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Electro
February 9th, 2003, 06:39 PM
test out my so far made level and tell me what you think. This has to be played on Doom II, map 01 (I am still learning and improving and tweaking, etc.)

Test it out (about 4-5kb) (http://www.geocities.com/electro1178/level.html)

I been using DeePsea 11.74, its not bad of a editor I say. =)

So any comments?

Palladium
February 9th, 2003, 11:24 PM
Its pretty good for a First map. my first was just one giant sector. I filled it with plasma guns and gave it a Gohst busters midi and called it "Toaster-ring"

Maybe Ill post it some time for you all to laugh at.

it needs some textures and the secrets arent. Overall, I liked it. Keep it up and make it great!

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Don't try to play doom. Instead, only try to realize that there is no doom, and it's you that is Played
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AKA @Palladium, AKA @BfgWhore, AKA Many More
On AIM: Cyborphreek2
on MSM: elemental_palladium@hotmail.com
on YIM: Cyborphreek
on ICQ: 102670148

Ninja_of_DooM
February 11th, 2003, 12:48 PM
Not bad. Try my newbie maps. They're in my sig below. http://forums.newdoom.com/UBB/biggrin.gif

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Member of the NewDooM megawad team. Map 14: Jail Break.

My own little bunch of WADs. Containing 3 individual maps. Download it here (http://sparky.suhost.com/pub/doom/ninja_of_doom_wads.zip)

Thanks to Sparky for the hosting.
If you would wish to host this then contact me at by E-mail. mailto:AndrewAFE@aol.comAndrewAFE@aol.com</A>

Hint to all Katana owners: Never sit on yours, It'll give you a very sore ass indeed.
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These are the four ways of man. DooM, DooM editing, DooM deathmatching and DooM communities.

Electro
February 11th, 2003, 04:04 PM
FINAL! The level is finished, I renamed it as Torment. Go grab it! =)

my levels as I make and improve them =) (http://www.geocities.com/electro1178/level.html)

My AIM is: electro1178
Feel free to bug the crap outta me at anytime. (yes! do it!)

Electro
February 13th, 2003, 03:42 PM
Can anyone beat it =) cause I died twice trying to get the blue key... hehehe, can you win? =)

also, I got to work on a second level... I wonder how evil I can be... and I am so evil... I have two doom wads now... one for map 1 and one for map 2, now..... How do I merge these two into a new wad? (DeePsea... I have no clue...)

Electro
February 14th, 2003, 04:10 PM
oh, whoops, heh, it appears I forgot to mention where I moved my worlds... heh, they are located... here (http://www.geocities.com/electro1178/doom.htm)

Also, I just read NewDoom News.. Brave? hmm sure but I still hate spiders. (Those things are freakin annoying, also mentioning if that one right there is poisonous or not... hmm maybe it is... *smack* no worries now.)

ok back to my editing stuff...

Well torment and rampage aren't exactly my first levels, well, offically, I say they are, but my others are only test ones where I begun my little adventure into making everyone's life terrible =) hehehehe ok, I am sometimes easy or hard but I am learning DeePsea features and stuff... (too bad of its little size limit) I also looked over the doom I and II wads and seen how ID made the levels how they are (I looked over the functions like lifts, switchs, sneaking traps, etc.) So I sorta learn abit from that then use it in my own weird ways. =)

Ok ahead and check out my levels! =)

I am just adding my 3rd map, Swamped. (heh heh heh, just watch where you step...)

To play all doom wads I think, try...

-iwad doom2.wad -file torment.wad rampage.wad swamped.wad

MidnightStorm
February 14th, 2003, 06:15 PM
On the good side, there were plenty of surprises and the level was challenging.

Bad points...oh boy...where to start...

The wall textures, while consistant, were quite boring. Use some variety.
More detail is a plus.

Unpeg the textures on the walls where the crushing sectors are connected to make it more realistic.

Pay more attention to the width of the door textures.

Offset the textures where the linedefs of the doors are joined so the wall texture will have a smoother look. Or, better yet, use the DOORTRAK texture for a more realistic look.

While there was plenty of health, the ammo to monsters ration was far from being perfect (I had to kill off a Knight with the fist attack). Make the player sweat and conserve, but it is a serious gameplay flaw to run them out of ammo.

Overall, it was not a very good map, though I will allow for the fact it is a first one. Download some other maps by other authors (some good ones are located on brad_tilf's homepage) and get ideas from them. It takes time and a lot of practice to learn how to make truly great maps. You have the potential, just keep at it.
http://forums.newdoom.com/UBB/smilies/cwm11.gif

MS

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Member of the NewDoom Megawad Team

MidnightStorm
February 14th, 2003, 06:21 PM
P.S.: Try using WadAuthor instead of the shareware DeepSea (unless you intend to buy the entire programme). With WadAuthor, the size of the map is not limited, and is much simpler to use. The only drawback is that the internal node compiler is bugged, so you may want to use ZenNode as an external compiler.

Also, check out http://handbook.newdoom.com/ for hints and tricks for designing better maps.

MS



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Member of the NewDoom Megawad Team

Electro
February 14th, 2003, 07:04 PM
nah, I will look for another way to get around the limit... my next map will be available for Deathmatch only =)

Electro
February 14th, 2003, 08:50 PM
On the good side, there were plenty of surprises and the level was challenging.
(Thanks!, good to hear it.)

Bad points...oh boy...where to start...
(what?)


The wall textures, while consistant, were quite boring. Use some variety.
More detail is a plus.
(I think I will stare at this wall while my opponent crams a shotgun up my behind, heh, Do looks really have to matter?)

Unpeg the textures on the walls where the crushing sectors are connected to make it more realistic.
(nah, my way is easier. =) If it works, dont fix it.)

Pay more attention to the width of the door textures. (I do, I make sure they fit right so it works correctly.)

Offset the textures where the linedefs of the doors are joined so the wall texture will have a smoother look. Or, better yet, use the DOORTRAK texture for a more realistic look. (I did so, I dont see it, oh well, as long as it works.

While there was plenty of health, the ammo to monsters ration was far from being perfect (I had to kill off a Knight with the fist attack). Make the player sweat and conserve, but it is a serious gameplay flaw to run them out of ammo. (hmmm seems like you wasted abit o ammo there... Becareful not to waste hehe, when fighting barons, switch between shotguns and chainguns instead of just using 1 weapon.)

Overall, it was not a very good map, though I will allow for the fact it is a first one. Download some other maps by other authors (some good ones are located on brad_tilf's homepage) and get ideas from them. It takes time and a lot of practice to learn how to make truly great maps. You have the potential, just keep at it.

my maps are great. =)

Also, there are some secrets about, a question is... where?

I have beaten all 3 levels without even needed a secret, and I never ran out of ammo, I had plenty left so, when exploring a level you never seen, proceed with caution all round.

ok, so these secrets dont count as a secret... heh, I do that to make people think there is none... but sometimes... there really is... none.

Aim: Electro1178 (If you got one, send a message... its usually open.)

MidnightStorm
February 14th, 2003, 09:01 PM
(shrugs)

You wanted someone to check it out and that I did...if you don't want advice from an expert mapper then I guess that's up to you.

MS

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Member of the NewDoom Megawad Team

Electro
February 14th, 2003, 09:06 PM
its ok, I respect your thoughts on it.

Looks dont really matter... heh, I just whipped up a deathmatch wad here, I never change wall textures or flooring really... I am mostly still exploring features and crap.

I aint really planning to go *KA-BOOM!!!* yet with this stuff... maybe on my 4th map or something, also, most of the stuff above that you said wasnt really understood =/ but I will mostly still do what I can do, and that is making it work. =)

You got AIM? (Crappy Aol Crap Instant Crap Messenger) =) If so, Contact me!

MidnightStorm
February 14th, 2003, 09:17 PM
When designing for deathmatch maps, looks are important only as far as functionalty is concerned. When you design maps for single or coop play, looks are just as important as gameplay. The players have to "suspend thier disbelief" and be able to immerse themselves in the game.

Looks, design, and gameplay are ALL important factors. The gameplay can be great but means almost nothing if the level is drab and the textures don't line up...in fact, it can detract from the map's enjoyment value. As odd as it sounds, eye candy IS important...make it look good and make it play good.

MS

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Member of the NewDoom Megawad Team

Electro
February 14th, 2003, 09:22 PM
Nah, whats important is kicking some butt.

Do you have Aim?

My ICQ is 166523474

ToXiCFLUFF
February 14th, 2003, 10:16 PM
Not bad, I really quite like classic Doom-styled maps, gameplaywise.

But (you guessed it), graphics concerns.

I admire your self-belief definitely (my maps are great - wish I could say that with as much confidence http://forums.newdoom.com/UBB/biggrin.gif) but graphics do count. It depends what kind of map you are making, and yours is resolutely of the ass-kicking kind, but it is always good to have some variety.

Another thing is, that although you and I (to a point) don't care about graphics too much, many people simply won't play your maps if they have one texture and no detail whatsoever... You gotta remember most people download maps based on screenshots etc,

Just a different texture here and there, because although you don't need high detail and perfect texturing, you do need a level which doesn't feel samey - because that DOES affect gameplay. Still, as you said, you are experimenting with stuff at the moment - my first maps were just massive squares with endlessly deep chasms and 1 texture http://forums.newdoom.com/UBB/biggrin.gif

To get rid of the door apparently redrawing itself effect when doors open or close, open up the linedef dialogue and check the box which says upperunpeg.

Also, if you wanna get around the linedef problem, you can save the different sections of your map as different wads, and then just copy them and paste 'em into one map in another editor. Keep in mind of the sector tags though. I'd encourage buying DeepSea if you are going to do this, because the guy obviously has put a lot of work into it (I mean, it's been ongoing for years).

Anyway, you've definitely got promise I think, just get onto the graphics side of things at some point. Oh yeah, having height variations is a pretty quick and good way of creating variety too.

Electro
February 14th, 2003, 10:57 PM
ok, so I shall change the wall so it is every darn color and type! =)

I perfer to be 1 type, ok so I might change some parts but I like sticking to most defaults or something.

also most stuff will be squares (well, its easier to connect rooms this way for now. Snap to Grid is on so everything goes by 8's.

Electro
February 14th, 2003, 11:34 PM
ok, so I shall change the wall so it is every darn color and type! =)

I perfer to be 1 type, ok so I might change some parts but I like sticking to most defaults or something.

also most stuff will be squares (well, its easier to connect rooms this way for now. Snap to Grid is on so everything goes by 8's. (example, a crusher is 88x88)

but I might try that... maybe

Electro
February 15th, 2003, 12:12 AM
w00t! Time for a deathmatch, Gather some friends and get onto my new little map... since you told me to decorate it... I did so... Just... watch your back...

http://www.geocities.com/electro1178/doom.htm

ToXiCFLUFF
February 15th, 2003, 03:29 AM
Yeah cool, that's a lot better. No one to play DM with, but I'm betting I wouldn't be using the rocket launcher on THAT map... the stick of suicide I say.

It must be nice getting a map done in less than a day... my current map is really fucking complicated, and it takes about 2 days to get a room done (roughly 700 linedefs per room). Goddamn annoying, it feels like you're making no progress even after a whole day's worth of mapping.

Electro
February 15th, 2003, 12:32 PM
hehehehehe ok ok, I am making a Super Mega Grid... =) this. might be. slighty better, also, yes, I know the rocket launcher, It wont be in SuperMegaGrid and replaced.

but for now, think you can beat your opponents on it? =)

Electro
February 15th, 2003, 01:02 PM
well, I also test it very often when building it... (to make sure I didnt mess anything up)

and I know that mega grid is a good dm... you can use the RL, just make sure you have the supercharge...

plus, its a good sneak around map, just watch out for the lava cracks... they do hurt sometimes... also, do watch your back,... Super Mega Grid is online! =) You can grab it now.

SSG
February 16th, 2003, 04:12 PM
I actually liked how it was all the same, had a common theme throughout.

Electro
February 16th, 2003, 04:20 PM
Will you people make up your minds... =)

Ok! I have finished Nuclear Panic! Its very horrible... there are a few place where you can get stuck and cannot escape. (hehe) anyways, forget all that, proceed with caution and download the new level... lets see how this goes!...

(What, dont see it yet? hmm hit refresh every 5 seconds til: a) it appears on my geocities page. or b) til geocities sends you email to quit.

(also, why isnt my blasted signature on?)

I am getting abit tired of having to type this over and over... I know I have a signature... where is it... (http://www.geocities.com/electro1178/doom.htm)

also, am I annoying that I can make maps faster? =) hehehe

The Undertaker
February 16th, 2003, 11:03 PM
Not as fast as I.
*runs Slige*

Electro
February 17th, 2003, 01:34 PM
alright... A new map called Doomed and its not bad of a map for server play... =) Lets mix in some barons, hell knights, a few cacodemons, and a few other bits and see what happens!


Oh yeah I also made a map called Dat, but I forgot to release it... this has been done!
*whew* Better get started on another one...

Electro
February 18th, 2003, 05:11 PM
I got a new map up called Scared, and I bet that none can beat it with all 100% in 1:15 =) my score is 1:07 =) hehehe