeh?

-t

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It didn't start with DB2, I just think some mappers here are relatively new at it, and cutting floor tiles is one of the first cool details they've learned. Oh and, I guess it looks cool in given circumstances. Funny thing was that I always thought it was a bad thing that I didn't do it.

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Your map is looking great so far, Maggot, and I like what you've done with Brian and Craig Sparks' Map 2. :)

As for tiles being cut out of the floor, I only add them if I think they look cool with the given area. Now crates, I just drop those anywhere. :p

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Do you think id software designed that flat with the ability to align the grid to the borders of that texture on purpose? Or is it Doombuilder that was designed to do that? I haven't used any of the older mapping utilities but I assume they had 16x16 sized grids too right? It's scary how perfectly it is projected on the grid but not used anywhere in any of the doom IWADs

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I'm wondering if old node builders were one of the reasons. While it should be possible to work with the grid and, using simple math, add small details like that, would the node builder id had access to been able to handle that? How capable is vanilla BSP, anyway?

A lot of other flats were clearly intended to work with the grid, too. The various teleport pads are obvious, but many of the lights do as well, Plutonia's exits being a good example.

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JohnnyRancid said:

Do you think id software designed that flat with the ability to align the grid to the borders of that texture on purpose? Or is it Doombuilder that was designed to do that? I haven't used any of the older mapping utilities but I assume they had 16x16 sized grids too right? It's scary how perfectly it is projected on the grid but not used anywhere in any of the doom IWADs

Same causes, same effects. Flats are 64x64 pictures, and any attempt at drawing something that is both geometrically regular in that area will naturally be based on the smaller powers of 2 because they'll be the halves, quarters and eighths of the whole image.

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Okay. I'm back after a week and I have tons of ideas for detailing Brian and Craig Sparks Map 3. Compared to everyone else's work I've seen here, what I've done on it looks more than a bit plain. I'll try to remedy that.

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Gez said:

Same causes, same effects. Flats are 64x64 pictures, and any attempt at drawing something that is both geometrically regular in that area will naturally be based on the smaller powers of 2 because they'll be the halves, quarters and eighths of the whole image.


Doom64 had hexagon tiles too but they were designed differently than the ones Doom has and clearly do not align on the grid.

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