TOS
You're trying to say you like DOS better than me, right?
Glenzinho's Chicabro
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Post by TOS on Dec 17, 2017 21:17:30 GMT -5
But I have had so much steak and eggs, my legs are so sore from leg day at the gym, and my couch is so comfortable.
Clearly you can see the problem here.
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Deleted
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Post by Deleted on Dec 17, 2017 23:14:32 GMT -5
i mean i guess but... Weaponless, Scripted-marines run about in the alcove. I'm not entirely pleased with the layout, so if anybody wishes to fiddle with it, be my guest. For best results, see if we can phase the end of map 10 with the start of map 11, and the end of map 11 to be flush with Map12, so it seems like a fluid transitional map between episodes.
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TOS
You're trying to say you like DOS better than me, right?
Glenzinho's Chicabro
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Post by TOS on Dec 18, 2017 13:22:57 GMT -5
If people feel like doing that, they can. But I started this project without that requirement, and I don't want to add new rules.
Mappers, what are your thoughts?
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Deleted
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Post by Deleted on Dec 18, 2017 13:47:07 GMT -5
Just saying it's an optional thing. I like fluid map transitions (gradually phasing between one map and the next so they seem like they're one continuous flow) some underground part. Not sure entirely the layout for this part and what to do with it, but I know -revenants- and -mancubi-, with one room with poly.
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TOS
You're trying to say you like DOS better than me, right?
Glenzinho's Chicabro
Posts: 1,045
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Post by TOS on Dec 18, 2017 16:59:08 GMT -5
Just saying it's an optional thing. I like fluid map transitions (gradually phasing between one map and the next so they seem like they're one continuous flow) I did that with Doom II Redux. I enjoy that too, don't get me wrong. I just envisioned this as more arcade feeling, each level being independent of the others, each mapper free to do as they please, with progression and gradually getting more Hellish being the only common denominator. But if you talk to the mappers of 10 and 12 and they agree to do as you wish, that's on you guys.
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Deleted
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Post by Deleted on Dec 19, 2017 4:55:54 GMT -5
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TOS
You're trying to say you like DOS better than me, right?
Glenzinho's Chicabro
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Post by TOS on Dec 19, 2017 6:20:47 GMT -5
I am very happy with those.
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Deleted
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Post by Deleted on Dec 19, 2017 16:13:15 GMT -5
Oh, cool. I included two tracks. Their originals were IMF but since I have no means of converting that to a format that Zdoom can use...m well, I had to rip them from youtube- the files aren't too hard to locate.
Originally used "whodol" during development, but eventually "rockin' it" fit more. Both are included at the manager's behest/prefrence.
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TOS
You're trying to say you like DOS better than me, right?
Glenzinho's Chicabro
Posts: 1,045
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Post by TOS on Dec 19, 2017 16:37:53 GMT -5
Your map is your creation man. Whatever you want, just follow the rules for your mapslot. Outside of those rules, do as you wish.
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Deleted
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Post by Deleted on Dec 19, 2017 17:36:53 GMT -5
Your map is your creation man. Whatever you want, just follow the rules for your mapslot. Outside of those rules, do as you wish. Either or, I'm running out of ideas on it so I'm probably going to wrap it up after some balancing and whatnot.
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TOS
You're trying to say you like DOS better than me, right?
Glenzinho's Chicabro
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Post by TOS on Dec 20, 2017 5:57:55 GMT -5
Well your screenshots look promising. I can't wait to try it out.
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Deleted
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Post by Deleted on Dec 20, 2017 12:38:35 GMT -5
Going to make sure it's completable first before pushing out a playtest alpha. People have helped me with layouts before; but it still hasn't properly clicked with my so excuse the poor layout; any aid with this would be appreciated Fresh screens to come imgur.com/a/4exTL
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Deleted
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Post by Deleted on Dec 20, 2017 12:46:23 GMT -5
whoops
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Deleted
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Post by Deleted on Dec 20, 2017 16:07:22 GMT -5
Awesome screens sarais!
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Deleted
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Post by Deleted on Dec 21, 2017 0:25:01 GMT -5
SP_CUNT1 in action:
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Deleted
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Post by Deleted on Dec 21, 2017 3:23:57 GMT -5
Note: Monster spawner used solely for audio- will remove if invalid
Worked on more
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40oz
diRTbAg
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Post by 40oz on Dec 21, 2017 8:31:01 GMT -5
Sarais and DanielHDay, I have a few suggestions if you don't mind:
1. Color Schemes -- In my opinion, maps tend to look best when the general choices in textures fit in the same color category. In a few of your screenshots I see red, gray, brown, green, black, pink, etc. all in the same room, which tend to clash with the visual harmony of the room. I think you'll definitely have a better looking map if you stick with one dominant color throughout the majority of your map, with little trickles of some contrasting color to make it pop. I think this is what some of the more popular mapsets like Valiant and Sunlust do to make their maps look so good. Also keep in mind that darker lighting can have a way of blending tan textures into brown, and gray textures into black, etc. so using lighting effectively can help make your map look nicer too. Just be careful because if everything is too dark, the monsters will be harder to see.
2. Texture Alignments -- In a few of your screenshots I can see a few things that look a little jarring to me. Some of the textures have borders that stretch horizontally. These types of textures look best when these borders are flush with the corners with the floors and ceilings, rather than repeating on a large flat surface. This goes for some of the bricks you have too. In a few screenshots I can see that there are bricks that simply cut off, like the architect who built this place sliced them perfectly with a buzzsaw. This looks kinda strange. A lot of these bricks and borders have conventenient dimensions like 8, 16, and 32. The reason they are designed this way is so that mappers would design their architecture in such a way that these borders "fit" like puzzle pieces on to the surfaces to give them a more 3D appearance. When they're not used in this way, they look a little out of place.
3. "Busy" textures -- I see a lot of textures being used that have a lot of junk on them, like pipes, skulls, cracks, and slime and other stuff on them. These are great textures but they're better when they are used tastefully. When they are used pretty heavily, the patterns on the texture has some noticeable 'tiling' which makes the repeating features a bit more apparent which takes away from their naturally occuring effect. There are 'smoother' textures that resemble general walls that have fewer noticeable features on them. They are best for large or elongated surfaces so their repeating patterns aren't as apparent. You generally want to save these busy textures for smaller and more intimate places where there is more attention to detail so you can get the best look from them.
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Deleted
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Post by Deleted on Dec 21, 2017 14:07:23 GMT -5
I'll try and pretend that didn't go completely over my head
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Deleted
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Post by Deleted on Dec 21, 2017 16:36:52 GMT -5
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TOS
You're trying to say you like DOS better than me, right?
Glenzinho's Chicabro
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Post by TOS on Dec 21, 2017 16:39:42 GMT -5
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Deleted
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Post by Deleted on Dec 21, 2017 17:04:37 GMT -5
I like how cohesive sarais’ screens look. It’s a little busy but seems to fit. Maybe keep the light level in the outdoor area but use the wall brightness specials in ZDoom to see the colour better.
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Deleted
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Post by Deleted on Dec 21, 2017 17:09:35 GMT -5
I like how cohesive sarais’ screens look. It’s a little busy but seems to fit. Maybe keep the light level in the outdoor area but use the wall brightness specials in ZDoom to see the colour better. I presume that's not in Zdoom-Doom2-Doom format?
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Deleted
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Post by Deleted on Dec 21, 2017 17:21:36 GMT -5
Yes. Honestly I don’t know why you dudes insist on Doom 2 format, but it is what it is.
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Deleted
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Post by Deleted on Dec 23, 2017 3:12:07 GMT -5
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Deleted
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Post by Deleted on Dec 30, 2017 5:22:53 GMT -5
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