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[DOOM II] DecapDM


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Just an update on my map. It's in the early stages of production and there is much more that needs to be done before it can be playtested. I plan on detailing it nicely with a few custom gothic textures and some other lindef designs. Also, when is the deadline for map submissions?

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So I'm almost done with my map. However, there are some glitches. I'm trying to figure out how to properly use the deep water effect along with adding color to the lights and deep water. I also would like to know how to make the sky scroll effect.

This is my first time building a map in ZDoom (Doom in Hexen Format) while using Doombuilder 2.

-I haven't figured out a route to the BFG yet. I'm thinking of implementing a switch in the water pit that lowers a lift with a teleport. So at the moment, don't jump in the water pit unless you want to test the deep water effet.
-Falling in the lava is an instant death. It doesn't have a deep water effect just yet though.
-There is also a 3D bridge to walk on and underneath. Let me know what you think.
-The midi is from Overload DM (OVERLOAD.WAD)

Download link here: http://www.mediafire.com/download/u93kesc9u0h3232/Miano_1.wad

I still have to detail it a little more.

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Doomkid said:

Your maps are so curvaceous. Will give it a proper test tonite!


At the moment, i'm re-texutring because I forgot that Superluigieth1 had a texture pack for the project. But we can still playtest tonight if you like.

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I'd love to try making a DM map, sign me up for a slot please!

I've never actually made a map of this sort, but I think I can make something that's fun and playable. If I can't it'll be interesting to try (and I'll let you know as soon as that realization comes >_>)

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If you need any advice or assistance, feel free to ask me in a PM :)

Also check out that "FFA maps and gameplay" thread, some good pointers in there.

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Doomkid said:

If you need any advice or assistance, feel free to ask me in a PM :)

Also check out that "FFA maps and gameplay" thread, some good pointers in there.


Will do, thanks a bunch! :)

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the_miano said:

So I'm almost done with my map. However, there are some glitches. I'm trying to figure out how to properly use the deep water effect along with adding color to the lights and deep water. I also would like to know how to make the sky scroll effect.

This is my first time building a map in ZDoom (Doom in Hexen Format) while using Doombuilder 2.

-I haven't figured out a route to the BFG yet. I'm thinking of implementing a switch in the water pit that lowers a lift with a teleport. So at the moment, don't jump in the water pit unless you want to test the deep water effet.
-Falling in the lava is an instant death. It doesn't have a deep water effect just yet though.
-There is also a 3D bridge to walk on and underneath. Let me know what you think.
-The midi is from Overload DM (OVERLOAD.WAD)

Download link here: http://www.mediafire.com/download/u93kesc9u0h3232/Miano_1.wad

http://i.imgur.com/dyJvWaD.png

I still have to detail it a little more.


I like the map, the ssg putting on this curving stairs is creative.

I am also still working on my map but since i am not experienced much in DB it goes slow.

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I started something this evening, it's not much but I have a theme in mind I'm building around.

Some considerations I have is that there are a lot of open sight lines from the back of the main area here to the front, I can probably break them up with something. I plan to add a bit more verticality and some other areas to this but for right now I was concentrating on the main area there.





I'm a little concerned this might be focusing more on theme than gameplay, but I'm going to reserve my judgment until I have the main set pieces in place. This represents about 3 hours of work in SLADE (I'm still kind of slow, but I'm faster than I was)

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New beta: http://www.mediafire.com/download/yda1f6ap22hrvs7/Miano_beta_2.wad

*Re-textured
*New player spawns
*Detailed
*Deep water effects
*Removed instant death in lava (changed to -10 health per second)
*Added color to deep water sectors
*Ready to be playtested

I still need to add some miscellaneous items throughout the map such as a power up, health packs, armor, and ammo. I also need to figure out how to make the sky scroll feature in hexen format. If somebody can help me with that, I will greatly appreciate it. I'm still new to using hexen format.

http://imgur.com/CbeCky2
http://imgur.com/65CLYPO
http://imgur.com/YWQ66Hv
http://imgur.com/c5DsRpz
http://imgur.com/lyq7Jqo
http://imgur.com/zeX13TQ

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3rd beta fresh out of the editor: http://www.mediafire.com/download/vh23bctckq7rb71/Miano_beta_3.wad

This version should have no bugs in it. I added more detail, fixed some texture offsets, added items, and implemented a scrolling sky feature using a MAPINFO lump (special thanks to scifista42 & Kappes Buur for the help). Superluigieth1, is it ok if we use a MAPINFO lump for the offical PWAD?

Also, there are a few custom gothic textures / sprites I added to the pack (the big door and bars texture). Is it ok to add them to the PWAD?

I still haven't come up with a name for the map yet. But let me know what you guys think.

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Superluigieth1 said:

Hi, this is for Vanilla. Very sorry for the inconvenience.


Ah darn :(
Well it's okay. I had a lot of fun making the map though.

Doomkid said:

I can help miano vanillify his map I'm sure!


I'm sure the map can be " vanillified" with your magic touch. However, it may drastically change the gameplay mechanics. Example: No deep water effects to the BFG route and no 3D bridge. I might just release this as a 1 level duel wad just like how you made Point of Contention. Or I can submit it another DM project. I really want to keep this in Hexen format.

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I've released standalone maps and then edited them and included them in compilations, maybe you could do that? Just an idea, I would have a blast making a specialty version of your map just for this project while you release the Hexen format version for stand alone duels. Just a thought, let me know when you decide what you wanna do :)

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Doomkid said:

I've released standalone maps and then edited them and included them in compilations, maybe you could do that? Just an idea, I would have a blast making a specialty version of your map just for this project while you release the Hexen format version for stand alone duels. Just a thought, let me know when you decide what you wanna do :)


You can start editing it for this project if you like. I have an updated version here: http://www.mediafire.com/download/7jc8wpbj7z1capp/Miano_beta_4.wad

It works fine in Zandronum, but it's giving me problems in Odamex and ZDaemon. I don't know why. I thought Odamex and ZDaemon can handle Hexen format. I'm perplexed.

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  • 3 weeks later...
Vulture said:

There is already a wad called decapitation https://www.doomworld.com/idgames/deathmatch/skulltag/decapit

There might be conflicts D:


Yes, I - as of this writing - represent the author of the original Decapitation.

I believe it is in everyone's best interest for the project to be renamed to "Decapitated Deathmatch".

Failure to carry out this request will result in legal action against Superluigieth1 and all related parties.

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lol good luck with that

You're still better off renaming the project, it should be a matter of 1: Courtesy and 2: Common sense, as you don't want your newly released WAD being confused with another. Stretch your braincells enough to come up with an original name.

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doctorno said:

Failure to carry out this request will result in legal action against Superluigieth1 and all related parties.

Even though you're banned, excuse me?
You are just an idiot like the Fine Brothers, who were making a trademark for 'React'. So, you are an idiot.

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Superluigieth1 said:

Even though you're banned, excuse me?
You are just an idiot like the Fine Brothers, who were making a trademark for 'React'. So, you are an idiot.

Yeah, just ignore that moron. He was a troll.

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  • 5 weeks later...
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Here's my level - I'm worried it's a bit cramped, and there are quite a lot of bits and bobs to get stuck on, but I can work on it.

It's called Chocolate (ignore the .wad filename) and it's an uncertain mix of Duel and Deathmatch.

(All textures used were stock except for the Sky, which will presumably be replaced for the texture pack)

[DOWNLOAD]

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