ellmo Posted January 6, 2011 Mr. Chris said:Consider my slots for E2M4 and possibly E2M1 occupied. There aren't any slots. Map order will be decided after alpha tests... or even later. 0 Share this post Link to post
Hellbent Posted January 6, 2011 C30N9 said:There is something funny about my map, I tried to put monsters, the total was only 46 on UV! Is it OK or no? I think E3M7 had 47 monsters on UV. So, yeah, nothing wrong with that at all. Doom maps didn't have that many monsters per level. I say good job. 0 Share this post Link to post
Reisal Posted January 6, 2011 Ohh! Okay.. But again my E2M4 map would look silly in any other slot..only because of the music fits the map well. Tho will release it as a standalone map once Hellbent finishes up the modifications to the exit and exit secret. 0 Share this post Link to post
C30N9 Posted January 6, 2011 Ok I just reduced it to 53 on UV However, shall I release my map public? 0 Share this post Link to post
Hellbent Posted January 6, 2011 If you want to, sure. or if you prefer you can PM the link to me. 0 Share this post Link to post
ellmo Posted January 6, 2011 C30N9 said:There is something funny about my map, I tried to put monsters, the total was only 46 on UV! Is it OK or no? EDIT: I increased it to 63 Remember this isn't Doom2, in Doom1 there were many places that weren't "inhabited" - just scary by themselves, but gave you a place to take a deep breath. 0 Share this post Link to post
General Rainbow Bacon Posted January 6, 2011 Is everyone okay with my map being e3m7? That's kinda where I thought it would be best. 0 Share this post Link to post
Hellbent Posted January 6, 2011 hervoheebo said:Since nobody answered my question, I took the liberty of making the map anyways. It's kind of a House of Pain/Unholy Cathedral style mix, screens http://i56.tinypic.com/10h0q5t.png + link to early pre-release demo alpha v 0.1 (no enemies): http://www.mediafire.com/?hch1fb9ggghh6c9 Tell if you like it or don't, and how much to scrap and rebuild. Nice first effort hervoheebo. Couple criticisms for you: 1, the level is dominated by 90 degree angles. This ain't wolf3D! 2, there are no secrets! :( 3, the predominance of marble and constant light level made for a slightly bland experience. Show Romero how all those fancy types he made can be put to use to make for an immersive and moody experience. Instead of using a non-key door, you can make that a connection using light for example and sound-block types to keep the sound going through the connection. http://3.bp.blogspot.com/_Y8WoJeZ-J4c/TM2aN3RJkcI/AAAAAAAAB6w/ZuXr_zAU6Kw/s1600/Screenshot_Doom_20101031_115124.png 4, the level seems a bit small for e3m4/e3m5. 5, I would have liked different texture theme and motifs once you pass through the blue door. having the same type of wall cut out as you saw before going through the blue door seemed a bit... stale. The teleport thing was kinda interesting. Maybe some SP_HOT as the upper texture for some contrast. One thing I'm noticing about this project is the propensity to making exit doors a locked door. As far as I can recall off hand, only E2M6 did this. Perhaps id/Petersen felt it was done once, and that was enough. 0 Share this post Link to post
ellmo Posted January 6, 2011 DoomHero85 said:Is everyone okay with my map being e3m7? That's kinda where I thought it would be best. I was thinking about making my version of Sheol's Spiraling Descent, seeing as how your map is so far ahead I'm not sure it's worth it anymore... but yeah, the name itself suggests it would be a final map before Sheol (the Spiderdemon?) it's ideal for E3M7, but we'll decide which spot your map gets after alpha is compiled :) E3M8 could be called "Sheol's Nest" :) Hellbent said:One thing I'm noticing about this project is the propensity to making exit doors a locked door. As far as I can recall off hand, only E2M6 did this. Perhaps id/Petersen felt it was done once, and that was enough. My exit doors aren't locked... the ones before are ;) 0 Share this post Link to post
40oz Posted January 6, 2011 Hellbent said:(who is mysteriously absent of late) I'm not absent. To be fair I've been busy with my full-time job and getting drunk with a girl pretty regularly that I find much more enjoyable than sitting at home browsing Doom forums. I still do a quick skim through the forums in the morning after I wake up, but I usually don't have much time. This is not a "goodbye i have real life matter to attend to" because I really would love to be the best of both worlds, but there simply isn't enough hours in a day. With the small fractions of time I get I'd love to spend mapping. This project is pretty high on my list of Doom priorities. I've responded to all the maps I've played so far and I still have the utmost enthusiasm to keep up with this. I just literally don't have as much time. 0 Share this post Link to post
Dragonsbrethren Posted January 6, 2011 Hellbent said:1, the level is dominated by 90 degree angles. This ain't wolf3D! I haven't played the map, so I don't know how bad it is, but if you look at the original E2/E3 maps there are a ton of 90 degree angles. To the point I'd say a level in those episodes without them would stand out. Even E1 uses a lot of them: http://classicdoom.com/maps/d1maps/d1.htm 0 Share this post Link to post
Hellbent Posted January 6, 2011 Dragonsbrethren said:I haven't played the map, so I don't know how bad it is, but if you look at the original E2/E3 maps there are a ton of 90 degree angles. To the point I'd say a level in those episodes without them would stand out. Even E1 uses a lot of them: http://classicdoom.com/maps/d1maps/d1.htm shhh you'll blow my cover! 0 Share this post Link to post
Xaser Posted January 6, 2011 The issue isn't that it's using 90-degree angles -- plenty of original Doom maps did, in various places (some more than others). It's just that Herv's map is dominated by them, which makes it seem more like E4 than anything else. I suppose you could argue that a significant chunk of the original E3M4 used a lot of orthogonal areas, but it had plenty of places where it wasn't, too. Id's original maps never relied on it exclusively (with the exception of E1M9 ;) [EDIT] Hmm, there's something I've been meaning to bring up: I feel as if this single thread is not enough to house the whole project development. A couple of specific issues: - Feedback. A lot of maps have squeezed by without notice, which is a bit of an inconvenience for their authors. Indeed, this thread seems to be growing a lot quicker than the feedback can keep up with. - Slots. I know we're not supposed to be thinking about them, but there are a couple of special cases (starting, ending, and secret maps) that sorta dictate how a map should be made. Right now, it's really hard to see who all is working on what, and already there's been a couple of potential conflicts. I think that's just a case of this thread being really long and not everyone having time to read through every post. Having small development threads for each map would honestly help a lot, I'd think, not only to contain the discussions but to provide a nice list of what's being worked on and where it's intended to go. 0 Share this post Link to post
Mr. Freeze Posted January 6, 2011 Here's a question: are we gonna use the original "christmas" BFG? 0 Share this post Link to post
printz Posted January 6, 2011 Mr. Freeze said:Here's a question: are we gonna use the original "christmas" BFG? I certainly hope to, because it will make the wad exclusive to MBF and Eternity :) 0 Share this post Link to post
hervoheebo Posted January 6, 2011 Revised map: http://www.mediafire.com/?tka2g8784a60cno (still no enemies) I'll write more later, hands are getting annoyingly cold. 0 Share this post Link to post
ellmo Posted January 6, 2011 I've started working on a E3M1-ish map called "A Flesh Start" 0 Share this post Link to post
Marcaek Posted January 6, 2011 Mr. Freeze said:Here's a question: are we gonna use the original "christmas" BFG? Don't forget why it was removed. If we're doing this the way Id did, we have to take memory concerns into account. Don't want to stress anyone's comp :P Some questions for Mr Romero about E4M2: Did you have the idea beforehand or make it up as you go? Was there any specific source of inspiration or did it just pop into your head? It's impressive especially considering the build time, I'm sure a lot of coffee was involved. 0 Share this post Link to post
40oz Posted January 6, 2011 if you look at the original E2/E3 maps there are a ton of 90 degree angles.[/B][/quote]That is true but I'm sure you'll agree when I say that E2 and E3 aren't exactly the best episodes in the bunch. I'd like to see the later episodes done with as much love as the first. Xaser said:Hmm, there's something I've been meaning to bring up: I feel as if this single thread is not enough to house the whole project development. I think your absolutely right. I'm sure idsoftware didn't communicate through a single forum thread. We need a whole new forum. NO! An office building! 0 Share this post Link to post
C30N9 Posted January 6, 2011 We need a whole town :P We need a guy here who has private forums? :P I'm just saying :P 0 Share this post Link to post
Marcaek Posted January 6, 2011 I did up a list of some of the recent maps, in response to Xaser's concerns about maps being overlooked. I didn't include Chris\Cheese's E2M4 because it's being revised. ellmo's E2M6: http://www.filefront.com/17755048/dtwid26.wad Mr. Chris and Cheese's E2M1: http://www.mediafire.com/?3a70f0ivivr6dpf Flubbernugget's E2: http://www.filefront.com/17751141/vanillahell.wad 0 Share this post Link to post
Hellbent Posted January 6, 2011 That looks really good Ellmo. I like Xaser's post a lot. I just don't know how to respond to it in the most efficient and sensible manner. Organizational skills are not my strong suit. An office would be nice. Maybe some skype-conferences would be good too. Thanks Marcaek! What was the map of yours you asked me about? 0 Share this post Link to post
Marcaek Posted January 6, 2011 http://www.speedyshare.com/files/26062612/dtwide2m3new.wad That's the E2 map with the canal. I also mentioned an E3 map but that's just a start room and a hallway right now :P EDIT:If you haven't started on it by the time I typed this edit, there's some mid-textures embedded in the floor that I fixed, I could upload that instead. 0 Share this post Link to post
ellmo Posted January 6, 2011 Marcaek said:I did up a list of some of the recent maps, in response to Xaser's concerns about maps being overlooked. I didn't include Chris\Cheese's E2M4 because it's being revised. ellmo's E2M6: http://www.filefront.com/17755048/dtwid26.wad I've sent Hellbent an upgraded (retextured and fully playable) version of this map, so you guys should know that this file is a no-monster beta. 0 Share this post Link to post
Hellbent Posted January 6, 2011 Chris and Cheese: Fine fine stuff. The chaingun acquisition room is a bit E1M4 grab the blue armor--maybe make the wall textures in there browngrn-vine? or something to make it not so E1ish. The maps keep getting better and better. Great stuff! Marcaek: I haven't started on yours yet. So if you want to send me an updated version, that'd be fine. 0 Share this post Link to post
Marcaek Posted January 6, 2011 I sent you the latest version. I'm okay with modification of E2M1 too. I'm a bit attached to it, although I feel a little outdone by Mr Chris and Xaser. Just played the newest version of your map Hervoheebo, quite an improvement. I just found how to get the supercharge too :P I agree that the green stone on the teleporter maze is more E4 than E3, maybe try some different texures until you find smething suitable. I recommend trying SP_HOT1, flesh, or REDWALL1. Only on the upper teleports though, the walls of the maze look fine. 0 Share this post Link to post
Solarn Posted January 6, 2011 40oz said:That is true but I'm sure you'll agree when I say that E2 and E3 aren't exactly the best episodes in the bunch. He may agree, but I sure as hell don't. E2 is still my favourite and E3 is a close second. 0 Share this post Link to post
Walter confetti Posted January 6, 2011 more from e2m9, the homage parts are been re-txtured as you seen in the images: http://img87.imageshack.us/img87/6924/jumstation.png http://img189.imageshack.us/img189/8589/jumgreen.png http://img824.imageshack.us/img824/8671/jumnuke.png http://img340.imageshack.us/img340/6010/jumremake1.png http://img716.imageshack.us/img716/1830/jumremake2.png http://img141.imageshack.us/img141/1250/jumstarts.png i hope it could be ok now... 0 Share this post Link to post
Marcaek Posted January 6, 2011 That misalignment with the gargoyle faces stands out, and the raised nukage doesn't fit. A lot of the rooms are too big\empty too. But it's not half bad so far. 0 Share this post Link to post
ellmo Posted January 7, 2011 walter confalonieri said:http://img824.imageshack.us/img824/8671/jumnuke.png Far too many gargoyles. They should supplement walls made of STONE2, not replace it... and yeah - what Mar said, there's a misalignment and a raised nukage with STEPTOP lower texture. Blah. 0 Share this post Link to post
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