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Linguica

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There's no way I can lose. The map I produced was of such an incredulously good quality I am bound to win! Ha!

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Actually, Prower's level had just one cyberdemon in an enclosed space. And it was two textures, not three.

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First you set a deadline a _month_ away, then you make daily newsitems about what progress is, hyping it up and warning people how little time they have ("you have until midnight blah blah")... then the deadline hits and you say, hell take some more weeks while I sort it out? Hey, I too agree that it is for the good of us all that any decent entries make it into the wad, but this just doesn't add up. Before you say, I couldn't care less about extra competition or whatever, but this is pretty weak. I remember seeing a well know mapper mentioning he couldn't make it... holding a hand above his head ling?

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Actually, my map had 0 cyberdemons. In fact, it had no monsters. It also only had 2 sectors and used only 1 texture, and a player start point.

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Nah, no cyberdemons on prower's level. Just sheep. Lots and lots of sheep.

<prower> can you assrape those sheep or anything?

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Guest louis9000

damn i didnt send my levle in time!!!!!i finished it is THE 2 SECONDS but did not send it to ling "NOW I WILL LOSE FOR CERTAINTY!!!!!!!!!!!!!!!!!!!!!!!!" i should have been earlier, jon said to sned it but i forget (:-<)

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Guest cocoon

I agree with youthat all you listed might have happened, BUT I think all those are just healthy side-effects :)

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Guest space-dog

If you use dshrink on your level, you can't edit it afterwards, so that wouldnt work

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you can un-deshrink it mind. But I can't imagine how you'd count the sidedefs once dshrinked.

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Guest _Dimiter_

I do believe the purpose was to advertize the Voodoo 5 5500, but anyway, it was a good challenge for all of us. I noticed something quite strange - when I compressed my map yesterday with wadptr, zdoom no longer crashes on it, and prboom runs a lot faster... I hope ling will compress those maps before releasing them... I should have done it myself but I was lazy and I wanted to distribute an editable version. BTW, I still have no idea whether ling received that map or not... hell, let's get to work, I do have a lot of code to write today ;-)

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Guest Arch Master

YAAARRRRGGGHHHH!!!! I am soooo pissed. I promised myself I would get that fucking level done before the deadline. <sigh> Ok, I will try not to totally lose my composure here, and at the very least there is a tiny opportunity to get my level in to the megawad (however ling plans to make that work smoothly). Man, if I could only have gotten some more time, mine would have won for sure!! This was the last opportunity I had to show off my work before my college starts, and I only have two more days before I get going enough to be thouroughly occupied, so I just pray to the god of doom (wait, that's me) that I can get this bloody thing done in time (if any time still exists).

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My $0.02...

Late entries: As long as they don't compete for the prize or even for a spot in the (1st) MegaWAD, let 'em go in.

MegaWADs: Do the first one, release it. Then worry about the rest. Stuffing them into following MegaWADs would be easier, making note in the text files of any special notable features in each. (I'd like to scan them all first... I have very little time on hand to play.)

I made the deadline... yay! I know a missed a bit of texture alignment, but I don't really want the card anyway... an autographed DOOM II box never becomes obsolete, rather grows in value over time. :)

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You should only have big, complex, and detailed levels in big games, like Quake and Half-Life. If you try to hard, you might get a good level, but I will get the opinion that you have no life? ;)

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I would hope, that if your wad is really good, playwise and lookswise, a few misaligned textures shouldn't kill your chances for a spot in the megawad. After all, they don't affect gameplay, and can be fixed very easily without even a rebuild of the nodes. I'm really looking forward to seeing your level. Seven out of ten sectors move.... Man I just have to see how you pulled that off :)

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The odd thing about this contest is, people made excellent levels... at least I assume so from screenies and what people said, and yet the limitations on what we could do, though they were enormous, people still managed to make really good levels. What if there were no restrictions and a voodoo card to be won? I think Ling should do another contest maybe not right away, but not too far in the future where the theme or framework we'd have to work in would be making a DOOM 1 level in the episode 1 style. After playing the latest classic 5 levels, I was really impressed, and enjoyed recapturing of that old doom feeling. The only gripe I had with those levels was the addition of the hellish elements - the baron and cacos on classic 6 for instance, and the music and episode the map replaced. Shouldn't it have replaced an episode 1 level? I felt the most appropriate level for classic 6 would have been e1m4. The sky and music really recaptured the classic doom. So the guideline for the contest would be it would have to replace a map in episode one - some people, the more established level designers perhaps, could be desginated to do secret levels and end levels. And only the end levels could have barons in it... and maybe the secret level could have cacos or lost souls... but not the main levels, to keep it really doom 1 feel. And no hellish elements like the marble faces as those are... well, not doom, episode 1, they're more episode 2 and 3.... And since, if it were to go as well as this last contest - ling and his committee would be able to choose from among 100+ levels to carefully assemble into the ultimate quintessential DOOM episode 1. Surely $250 is worth it? Let me know what y'all think.

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stphrz: Thanks... It was rather interesting to build and texture because I had the think about where the sectors were going to be and not where they were. :)

Hellbent: Nice idea, but I think E1 gets a little too remade...

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really? I've only come across one successful attempt at recapturing the atmosphere of episode 1, and that was with the latest two in the classic series, 6 and 7. Albeit, I had to change the map they replaced to really capture the mood. So, unless you can give other examples of episode 1 successfully recaptured, I don't think this is an overdone idea. It may have been attempted many a time... but few have succeeded in capturing what I consider true doom atmosphere. I've seen a lot of levels that are sort of like episode 1, but nothing that really pulls it off. Classic 6 and classic 7 do a very good job. A whole episode of top notch levels would just be great.

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Guest Dense13

The first time I write here. I sent a wad (hope not too late), and it's basically based on moving sectors. So I'm really waiting to play Risen's level, and see what he has done. BTW, mine has nine moving sectors... ;)

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Guest Arch Master

Yeah, well mine has (had) all ten so nnnnnnnnnn.

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I tried to blend architecture into my designs as well, so moving my sectors got a little hairy sometimes. I had to leave 3 of them alone or I would destroy a lot of the nicer things in the level, as well as my system of moving them all. The player does all the work, it's kind of a puzzle (though a very simple one). Of course now that the contest is over I can tell my secrets... You'll have to look at how I handled it to understand, but I have two distinct sections of my level - and the player is required to build part two from the sectors used in part one before he can proceed. You moved 9? Sounds like fun. I'll have to make a point of looking at it.

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