Jump to content

Post Your Doom Picture (Part 2)


Grazza

Recommended Posts

Guest Unregistered account
18 minutes ago, gaspe said:

Screenshot_Doom_20170604_001811.png

Is this a demonic brick temple or a futuristic tech base? Who knows? It's awesome! (Love that skylight)

Share this post


Link to post
45 minutes ago, Kapanyo said:

Is this a demonic brick temple or a futuristic tech base?

Of course it's both, this is Doom.

Share this post


Link to post
On 08/06/2017 at 4:22 AM, Dragonfly said:

1f677a963e37f11110117341d9d5bfae.png

 

I could really pile the demonic invasion on thick with this map - it's HUGE.

Spyroguy is ready to burn Gnasty Romero's butt and collect all gems stolen by the cacodemons !

 

593b04a0ef20b_Sanstitre3.png.48ff47eadb609121aead2543f27c75b0.png

Edited by Roofi

Share this post


Link to post

Eradrop: that's look more awesome all the time! Just be careful those green steps are not all the same alignment- get some randomness in there so it doesn't create that "banded" look!

Share this post


Link to post
16 hours ago, Eradrop said:

Running full power with my wad, hope to finish it in the close months,

How you with big scale maps?

Screenshot_Doom_20170610_003720.png

its pictures like that that make me feel like i'll never be as good a mapper as people like you, Eradrop. But, even if that is the case, I wont stop mapping, I just enjoy building =D

Share this post


Link to post

Thank you very much Phade, it's really nice to hear.

But hey... keep mapping and get better !

Share this post


Link to post
Guest Unregistered account

I want to see someone make a legitimate level without a nodebuilder.

3edCQZX.png

View upon starting the level.

cY9f43A.png

Stepping to the left.

XqxuPnV.png

Stepping a bit more to the left.

f4nMACm.png

Walking to the right.

And then it crashed.

 

For reference, here's all the map is:

FKuQENQ.png

Share this post


Link to post
Guest Unregistered account

Even better: Vanilla Line Horizon effect!

MCqcYjR.png

Share this post


Link to post
Guest Unregistered account

I NEED tO BE STOPPED
I'M GOING MAD WITH POWER



YY7cF9v.png

tigJFlY.png

6L5Jtt9.png

wWwznub.png

I feel like I now understand those SNES Doom corruption videos a little more.

Share this post


Link to post
2 hours ago, antares031 said:

Screenshot_Doom_20170612_004409.png.3c341c2b6659a57bd072356375c7f107.png

 

I do not like slaughtermaps. I swear.

This is the imperial march of Imp Troopers !

 

2864183243_539416ce35_b.jpg

 

 

Edited by Roofi

Share this post


Link to post
Guest Unregistered account

Well, Imps are referred to internally as TROOPERS, so... ;^)

Share this post


Link to post
2 hours ago, antares031 said:

I do not like slaughtermaps. I swear.

Coming from the guy who made Ludicrium, I expect them all to have 1 HP and explode violently when they die, causing a Mexican wave of imp death.

Share this post


Link to post
49 minutes ago, Jimmy said:

Coming from the guy who made Ludicrium, I expect them all to have 1 HP and explode violently when they die, causing a Mexican wave of imp death.

 

Nah, this one is for the next DMP. No tricks were done with DeHackEd this time. ;)

Share this post


Link to post
3 hours ago, antares031 said:

I do not like slaughtermaps. I swear.

Mmmhmmmmmmmm. I think you need to change this to "I don't like difficult maps"

Share this post


Link to post
7 hours ago, dobu gabu maru said:

Mmmhmmmmmmmm. I think you need to change this to "I don't like difficult maps"

I'm sorry but your logic, and every one with the same mindset, is retarded. A map doesn't need 700 monsters to be hard. Nor does it need heavy monster density to be hard.

Edited by nxGangGirl

Share this post


Link to post

^I reckon that's precisely his point. Antares031 has made a fair few maps (and fun ones, too!) that could reasonably be described as 'slaughtery' under a colloquial definition, and yet professes to dislike slaughtermaps. Hence, the notion that it's not actually slaughtery stuff per se that he dislikes, but rather something else; from what I've learned from speaking with him, perhaps it's strict, high-stress stuff (i.e. "difficult maps") that realistically can't be beaten on the first try that he doesn't care for.

 

(Sorry if I've misrepresented your views here Antares, no disrespect is meant.)

Edited by Demon of the Well

Share this post


Link to post
12 hours ago, dobu gabu maru said:

......I think you need to change this to "I don't like difficult maps"

 

4 hours ago, Demon of the Well said:

......from what I've learned from speaking with him, perhaps it's strict, high-stress stuff (i.e. "difficult maps") that realistically can't be beaten on the first try that he doesn't care for.

 

Perhaps you guys have enlightened me correctly. Although most of slaughtermaps I've played are difficult to finish, or just to survive, sometimes I like to spam rockets to hundreds of imps, gibbing those minions all over the place. That being said, I still don't like to deal with beefy monsters without strong firepower, like shooting hundreds of hell knights with just a SSG, or without sufficient amount of health & ammo supplies. That's just too unfair to play for me, and I want to find the enjoyment whenever I play the game, not the frustration. The problem gets even worse if the gameplay heavily relies on the RNG, meaning that you need to try over and over the same area for countless times, just to get the best result.

 

But yes, I need to change my personal creed to more accurate one for the next time. Thanks for the comments. :)

Share this post


Link to post
6 hours ago, nxGangGirl said:

I'm sorry but your logic, and every one with the same mindset, is retarded. A map doesn't need 700 monsters to be hard. Nor does it need heavy monster density to be hard.

The opposite is also the same! A map can have a thousand monsters and still be rather easy!

 

My map02 has 300+ monsters, but it isn't a difficult map by any means.

Share this post


Link to post

People tend to refer to monster counts in these discussions, but imo it's pretty unreliable. A RL-centric map with 800 monsters, largely smallfry, or a typical compact BFG spam map with a high monster count, can go by in a flash, where a map with 150 mostly mid-tier monsters that forces you to use the SG and CG for almost half of its length, can be a tedious grind. A map that looks grindy on paper if you do a rough comparison of player dps and monster HP might go by quickly thanks to infighting, and a map that looks breezy might be surprisingly tedious thanks to monsters that are awkwardly placed and take a lot more shots than usual to go down.

 

As a side note, it's also untrue that people who like using lots of monsters do so unilaterally with the intention of making encounters hard. (Even though these encounters might sometimes feel hard to someone not versed in slaughter play.) The obvious counter to that is 'Well, if you add more monsters than you need to, and they are non-threatening, it will be tedious', but that isn't true at all when the player his well armed enough.
 

8 hours ago, nxGangGirl said:

Nor does it need heavy monster density to be hard.

High monster density (a low-moderate number of monsters in cramped areas, or lots and lots of monsters in open areas, or anything between) is one of the most flexible techniques for designing challenging encounters. It's also among the most accessible. Others exist -- a serious lack of health and ammo (and I mean a serious lack, as in TimeofDeath's no-health series); truly oppressive use of environmental hazards, everywhere; intensely demanding movement (platforming, mandatory SR50, vile jumps, rocket jumps, vile line-of-sight stuff, etc.); highly opaque progression; extreme length; maximization of monster obnoxiousness (e.g. distant sniping hitscanners with no cover, everywhere); and so on -- and many hard mapsets will use them as supplements to the core technique of using a high enough monster density. But that stuff is probably even more marmite than slaughtery stuff. 

 

Edited by rdwpa

Share this post


Link to post

I think that the most important thing to create a hard map is to put different spots where ennemies can attack you at the same time so that the player  has to be careful about everything around him, not only what happens in front of him. FranckFRAG's megawad "Swift Death" is the perfect exemple of maps where you are attacked by all the monsters surrounding you and consequently lose a lot of health in a short time , even if monsters are weak or not many.

Edited by Roofi

Share this post


Link to post
Guest Unregistered account

Plutonia's Abbatoire comes to mind, with its final room that I've affectionately dubbed the "Donut".

Share this post


Link to post
On 6/11/2017 at 10:30 AM, Kapanyo said:

Even better: Vanilla Line Horizon effect!

MCqcYjR.png

Someone could find a use for this in vanilla levels. In ZDoom, there is a linedef type to create this effect, in vanilla there is not. 

Share this post


Link to post

Yeah uhhhh does that work in Boom because if so please take my money.

Share this post


Link to post

No no no no no, the important thing is: does it work in ZDoom? Because if it doesn't right now - it never will.

Share this post


Link to post
7 minutes ago, Da Werecat said:

No no no no no, the important thing is: does it work in ZDoom? Because if it doesn't right now - it never will.

All the more reason to see if it works in other ports.

Share this post


Link to post

Have fun creating your nodeless levels to fight against the ZDoom hegemony.

Share this post


Link to post

ZDoom will force node creation if none are found. Furthermore, have fun with such software renderer abuse in any of the hardware renderers.

Share this post


Link to post
Guest
This topic is now closed to further replies.
×
×
  • Create New...