scifista42 Posted November 9, 2016 ^ I thought it was clear from my post, but once again: 1. Move non-void parts of the map so that all of them will fit into a rectangular area as small as possible. 2. Move the whole map so that its center will be close to coordinate [0,0]. 0 Quote Share this post Link to post
Misty Posted November 15, 2016 I`m still searching inspiration and trying to make my map more interesting,but I`m failing again. 0 Quote Share this post Link to post
Quagsire Posted November 16, 2016 I'm currently working on a jokewad for a change called "Taco Bell Hell" where you're shrunk down and you have to escape Taco Bell. There are gonna be 3 levels planned as of now: The restroom, the kitchen, and the dining room. Here are the pictures of the stalls as of now. And before you ask, no there isn't gonna be a mess of toilet humor. It's just a "escape a restaurant" concept I wanna go with. 0 Quote Share this post Link to post
TheOrganGrinder Posted November 18, 2016 WIP that I'm no longer quite sure where I'm going with; it's already started to sprawl a little beyond the intended scope and I'm probably only about halfway done with the basic "go here, do this, get to exit" structure of it. 1 Quote Share this post Link to post
Bauul Posted November 20, 2016 Spent a few hours playing around with GZDoom's dynamic lighting. I'm pretty impressed with it so far, it can add some nice subtle atmosphere to a location. I might try adding some fog next. Edit: Fog looked crap. No fog. :) 0 Quote Share this post Link to post
DooM_RO Posted November 21, 2016 Riiight, so I'm at my wit's end. I've been reshaping the map the best I could but I still get faulty collision. One time almost all of the map was playable save for a few areas, then another area became playable and another inaccesible and so on. It's kind of embarrasing. Can someone help me out? Here is a picture of how it looks right now. ...Although I would be grateful if someone more knowledgeable than me took a look at it. I could also use some criticism/advice on the map itself while we're at it. It's nearing completion but I am kind of stuck and I think a lot of things could be better. 0 Quote Share this post Link to post
scifista42 Posted November 21, 2016 Reduce the number of sidedefs below 65535, which is the upper limit of their number in a Doom format map, assuming sidedefs are uncompressed. You don't necessarily need to delete any linedefs in order to do so, just make sure that your editor does sidedef compression - all sidedefs with identical textures + x/y offsets + front sectors can be compressed into 1 sidedef, which usually helps a lot. 0 Quote Share this post Link to post
Yugiboy85 Posted November 21, 2016 Started this for the DWMP16 (yeah I know, quite late...) over the week end heh: http://imgur.com/a/xOMUR Will be for boom, cl9 I guess. Dunno if I will end up finishing it in time (as usual) but I will try lol 0 Quote Share this post Link to post
DooM_RO Posted November 21, 2016 scifista42 said:Reduce the number of sidedefs below 65535, which is the upper limit of their number in a Doom format map, assuming sidedefs are uncompressed. You don't necessarily need to delete any linedefs in order to do so, just make sure that your editor does sidedef compression - all sidedefs with identical textures + x/y offsets + front sectors can be compressed into 1 sidedef, which usually helps a lot. I KNEW that area to the northeast was fishy. It uses a lot of linedefs and I started having problems after finishing it. Will try. God, I can't wait to finish this sodding map series and then do something else. After this I am making a map with a limit of seven days so I can see what I can do. EDIT: I forgot to thank you. How rude of me. Anyway, it worked. Thank you very much. 0 Quote Share this post Link to post
Quagsire Posted November 21, 2016 How do people even make maps that huge? 0 Quote Share this post Link to post
DooM_RO Posted November 21, 2016 Sgt Ender said:How do people even make maps that huge? With lots of patience. Gonna experiment with small maps after this. 0 Quote Share this post Link to post
Quagsire Posted November 21, 2016 Shall I post more pics from my upcoming jokewad? Or map if I feel lazy. 0 Quote Share this post Link to post
Bauul Posted November 21, 2016 DooM_RO said:I KNEW that area to the northeast was fishy. It uses a lot of linedefs and I started having problems after finishing it. Will try. God, I can't wait to finish this sodding map series and then do something else. After this I am making a map with a limit of seven days so I can see what I can do. EDIT: I forgot to thank you. How rude of me. Anyway, it worked. Thank you very much. I created this post a little while back as I ran into exactly the same problem with my map. Hopefully this explains a little more what limits you're running into! In a nutshell, the geometry limits to Doom are as follows: Up to 32,768 SEGS: Any modern Node Builder to compile, and any source port to run (notwithstanding other limits like Visplanes). Note: you don't know the number of SEGS a map has until you've compiled it. 32,768 to 65,536 SEGS: Any modern Node Builder to compile, but requires limit-removing source port to run, so excludes the really hardcore vanilla ports like Chocolate 65,537 or more SEGS, but 65,536 or fewer Sidedefs: Requires Node Builder that supports extended nodes to compile, i.e. ZDBSP or DeepBSP. Source port compatible with those Node Builders required to run (must be also limit-removing, but AFAIK all are). 65,536 Sidedefs + a varying amount (depends on map), but 65,536 or fewer Linedefs: If you use GZDoom Builder, upon saving it automatically implements Sidedef compression to try to keep the final number under 65,536 (the Sidedef count in GZDB turns red to indicate you've past the limit). The effectiveness of the compression depends on the variety of Sidedefs in the map, but in my (limited) experience it's pretty effective - up to a 50% reduction in the number of Sidedefs. AFAIK the only way to check exactly how effective is to open the WAD in something like Slade after the compression and look how many Sidedefs there are - the final figure must be under 65,536. Same requirements as above needed to compile and run. This is absolutely pushing the limits of BSP. 65,537 or more Linedefs, or 65,537 or more Sidedefs even after compression: Vanilla Doom format no longer works. The only option is to use the UDMF map format instead, and the node builders and source ports that support it. If you've already started building in vanilla map format, check out this thread on how to convert it to UDMF. Generally though, if you know you're creating a map this big, it's better to start with UDMF, as it effectively removes all limits on everything. The downside is the relatively fewer list of compatible source ports. From the look of it, you were bumping into the top of limit 3. I'm not sure if Doom Builder 2 has compression built into it, but GZDoom Builder does. Perhaps try using that from now on? Also make sure you're using a NodeBuilder that supports extended nodes! 0 Quote Share this post Link to post
Empyre Posted November 23, 2016 That looks good, except for the many vertical misalignments. Shift-A in the 3D mode should help with that. 0 Quote Share this post Link to post
Frisky Posted November 23, 2016 The Madness has been rebooted after about 4 months of abandonment, and now with an artist to go with it as well as the amazing modding community of Doomworld. Check out some of my friend's work: Spoiler Tell me what you think about progress so far. c; 1 Quote Share this post Link to post
Dragonfly Posted November 23, 2016 I love those animations. Only quirk that stands out to me is the lines on the pistol hand. Something about them looks weird to me, as if the hand is being stretched. 0 Quote Share this post Link to post
Fonze Posted November 24, 2016 Gorgeous stuff antares! Except the non-square things give each of my eyes an aneurysm, lol. Frisky, I like the animations; I agree with dragonfly too about the pistol hand. 0 Quote Share this post Link to post
antares031 Posted November 24, 2016 Fonze said:Gorgeous stuff antares! Except the non-square things give each of my eyes an aneurysm, lol. Thanks, Fonze. And don't worry, this one is not that complex if you look at it in-game: 1 Quote Share this post Link to post
Quagsire Posted November 24, 2016 A while back I made a Skulltag remake of MAP07, but I'm worried none of you will like it just. Should I show it? 0 Quote Share this post Link to post
DooM_RO Posted November 24, 2016 Here's a scene I made today. Might still need some work. 0 Quote Share this post Link to post
Fonze Posted November 24, 2016 Sgt Ender said:A while back I made a Skulltag remake of MAP07, but I'm worried none of you will like it just. Should I show it? Man up, boy. This is as much a place for critique as it is for praise; post what you got and listen to any advice given, if any is at all. Don't beat yourself up if people don't like it, look at it as room to grow. 0 Quote Share this post Link to post
Quagsire Posted November 24, 2016 I warned you guys. The hectebus's appear on the platforms depending on the difficulty. But you do end upo fighting them eventually. More to come, lemme get to tweaking some more. I might "Skulltagify" some other maps of mine's in an attempt to improve them. 0 Quote Share this post Link to post
Fonze Posted November 24, 2016 Alright, screenies I like to see. Well, from those couple of shots that one shot I can tell that you've improved since the last time I've seen something of yours. So I'll start with a couple good things, then move to the areas to improve. So for starters lets talk about some height variation: you got some in there; that's good. Problem is I can't see anything beyond a tiny slice of a room, so Idk what's beyond that; prolly all flat, but it looks like the player can run around down in the bottom, with pressure applied from monsters at his same level, at the camera's level here, and up by the manc/on other platforms. So that's good. I also like the (non-brown) colors in the shot, though they don't appear to fit any particular theme by themselves. Red, yellow, blue, orange sky; maybe the world is secretly a flame, burning bright in the night. Who knows? This brings me to one area to improve; pick a set of colors which mesh well (or in some cases, terribly!) and go with them. Use them to really beautify the place, accentuate them by making their sectors fullbright while dimming the brightness of all other sectors. Then accentuate certain areas and diminish the accent on other areas by changing more lighting levels. That creates contrast, which when used in any stretch of moderation, is pleasing to the eyes. When picking colors, try to stick to zero, one or two of each: primary, secondary, tertiary and use them in that order of frequency. Having many brown walls isn't necessarily a bad thing, but brown is probably provably the ugliest color (or at least as provable as a survey based on a question of opinion can accomplish). As such, though, using intense amounts of browns and tans means that you will have to make sure that appealing colors appear elsewhere. Brown/tan is a good, neutral color so it's about equivalent to outfitting an entire level in nothing but grey, except that more people complain about brown/tan than grey, so for whatever that's worth. In addition to color and contrast, try not to make everything boxy. Draw interesting shapes. Boxes can work, but make them boxes with stuff attached at the least. A set of vertical support columns going around those boxes would be a very basic way to easily make them look twice as good. Of course, there is much, much more room for improvement than that, but it's a starting step. On that same note, before you move on to another map, keep at this map; spend more time improving the architecture, of which there is little to speak of in these two shots of the same exact thing. On the note of texturing, I will say that I see no blaring errors, so kudos on that front, but of course part of texturing is choosing a good color theme and sticking to it; texture-wise you have few other colors aside from brown and that tiny bit of red and minuscule amount of blue. One thing I note as I play many maps that personally 'wow' me, natural areas can get away with, and perhaps should be made with less line-work/detail, but anything made to look man-made should be made to be detailed well. To some degree, let the textures do the work for you, but textures alone will produce an iWad, of which the standard today is much, much higher, so put more time into line-work for the non-natural portions of your maps; add architecture, then detail it to make it uniquely yours. Hope this helps 0 Quote Share this post Link to post
Empyre Posted November 25, 2016 This is a remake of Doom 2 MAP07, so that's why there are boxes and lots of brown. 0 Quote Share this post Link to post
DooM_RO Posted November 25, 2016 Fonze said:In addition to color and contrast, try not to make everything boxy. Draw interesting shapes. Boxes can work, but make them boxes with stuff attached at the least. A set of vertical support columns going around those boxes would be a very basic way to easily make them look twice as good. Of course, there is much, much more room for improvement than that, but it's a starting step. On that same note, before you move on to another map, keep at this map; spend more time improving the architecture, of which there is little to speak of in these two shots of the same exact thing. That's something I am struggling with too. Problem is, almost everytime I try to make an area that is not a box it ends up not making sense from a gameplay POV. I have to really bang my head to make it work. 0 Quote Share this post Link to post
Octavarium Posted November 25, 2016 Here's hoping I actually finish this one I reckon, mmhmm. Those few odd angles here and there are a headache, Mechadon makes it look so easy... Some pretty neat stuff in this thread, by the way! 1 Quote Share this post Link to post
NinjaLiquidator Posted November 25, 2016 antares031: Looks like Maelstorm from Sunlust 0 Quote Share this post Link to post
antares031 Posted November 26, 2016 NinjaLiquidator said:antares031: Looks like Maelstorm from Sunlust The concept of theme was from Killer Colour of Alien Vendetta. But I can't say that I was not influenced by the level you mentioned. 0 Quote Share this post Link to post
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