Does anyone want to collaborate with me on my second map? I think'll struggle to finish it on my own. Perhaps I was being too ambitious. For anyone interested this is what I have so far: (old version) www.dropbox.com/s/49zyyw0wnot531x/noname.wad?dl=0
Some demos (Recorded in PrBoom+). Haven't maxed or double check for errors, but thought these might be useful if posted early:
"Escape from Doomberg": This was really fun. The scale is awe-inspiring and the street brawls are deliciously bloody. No complaints atm. Demo
"The Winding Ridge": Ditto the critique of more varied encounters. Try checking maps like "Skagway" from Uac Ultra or Anonimvio's map in DBP03 for fast yet forgiving and sweet fights. The final arena was cool, so props to that. Although something to spice up the early waves is welcomed, because currently the initial armies are too separated from each other to create any potential fun monster interactions. Aesthetic wise the canyon got's some attractive shapes. Maybe the lighting could be more aggressive (like in Map14 of MAYhem 2016, for example) because the current brightness levels make things look a mite too drab.
Sorry if this all sounds too general btw. I'm not a mapper myself and still learning the ropes on this testing thing. You have shown to have figured out a lot of things in the editor, and i'm sure the more experienced mappers here can whip the rest of the level design into shape. Lot's of words for this map, but only because this shows promise. Demo
Last Edit: Jul 22, 2019 10:38:34 GMT -5 by Aisleen
Post by bigolbilly on Jul 22, 2019 15:31:52 GMT -5
zedonk I enjoyed the combat on Winding Ridge a bit more than Aisleen, especially since it was fun to try to blaze through on replays. Not that I would argue against seeing if you could liven it up even more. But I'll definitely echo the encouragement to give it a little more visual polish. It's always a challenge with naturalistic maps of that scale, but anything to mitigate the repetitiveness of the rock textures is welcome--the more you really notice the repeating elements of the texture the more it starts to spoil the illusion of "naturalness". Lighting variation, like maybe some harder shadows or something, is a good idea, and there might be a way to add a bit more detail that breaks up the biggest chunks of rock-repeating. Still, I think it's a fun map!
Last Edit: Jul 22, 2019 15:32:27 GMT -5 by bigolbilly
Thanks for the feedback guys. I've made a few changes to make the trap more threatening near the beginning and I have added a few more steps to break up the brown texture. Unfortunately I'm going to be away for the next 1-2 weeks, so rain or shine, this will be the last change I'll make.
Thanks for your efforts Zed and being on board, hope to see more from you in the future! If any more edits need to be done, I'll take care of it myself.
Getting down to the business end of the DBP month and mantistoboggan has submitted a fine map, xvertigox is on the home stretch of his, and bigolbilly and doomcuredave's joint venture is coming around the bend. If there's any more out there, get them in soon!
So we're a week out and in good shape for 6 playable maps and an end credits map, with possibly two more playable maps that may make it in. 4 maps are basically 100% done and have coop and dm starts, and although nothing is really fine tuned for it, I've made sure coop players won't get stuck in these maps. Another map is close to being submitted and I can say it's in good shape after playing an earlier version of it, and the collab map should be submitted on or just after the weekend. There's still time for more if any of you have been mapping off the radar or can make something quickly.