PDA

View Full Version : Ideas


ArchangelXX
December 31st, 2002, 04:40 PM
I'm starting work on a new map, im up for ideas if anyone wants to throw some at me.
Thx I'll get some screenshots ASAP

Exl
January 1st, 2003, 10:51 AM
* Throws camera at ArchangelXX * http://forums.newdoom.com/UBB/smile.gif
Take a look at the architecture of buildings in real life, on tv, wherever. Get a picture, draw it on paper the way you want to (from birds-eye view if you can't draw 3d images). Relax, close your eyes and drift off.... whatever gets you inspired.

------------------
Proud member of The NewDoom Community project (http://www.newdoom.com/hosted/themegawad/ndcp.shtml)

WhackEd 1.1.81 (http://home.wanadoo.nl/dennis.meuwissen/whacked)

The Undertaker
January 1st, 2003, 12:41 PM
Do a house wad. http://forums.newdoom.com/UBB/smilies/cwm20.gif

ReX
January 1st, 2003, 06:35 PM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">im up for ideas if anyone wants to throw some at me</font><hr width="100%" size="1" noshade></BLOCKQUOTE>I gather from your earlier posts that you may be just starting your DooM editing career? Arguably the simplest type of maps to make are base-style ones, which lend themselves well to right-angled sectors (generally, the easiest types of sectors to work with). Additionally, most DooM II textures are tech-base oriented, making it easier to make your map more visually varied while sticking to a theme.

(That sounded more like tips than ideas, but I hope it helps.)

Aliotroph?
January 3rd, 2003, 02:47 PM
Yeah, base maps lend themselves to right angles unless you're John Romero who developed a thing for randomly curved walls and somehow made it look nice.

------------------
"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)

Aliotroph?.postCount++;

ReX
January 9th, 2003, 07:32 AM
<BLOCKQUOTE><font size="1" face="Trebuchet MS, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Arial, Helvetica, serif" size="2">.... unless you're John Romero who developed a thing for randomly curved walls and somehow made it look nice.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>Except for the atrocious (or should I say "non-existent") texture alignment.

iori
January 9th, 2003, 08:51 AM
really? Which maps did romero do?

Aliotroph?
January 9th, 2003, 10:53 AM
Romero is responsible for all of Knee Deep in the Dead. It's true that none of his textures align but he would have fixed most of that had he possesed a new editor like DeePsea (with auto-align features).

------------------
"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)

Aliotroph?.postCount++;

iori
January 9th, 2003, 12:41 PM
All for knee deep in the dead??? That was the best episode ever! I was looking at teh levels throughout doom1 recently and noticed how much they felt like doom, compared to the shores of hell and inferno. It was like the team did ep.1 then got lazy and did the other two. Thy flesh consumed was sweet, i thought it looked better i assume cause the team did it a couple years after. Hmmm I guess its just romeros mapping i love. Knee deep in the dead was soooo well done.

Btw manual texture alignment isnt hard at all, i guess it was id's own editor where it was hard...

Aliotroph?
January 9th, 2003, 03:32 PM
Manual texture alignment on a lot of curved walls takes forever. In Romero's case he wouldn't have had time. He spent months just figure out that style of design. If you look at the alpha versions you can see some very primative and ugly versions of those maps.

I agree with you fully. Knee Deep in the Dead is the best episode from the original DooM. Romero is an awesome mapper.

------------------
"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)

Aliotroph?.postCount++;

Torn
January 10th, 2003, 01:23 AM
Well, I did't start with techbase theme, more like hell(ish). I like these marble textures and marbfaces. http://forums.newdoom.com/UBB/smile.gif
Btw, the episode I hate most in Doom is 3. Yes, episode1 is best, but ep2 and ep4 are also good. http://forums.newdoom.com/UBB/smile.gif
My fav maps in Doom is e1m6, e1m9, e2m1, e2m2, e3m1(not sure), e3m4. e4m1.
And Doom2, it is map09 (great map, great music, but others thinks it is like the worst map in the whole game)