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You have 0 respect for the players of this forum. you expect us to debug your maps, find all your crappy bugs because you're quite frankly a terrible mapper, and you make excuses as to why you wont play the maps yourself. do you know why this is? BECAUSE YOU HAVE NOT PLAYED IT. you cannot be sure its possible to 100% because you yourself haven't. you're a joke, pan. I'm frankly glad your joke of a project is gone.
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You would have earnt yourself a lot more respect if you'd admitted your mistake, instead of just being a coward and leaving doomworld.
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Hi, I just wanted to thank you for your review on the confinement community project. If you could give me some feedback about map 13 that you didnt like, I would appreciate it for future projects!
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I'm just wondering, did you actually PLAY community chest 4?
Its just, you mentioned ugly detailing when its one of the more visually appealing wads out there to most people. I'm looking at your previous reviews, and it seems that you gave slaughter maps 5 stars, and something like CC4 1 star. in which case, thats not a valid case for review.
In any case, your CC4 Review is grossly wrong, with no facts to back up your claims, which makes me think that when it comes to reviewing, yours aren't that trustable. Especially since less than ten minutes before, you reviewed sunlust to amazing detail 'it's good'
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Does this room look too dark for an outdoor area? What do you think?
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Thats a great tip @leodoom85, thanks! I didnt know about that O.o
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Oh my god it is so much easier to figure out lighting with this. Its so useful because i'm making a cave next, so it needs to be darker. Thank you Leo
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Its disheartening, and also encouraging to see maps in places like skulldash, and then I look at my work, which is below. But this is my style of mapping, and I like it.
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Quote
But this is my style of mapping, and I like it.
Yeah, this is what it all comes down to. You (probably) can't top the masters, but you can create something they never could because you have your own unique vision.
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What's wrong with that screenshot, again?
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Wasn't entirely sure this was worth a forum post, but I need some tips for my map.
Basically, I have the flow of the map down, but this room is just stumping me. I've set the sky to the hell sky with a transfer, but I really cant think of what I could put in the blood. The player enters the room from that little area to the right of the megasphere, but i'm drawing an absolute blank as to what to put in here. can anyone throw any suggestions my way?
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Very nice!
One more thought, since I see this thing shaping up: What if you were to put the mancubus at the "corner" of the path rather than at that end? This would remove the player's ability to hide from it, and it would also force the player into a more precarious dodging scenario, since they might have to step off the path into the blood to avoid fireballs.
Just a thought.
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There's always room for masterminds.
Looks okay, although I think 'making the walls more interesting' (less square, less monotextured, perhaps broken up by some sort of vertical beam pattern) is also a valid alternative to putting lots of stuff in the blood itself. I posted some months ago (in a thread you started) about how some of the most complex stuff visually has relatively simple floors.
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@42PercentHealth Thats a very good suggestion, forcing the player to tackle the mancubus like that.
@rdwpa I will be adding a bit of Scenery behind the 'walls' to make it look nicer. this is honestly just the first pass over, i'm focusing on the playable area first then adding the detail later. The room right now looks really ugly, but I'll take an in game screenshot too because that isn't the sky either, its the red hell sky which really makes it look nicer. I'm going to be putting some hellish cliff textures to make it look as though the player is going through a more hellish landscape. But I definitely agree with what you're saying, and I Know that when it comes to playing a map, the floor is the last thing people are going to look at.
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hmmm, how do I get a 'line horizon' effect in boom format? I wanted to give a real outdoorsy feel for this room...
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I just lowered a sky texture to mimic the effect. worked quite well. Now I have to work on making the map not look like some flat landscape.
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So, I really want to make a set of hell themed levels using boom format. I dont think i'd make a full megawad out of them, just a few maps. But i'm new to boom format, and I need to use sky transfers. so I'm wondering if it'd just be easier to use udmf format until I figure it out?
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The easiest way to figure out how something works in boom is opening a map made in boom format in the editor, and having a look at it. In most cases this will tell you pretty much everything you will need to know wrt to how something has been made. Since sets like SunLust are made in boom-format, there are lots of maps worth looking at when it comes to learning how stuff works.