• Doom Series V2 - Knee Deep in the Thread
    5,000 replies, posted
I just tried it, some textures were missing, am I not supposed to play it with Doom II? [B]MAP01 [/B]was a bit meh design wise. Some textures didn't fit together, the overall architecture was a bit sloppy at times (I got stuck in between a few boxes in that area with the sergeants) and it was rather unbalanced, with lots of hitscan enemies in small areas (then again I'm playing with a trackpad right now, but I felt that there were too many enemies and too little health. Ammo was sufficient though). I liked some small touches and details, like the webbed corner in the vent. You sort of messed up the lightning in some areas though (see screenshot from MAP02 below) I remembered the screenshot feature when I played[B] MAP02[/B], so I provided some imagery. The map is a bit of an improvement in some areas, but still has some issues with balancing. Like [URL="http://i.imgur.com/nFdqYYL.png"]here[/URL], you can see a lot of enemies, some of which was from a trap I just triggered. That many hitscan monsters at once are very hard to counter. You put a lot of former humans on the sides, but they never actually hit me when I was in the middle, instead they just sort of bumped into each other awkwardly. Also, you seem to have some issues with lightning. I mentioned it on MAP01, and it's present [URL="http://i.imgur.com/QHxIIUz.png"]here[/URL] as well. Light just doesn't bend that way. [B] MAP03[/B] is a big improvement from the last ones. The [URL="http://i.imgur.com/hKJdkvG.jpg"]environment[/URL] is much more detailed and the geometry is more varied. It does have some balancing issues as well, but I was able to look past that. I had a lot of funny playing it. I wish I could make a more elaborate review, but this is it for now. MAP03 was definitely my favourite, I'd wish to see more maps with that quality from you. I'd recommend putting more health in you maps, and cutting down on hitscan monsters. A well placed chaingunner is harder than 5 former humans and 2 sergeants in a pack.
[QUOTE=riki2cool;45574101]I tried creating a Doom II map using Doombuilder, it turned out quite decent I guess. [/QUOTE] This feedback coming from a Doom mapper, who likes to map (a lot) but has never released or completed anything. So from an amateur to an amateur I guess. Your map works in a sense that it looks and plays like a "classic" Doom map. That means it's open, not overly detailed, blocky wide hallways, somewhat illogical map design. Don't worry, this doesn't mean it's bad. Not at all. This means that more attention is put to actual action and gameplay rather than eyecandy and environments. Still, there are things that could be better. The room you spawn in and the one on your immediate left have strange heights : 79 units and 87 units. While it doesn't have any visual effect it's still good practice to keep the coefficient of room height 8. i.e. sector heights should be 8, 16, 32 etc. At least in classic maps. I suspect they were to be 80 and 88, but you held shift while using mouse wheel to change sector height. The V shaped room. Misaligned textures here and there but hey, these happen. Second console, closer to secret elevator has a missing texture, or at least it has for me. Do keep in mind, when making windows it could be hard to align textures above and below window opening with those beside it. Here's an example : [img_thumb]http://i.imgur.com/APr6Ynh.png[/img_thumb] Can't align them perfectly for the windows don't cut the textures if I can say that. Pretty much where the upper part ended the lower part continues, but since there's a hole in between you can't align the lower part. Still in V shaped room. The secret elevator is a bit random. I would have never thought to "use" that wall to get down there. I knew there had to be something because loot outside, but I kept looking for a secret door or switch or teleporter. UNTIL I found this : [img_thumb]http://i.imgur.com/WJNNzvr.png[/img_thumb] Ignore the highlighted wall. The point is that you can use the couch to sprint on the window ledge. There's one clipping linedef ( [url]http://i.imgur.com/IAET6fS.png[/url] ) but you can run around it and you are outside. The outside area itself is okay I'd say. Could be even more varied. Room with 2 commandos and switch works. Some misaligned textures. You use DOORTRAK quite loosely though. It should mostly be used with moving things. [img_thumb]http://i.imgur.com/luLUm7D.png[/img_thumb] In this case the DOORTRAK in the middle works, however both the highlighted one and the one on the other side should be SHAWN2 or some other fitting texture. Not too shabby though. Room with toxic waste. Good detail with broken floor. You should or should not work on that lighting. It may benefit your map if you made light transition smooth (if you have room for it). Say you have 2 sectors there, side by side with brightness values of 255 and 176. Add a few sectors in between where the brightness goes from 176 to 184 or even 192 then another from 192 to 208 etc. Do keep in mind that this may not always make your map look better and in some cases with extra blocky maps, rough lighting transitions could be better - adds to that classic feeling. Next room with the elevator. This works. Maybe if maybe the choice for elevator wall texture is strange. You could maybe make that work if you made that linedef 64 units long. And the whole upper area higher so that said texture would fit in its 64x128 glory. Also there's an unneeded sector here : [url]http://i.imgur.com/HqFWNOc.png[/url] Use vertice tool to get rid of that. And the last room. Once you learn your ways around Doom Builder you can get rid of that unfitting ceiling brightness. Should be something like transfer ceiling brightness in Zdoom Doom in Hexen format. Don't quote me here though. Otherwise as already mentioned that switch is awkward. This room could use some more detail up where enemies are. Of all them big open rooms this one is my least favorite in visual terms. As for difficulty and monster placement I can't really help you for I never got far enough to populate my maps. I just keep building environments and optimizing rooms. Still I feel that at UV difficulty this was fairly simple and fast map. Good for MAP01. I would say that you get chaingun too early if this were part of a campaign or full episode. As a single map, chaingun helped with them 4 pinkies. Do keep on mapping !
Hey I made a few maps about a year ago, never found a reason to upload them until now [url]https://www.dropbox.com/s/5754bf6v5rpyhyo/R.C.D.wad[/url] Map01 and Map04 are my best. Map02 was my learning map. Map05 is a map I wanted use all three keys, its a bit long, takes me 15 mins to complete it. Map03 is a map I never finished.
[video=youtube;qBLu6LeUW_4]http://www.youtube.com/watch?v=qBLu6LeUW_4[/video]
I've fixed up the map now. I just found out that I could opt into the ZDoom engine instead of the original doom engine, which enables a lot of new features. [t]http://i.imgur.com/4Tccxed.jpg[/t] Added that metal thingy and changed some lightning. Also used the metal texture on that door (and that one that leads to the room before the exit), as suggested by Valiant1k. The textures on the walls where the stairs are have been changed to Metal2, but I did it post-screenshot. Texture in the back was also re-adjusted post-ss. [t]http://i.imgur.com/PdIC78z.jpg[/t] Look who found out how to do slopes! Also fixed the lightning, no clue how I fucked it up. [t]http://i.imgur.com/mPoHt3X.jpg[/t] Added some small decorations and tweaked the lightning. Exit door is lit up because I want to empathize that it's [I]the[/I] exit. I widened the switch, the lightning around the roof and above the switch was fixed post-ss. [editline]3rd August 2014[/editline] [URL="https://www.dropbox.com/s/2xi20zjhdyc5f7i/Testfix testfixed.wad"]Link[/URL] OH, and I also made the secrets work, fixed the couch-outside exploit and fixed the invisible wall on the ledge at the beginning. The chainguns should be almost impossible to get from room 3 now, I don't want any players to get it at the first level, which I sort of forgot about in the pre-exit room. Not sure how to fix that though.
Map is a lot better, way better polishing, more 3D gameplay as you're able to jump over things and take more cover, I'd suggest looking into the windows to outside, some sides are like invisible walls (unfixable?). The outside area is also strangely pitchblack, atleast for me. I'd also look into adding some colored sector lights near the lava, torches, and nukage; its a cheap and easy way to add detail. Its an excellent improvement though, at this point I'm really critiques for final details, I feel the core gameplay is very strong. I'd suggest however that the nukage secret area have an armor? Your map is devoid of one and I think that would be kind of a cool secret, but 2 medkits is still very nice.
[QUOTE=mcattack1092;45578907] Can you guys please have a look at a few of my [url=http://www.mediafire.com/download/frb60h2hwe5m57t/OPRACCOON.wad]maps[/url] and give me some feedback on my level design please. I have a wad with 3 levels in it which are from around 2 years but I haven't completed any new levels recently but I am finishing/retouching one of my old levels at the moment.[/QUOTE] Unknown textures from Plutonia. Which is strange because you've already added custom textures to your .wad. Why not simply add the ones from Plutonia too, so we'd only have to load one IWAD ? Anyway. Map01. I presume it is more classic type of level. Still the water area right at the spawn is pretty boring. As far as I can see it only serves one purpose - secret passage to bridge switch + box of shells. More varied geometry would be nice. By the way, those imps can't throw their fireballs inside the switch room, maybe lower the window. Also that edge of the map should be inaccessible, could be used as eyecandy. Make a nice wall with fence and a gate from where the boat could have come in. Now this : [img_thumb]http://i.imgur.com/o8B4XU3.png[/img_thumb] is not a good idea. Diagonally oriented rooms are a bitch. Diagonal linedefs are pretty ass because their lengths make texture aligning hard. But whole rooms. If you really have to do it you best be ready for some manual aligning or hiding them seams. Also those tiled ceiling and floor flats will look bad. Better use FLAT19 or CEIL5_1 or CEIL5_2 or something similar which doesn't tile in diagonal sectors. That dark tunnel with lost souls. These narrow tunnels are not very fun to fight in. You tend to hit corners and lose speed. And it's easy to take out multiple enemies for they don't have room to maneuver and only one can attack at a time. Using lost souls in dark places is fine in my opinion, but in cramped environments they are kind of lame. Also, I wouldn't use EXITDOOR texture on random doors. DOOR1, DOOR3 or SPCDOOR4 would work instead. Though that detail is nice there. Room with boxes. Cramped, easy to get stuck. And if I had to nitpick how did those crates get that room there. But then again UAC has teleportation technology. Room with berserk. Yeah this works, maybe could use some more detail but something that doesn't block the player. That berserk is kind of easy secret. And what would you use it on? Unless you save it for cacos or pinkies. If you get it before crate room it's kind of wasted because sergeants and other hitscan enemies, so it's pretty difficult to fist anyone unless playing on easier difficulty. [URL="http://i.imgur.com/uNvI36Y.png"]This hallway[/url] is way too narrow. Hard to maneuver, easy to shotgun or chaingun enemies one-by-one or get them infighting. The ambush after picking up the yellow key is really easy to fend off due to that. The room with toxic waste and bridge. You only need the second half of the bridge. You have those narrow edges to teleporters. You can sprint off left ledge onto the bridge. Keep that though. Reminded me of Map04 from Doom2. So Map01 could use some polishing. As for difficulty, I'd say it could work as a first map of a campaign. Had no problems at UV difficulty. Still it could be a bit more faster. You can probably achieve that by making wider hallways. A nice map has room to maneuver. So during these bigger fights you can run around mobs smoothly without getting stuck. Also it should always have some action going when progressing. You get in, you kill everything in one place. You loot the place, maybe have some mobs from another room (but not all, use deaf mobs too so not everyone runs out at you) come in. You kill them too and you move on to next room/environment/tunnel/area and the action starts again. Haven't gotten to other maps yet.
The invisible walls are probably fuck ups from when I started the map and had no fucking clue what to do. Still not sure how to do coloured sector lights. Also, if I do a MAP02, do I need to start a new project and then merge all the maps together later?
[QUOTE=riki2cool;45582402]The invisible walls are probably fuck ups from when I started the map and had no fucking clue what to do. Still not sure how to do coloured sector lights. Also, if I do a MAP02, do I need to start a new project and then merge all the maps together later?[/QUOTE] May depend on your mapping program, but Doom builder should have Save into function. So you save your map01, you start new map with name Map02, and then use Save into existing wad. __ Coloured lighting I think uses scripting unless your mapping environment has a tool built in for that. ACS script. It's pretty easy to learn. Check zdoom wiki to get started.
GZDoom Builder on UDMF format has a colored sector lighting setting by default, no scripting required. Just a heads up.
[QUOTE=valiant1k;45582389]My big rant about OPRACOON.wad map01[/QUOTE] Disregard that. I played your MAP02 and MAP03. The improvement is significant. MAP02. Again textures from Plutonia. Overall good environments. Good detail. Some places are a unnecessarily narrow, biggest offender being [url="http://i.imgur.com/wvTOYbC.png"]here[/url] Maybe have more imps or hell knights instead of former human. Should be manageable with the shotgun. Ambush at blue keycard was really nice with chaingun. However the door that led in that room. You have a linedef which triggers a rising floor to block you in. I managed to get the chaingun and back out that door without being blocked in. After that when I tried to open the door I was greeted with missing texture (in this case it was transparent, yet solid) so I had to idclip back in. Toxic waste tunnel could do with more detail. The kind which doesn't affect player. These 6 commandos [url="http://i.imgur.com/icJ8gET.png"]here[/url] after hitting the switch north, are maybe a bit excessive ? Final fight was fun. I'd make soulsphere a secret somewhere near though. Instead I'd have more medkits/stimpaks laying around. ___ MAP03. This is really nice. Nice detail and really fun environments for action. My only two gripes if at all are that you can snatch the yellow skullkey without triggering the trap. It's hard but still. Also there's an imp right there stuck in wall. Then I don't know if this was deliberate but it's possible to spam the spider mastermind with rockets from [url="http://i.imgur.com/bzJnCs6.png"]this[/url] position without taking damage.
[QUOTE=TheCombine;45582877]GZDoom Builder on UDMF format has a colored sector lighting setting by default, no scripting required. Just a heads up.[/QUOTE] That would explain it, I use GZDoom Builder. haha
Thank you riki2cool and valiant1k for the feedback on my maps. There is a lot of work to be done to by the first map of that wad to make it better. I will go back through all 3 maps and change it so that it only uses 1 IWAD instead of the 3 of them.
[QUOTE]The second Map Jam pack is released! The theme for this pack was the ikwhite/ikblue texture set by Iikka Keränen, and we have 8 great maps to show for it! [/QUOTE] [img]http://www.simonoc.com/images/design/sp/func_mapjam2.jpg[/img] Quake 1 has some amazing active mappers [url]http://celephais.net/board/view_thread.php?id=61061[/url]
[QUOTE=Bloodshot12;45584935][img]http://www.simonoc.com/images/design/sp/func_mapjam2.jpg[/img] Quake 1 has some amazing active mappers [url]http://celephais.net/board/view_thread.php?id=61061[/url][/QUOTE] Those are some really awesome looking levels. If you had shown me those images without the Quake units and ammo boxes in them, I would not have guessed it was Quake.
Sorry I been more quiet and not displaying as much content now guys. I know I used to shower this place in weapon animations. I'm doing a lot of work for the modification still but besides those occasional sprites, I'm taking a break from them to work on the actual code itself. I don't want to say too much, but every plan I've had has been working out and that I want to thank all of you for the support and inspiration, you guys had some awesome ideas that I don't think I would have thought of, like rocket grenades. It has really driven me further to stretch this more than I already have, thank you. As a treat, I'm going to be uploading a preview build in a few days, the guns right now are only kind of usable (work but not finished) and jam if you use "IDKFA" or "give all"; so its going to take me a bit to fix them for an actual preview. Once we get to that stage, I will upload it and will request some specific, and open; feedback if possible. All I can say is, get ready for bouncy balls from hell. [img]http://puu.sh/aDP6O/4b7ecaa3ae.png[/img] /* THIS GUN IS SO FUCKING COMPLICATED*/
I am having way too much fun with DoomRL Arsenal and DoomRPG and Oblige Like, this amount of fun should be [I]illegal[/I].
[QUOTE=LoLWaT?;45585075]Guess I should follow up on my last mention of the gzdoom engine being ported to Android and point out that it's been released. [URL]https://play.google.com/store/apps/details?id=com.beloko.doom&hl=en[/URL] Don't know if anyone is really interested but it's the first and only mobile port of it so far. Haven't really taken the time to experiment yet but supposedly almost all dependent PC mods, wads, and such work with it. It's a solid port with solid controls (take the 20-30mins to actually configure the touch controls first) but this first version of the gz port has a few major issues along with some missing commands that'll all be fixed in an upcoming patch. [editline]3rd August 2014[/editline] Worth the price imo; Apparently it took so damn long because it was an absolute bitch to make everything GPL compliant.[/QUOTE] Surprised Bethesda or Graf Zahl/Randy haven't gotten mad over this
[QUOTE=RockmanYoshi;45586473]Surprised Bethesda or Graf Zahl/Randy haven't gotten mad over this[/QUOTE] It is most likely that is hasn't appeared on Bethesda's radar yet so it might only be a matter of time before it gets taken down. Also, the devs state that they comply with the license of the Doom source code so Bethesda might be fine with it.
[QUOTE=Bloodshot12;45584935][img]http://www.simonoc.com/images/design/sp/func_mapjam2.jpg[/img] Quake 1 has some amazing active mappers [url]http://celephais.net/board/view_thread.php?id=61061[/url][/QUOTE] Anything that involves Iikka Keränen or his work is automatically great.
now if those only were doom maps...
The first and only time I tried Doom mapping, I somehow managed to make an elevator that went perpetually downwards :v: I did convert The Focus to HL2 at one point as part of a Doom map conversion project that didn't get very far, but i've lost both the pack of converted Doom 1/2 textures, and the converted map :/ [editline]4th August 2014[/editline] It was way back in 2005/6 iirc, so the links are deader than a grilled dodo.
I have done a ton of work to my first map from that set of 3 I uploaded earlier in this thread based on the feedback I received from riki2cool and valiant1k. [url=https://www.dropbox.com/s/uw7plvgefywpjex/OPRACCOON_v2.wad]Download[/url] Changes include: - Increased the width of the corridors - Built a new exit area - More detail on the lead up to the base area from spawn - Changed quite a few of the former humans/sergeants into imps/projectile enemies. - Adjusted the bridge that rises in the red key area to prevent leaping across it too early - Other bits and pieces to improve detail around the level. Now to fix up the other 2 levels.
[QUOTE=bigmansham;45579981]Hey I made a few maps about a year ago, never found a reason to upload them until now [url]https://www.dropbox.com/s/5754bf6v5rpyhyo/R.C.D.wad[/url] [/QUOTE] Right. Map01. Somewhat sadistic on UV. I presume you intended to for it to be Spawn room. Door heights are 72 units. Using 64 units would be wiser. Standard height for small doors. Red door has DOORRED texture cut off due to that. Next room with toxic waste and dead marine. Really nice detail. Room after that. Strange choice off wall texture (SILVER2), but I guess this room serves some sort of high tech reception function so I guess it's passable. Toxic pool with zig-zag bridge over it. This sharp corner where the crosshair is at is not good. Easy to get stuck and it looks off. Maybe make it more like [url="http://i.imgur.com/ayCQ1t8.png"]this[/url], you can still get stuck when crossing the bridge but it will look better and more logical. Make [url="http://i.imgur.com/247kDAh.png"]this[/url] area accessible. Those shotgun shells would prove useful. Even a secret door/elevator/teleporter( before going against them hell knights and BoH ) somewhere would suffice. The big area with blue key. [url="http://i.imgur.com/W9wFAPa.png"]This[/url] area - you can still fall there (if you are very clumsy) and die. Perhaps deliberate, okay. If not, fix it with another elevator or teleporter. That pigger pool in between rising bridge and this construction with blue key could use more eyecandy. Something like half sunken floor or maybe you can build some pump looking thing. Next room across the rising bridge. It looks and plays okay. I don't quite understand that red key though. The door and lowering platform both had DOORRED near them so I didn't even try to open/"use" them. Well I then thought where that key could be. After running around I just randomly tried to use that platform. Voila, red key. Also having that key right there by the door defeats it's purpose ? That other red door leading back to spawn instead could be usual door opened from one side and with OPEN STAY. Also you can fall in [url="http://i.imgur.com/eGcNAci.png"]here[/url] and die. Room with 2 commandos and visible soulsphere. Strange choice of wall texture (ROCK4). But I suppose this is passable. Presumably this facility is built inside a cliff or something. [url="http://i.imgur.com/7GxYFHS.png"]This[/url] door is kind of out of place. First it's angled strangely. Then it leads to kind of nowhere. It serves only as an ambush door. Maybe expand this room and add some other function to it. Adding computers or some tech things always works. Now that big area with 2 hell knights and a revenant. Geometry and detail wise it's fine. However it's pretty hard. I personally took care of that revenant, all hitscan mobs, some imps but ignored hell knights, had like 15 shells left after that. Snatched that body armor and tried to get back up without dealing with imps and spectres. Actually managed to cause some infighting so spectres took care of imps themselves. Got inside, killed former humans. Then I was greeted with a BoH. Well bollocks. With little ammo I still had I managed to kill it. Well then I was out. I tried to lure those hell knights inside to rush past them but door blocked the mobs. I fisted them to death. Then I got the switch and hey, another ambush. I nope'd out of there and was greeted with more hitscan mobs down them stairs. More fisting ensued. Managed to get me shells though. After getting that soulsphere it was pretty easy. So all in all, could do with more shells around that area. Room behind the blue door was fine. Nice secret blue armor. The angle of [url="http://i.imgur.com/V0OK1Db.png"]this[/url] door is really off though. Overall, pretty hard map, played nicely though. Some gripes here and there. Also misaligned textures all over the place. I will play and comment on other maps later. ____ Generally it's good idea to stick to grid size 32 when laying out basic rooms. That way them tiling floor and ceiling flats don't get cut off. See [url]http://i.imgur.com/TZdwwpT.png[/url] . After that you can modify where possible or simply hide cut off part with simple detail like [url="http://i.imgur.com/c1sdsZM.png"]this[/url] ( even though in this case the ceiling flat appears asymmetrical but you get the point ).
[QUOTE=LoLWaT?;45585075]Guess I should follow up on my last mention of the gzdoom engine being ported to Android and point out that it's been released. [URL]https://play.google.com/store/apps/details?id=com.beloko.doom&hl=en[/URL] Don't know if anyone is really interested but it's the first and only mobile port of it so far. Haven't really taken the time to experiment yet but supposedly almost all dependent PC mods, wads, and such work with it. It's a solid port with solid controls (take the 20-30mins to actually configure the touch controls first) but this first version of the gz port has a few major issues along with some missing commands that'll all be fixed in an upcoming patch. [editline]3rd August 2014[/editline] Worth the price imo; Apparently it took so damn long because it was an absolute bitch to make everything GPL compliant.[/QUOTE] Damn, I wished we had an OpenGL supportive port on iOS. All we have is a PrBOOM port. It only supports map packs (As long as they don't exceed a certain size, which 70 % of newer maps do)
So just a few questions as I work on the modification to touch base with you guys, I can't promise everything suggested will be in (Skill, Resources, Limitations); but I'd like to see what any of you have to say. Lets pretend that limits don't exist, clunkiness isn't an issue and we're talking about a perfect world. What ammo types would you like to see for any weapon, not just shotguns? What types of grenades would you like to see as a weapon? They can be more than just pure weapons, such as a demon egg that spawns a helper ally or flashbangs.
I was playing some of these levels you guys posted and I was wondering, how do I change the name of a level? I know how to change the music but I never could figure out how to change the title of a map.
Been trying to make MAP02, but for some fucking reason this happens: [t]http://i.imgur.com/zDJx7Uk.png[/t] I can't make the thing the smaller rectangle a sector, using draw tool and making the small rectangle on the big one will just make this happen. Copying and then pasting that smaller rectangle on the big one will create an un-removable wall between the two sectors. Why the fuck does this happen.
Use the Make Sector tool on the smaller rectangle, it's two to the right of regular sector mode.
[QUOTE=doommarine23;45589049]Lets pretend that limits don't exist, clunkiness isn't an issue and we're talking about a perfect world. What ammo types would you like to see for any weapon, not just shotguns?[/QUOTE] It really depends on what you're going for. Full realism, mock realism, sci-fi, pure insanity, etc. I mean let's say you have a pistol. Realistically, all you might see are hollow-points. Mock-realism, you might have exploding rounds if the caliber is big enough, or AP rounds that can pierce one or two enemies like a railgun. Sci-fi, you might kick it up to incendiary rounds, ones that act like a tiny shotgun, ones that trade fire rate and damage (big damage slow fire, little damage fast fire.) And then in pure insanity, it could shoot bees, drills, or a marker to call in an air-strike. The sky's really the limit. The only issue I have is that lot of mods make the pistol a complete toss-away weapon, as it is in default game balance as well. As controversial as it is, Brutal Doom got that aspect right along with a few other mods. Some do it in cop-out ways (separating pistol ammo from other slot 4 weapons), or others just accept the fact that it's a low-tier ditch weapon and balance in that way (QuakeStyle's pistol/auto-pistol.) The one nice trade-up I've seen is that QuakeStyle has a very rare silenced pistol that lets you engage enemies one on one without alerting the whole room.
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