View Full Version : NDCP Map26 - Silenced Progression
Agent Spork
March 4th, 2005, 03:40 PM
I have finally gotten a bit of work done on my NDCP map. I appologize for dissapearing almost completely out of thin air. Anyhows, MAP26 - Silenced Progression (which I am hoping could be moved to an earlier map spot) is progressing quite well. Here are a couple of screenshots of the map thus far, taken in JDoom.
http://doomrealm.mancubus.net/img/junk/ndcp1.jpg
http://doomrealm.mancubus.net/img/junk/ndcp2.jpg
http://doomrealm.mancubus.net/img/junk/ndcp3.jpg
It is probably about.. 10% completed as of right now. I am hoping for it to be a rather large map (but not too large. :P If all goes well, I should have the map done within a week or two.
Aliotroph?
March 4th, 2005, 04:09 PM
I think that's the best looking map I've ever seen you so Spork. :D
PumpkinSmasher
March 4th, 2005, 04:20 PM
I Love it and give it two smashing pumpkins way up.
Lutrov71
March 4th, 2005, 04:38 PM
Obviously a Spork map. He loves his BROWNS.
Agent Spork
March 4th, 2005, 04:41 PM
Obviously a Spork map. He loves his BROWNS.
Heh, what's wrong with brown? Just as long as it's not as brown as Quake, I'm fine :P
Thanks for the comments, by the way :)
Doom_Dude
March 4th, 2005, 05:12 PM
That looks cool Agent Spork. We'll bump you upwards to an earlier slot if we can.
I think that's the best looking map I've ever seen you so Spork.
His last map was pretty cool. You should check out Denial (http://www.doomworld.com/idgames/index.php?id=13051) for ZDoom. :D It's a little hard in spots. I didn't get lost in the map and Agent did this fading texture trick on some hex wall panels that should be seen... very cool.
As for the browns, I like to use them a lot as well. Doom has some of the best brown textures on the planet.
DoomedAce
March 4th, 2005, 06:06 PM
Looks very cool. Especially the second shot :D
Lutrov71
March 4th, 2005, 06:19 PM
Heh, what's wrong with brown?
Nothing. I was just saying lots of your wads use brown textures. It looks great!
*roflmao*
Aliotroph?
March 4th, 2005, 11:27 PM
Yeah, Quake is ugly. Half the reason I don't like to play it is right there. :p
DD is right. DooM does have the best brown textures. :D
Now I'll have to go download ZDoom. I never got it to run before.
Mystic
March 5th, 2005, 12:14 AM
yup, I love some of those brown doom textures, I think its funny to see folk complain about bricks and metal wads, its like complaining about a girl being pretty.
its good to see you are back with us spork.
Aliotroph?
March 5th, 2005, 12:58 AM
I do complain about girls being pretty through -- at least what everyone else around here thinks is pretty. Stupid fake women.
DooM is meant to be metal and bricks. One of my favourite maps in Vilecore is map24: Chemical Factory (I think it's called that). It's all brown but it looks good and plays even better. :D
FATAL
March 5th, 2005, 02:43 AM
Your map sure looks damn amazing, but...
I still have the best looking lightning here! *crazy*
iori
March 5th, 2005, 02:59 AM
I still have the best looking lightning here! *crazy*
That remains to be seen.. also, there is more to a map than just good lighting.
FATAL
March 5th, 2005, 04:50 AM
Heh, that's meant to be more of a joke.
But my map DOES have the best looking lightning here. *giddy*
DoomedAce
March 5th, 2005, 07:48 AM
Ha!
http://img175.exs.cx/my.php?loc=img175&image=doom00322le.png
As you can see, my map's lighting is almost equal to DooM 3's *flip*
Mystic
March 5th, 2005, 12:35 PM
lighting isnt so important in my 2 maps, I went straight for the gameplay jugular. You will be too busy avoiding being murdered to notice the lighting in my levels.
Doom_Dude
March 5th, 2005, 01:29 PM
LOL@DoomedAce. Does yours come with a flashlight?
One of my favourite maps in Vilecore is map24: Chemical Factory (I think it's called that). It's all brown but it looks good and plays even better. :D
That map is still the same brown but I added a lot to it. Hmmm I think I need to make some chemical storage tanks for that now that I think about it....
FATAL
March 5th, 2005, 03:20 PM
Using vanilla doom's dynamic lightning. You can create some magnificent effects (http://home.ripway.com/2004-12/214164/dynamiclightning.jpg)
Agent Spork
March 6th, 2005, 12:42 AM
http://doomrealm.mancubus.net/Misc/ndcp4.gif
Lutrov71
March 6th, 2005, 12:59 AM
What an interesting screenshot. :P
Nuxius
March 6th, 2005, 01:19 AM
Hmmm, seems like this has turned into the lighting topic. (http://img.photobucket.com/albums/v367/WCTRR/Doom/light.jpg)
Lutrov71
March 6th, 2005, 01:23 AM
That looks silly. There is a giant light there, yet most of the area is pitch black.
Nuxius
March 6th, 2005, 01:32 AM
Pitch black? I can see it fine on my monitor.
Hmmm, let me go look at my other monitor, this is probably what I get for working on my LCD...
FATAL
March 6th, 2005, 03:19 AM
No, it looks mighty fine. There's nothing wrong with it.
Aliotroph?
March 6th, 2005, 05:12 AM
Sweet, nice contrasts are a big part of what makes DooM look good.
I never managed to use that gradient lighting in my map. too many architecture details to make it easy. That said, I went for a very dark lighting style, almost like DooM III and added areas with big contrasts. I'll post JDoom screens tomorrow with "shiny textures." I think I might make definitions for more of the textures in the NDCP resource wad. Shiny stuff looks sweet. :D
Lutrov71
March 6th, 2005, 09:17 PM
Pitch black? I can see it fine on my monitor.
Hmmm, let me go look at my other monitor, this is probably what I get for working on my LCD...
It looks fine now. Dunno what happened. :S
Mystic
March 7th, 2005, 07:10 AM
I keep forgetting to fancy up my lighting, probably because most of my recent maps have been a bit large in size and Im basically a lazy bastard. I still manage to make pretty levels though.
FATAL
March 7th, 2005, 10:10 AM
I don't want to fill my maps with little objects you get stuck to, so I'll raise the "detail level" of my map by making some lightning.
Good excuse, huh?
Mystic
March 7th, 2005, 02:12 PM
an excellent sexcuse. Im in the habit of assuming everyone plays their maps in legacy opengl so i have started to rely on the fancy effects of the torches and lamps. saves a massive amount of editing time setting up all those fancy little lighting effects
Aliotroph?
March 8th, 2005, 08:22 AM
You should test in JDoom and ZDoomGL too then. The lights look different in those. :p
Lutrov71
March 8th, 2005, 09:32 PM
Why don't you just test in Zdoom because I think the majority of people will be using that.
Aliotroph?
March 8th, 2005, 11:54 PM
Probably because a majority of people on Newdoom also use JDoom and/or Legacy. Just testing on one port is stupid unless it's a port-specific wad.
Theoretically every map in this wad should work fine with BooM.
Lutrov71
March 9th, 2005, 12:59 AM
That's what I was trying to say. Wads that work in Zdoom or Boom should work in most ports.
Aliotroph?
March 9th, 2005, 12:10 PM
Yes, but you have to be careful of quirky things in other ports that might be fixed by moving a couple linedefs. It's also nice to make sure your lights look good. For example, all the lights in my map are sort of strategically placed so that if you don't have dynamic lights they just look like good decorations for barren corners but if you have a nice GL port then I also made sure those same lights look good with the room and its lighting. Overall I think my map looks better if you have the dynamic lights on but if you don't nothing gets ruined. :)
Also had to make sure the map isn't ruined by anything different in terms of gameplay such as jumping and freelook and that I didn't use any software-specific special effects since those would break in GL.
DoomedAce
March 9th, 2005, 01:25 PM
As long as a vanilla wad runs fine in doom95.exe (excluding any VPOs), all is well. If quirky things do show up in different ports then the player should either live with that or switch ports. In the case of NDCP Map03 I did make use of editing tricks that may show up as HOMs in the GL mode of some ports. There are also areas where gameplay can be ruined to a certain extend by jumping. I also did not take into account the effects of dynamic lighting.
iori
March 9th, 2005, 01:27 PM
Yeah I used some editing tricks as well which look fine in software ports, but not in Legacy GL.
Doom_Dude
March 11th, 2005, 03:56 PM
Geez I thought you were Jive there for a sec. :p No offence to Jive. lol
PumpkinSmasher
March 11th, 2005, 04:09 PM
I edited my map so that it would look good in both Software and OpenGL. I had some problems with it at first. I had used some tricks that didn't work in OpenGL, but I figure people wil be playing this on all types of ports, so I should make it as compatible as I can. So I made my map look good in both modes.
Doom_Dude
March 11th, 2005, 05:17 PM
I personally don't use any tricks that break in one mode or anouther. That's because I like to play in GL and don't like see my levels lookin screwy. :p
FATAL
March 12th, 2005, 04:58 AM
I don't use any tricks because I don't know how to. Not that I'm intrested though.
DoomedAce
March 12th, 2005, 05:37 AM
I don't use any tricks because I don't know how to. Not that I'm intrested though.
What's that? You're interested in vanilla DooM tricks? I'll be a nice guy and post a link (http://www.doomworld.com/tutorials/regintro.shtml) then *guilty*
FATAL
March 12th, 2005, 09:14 AM
Really, I'm not intrested. :p
Aliotroph?
March 13th, 2005, 03:33 PM
You can do 3D lighting in software without even using a port. It's just not fair!
iori
March 13th, 2005, 05:44 PM
Why isnt it fair?
Aliotroph?
March 13th, 2005, 06:04 PM
Because I want to use those but it'll break stuff for the GL users (at least in Legacy).
DoomedAce
March 14th, 2005, 12:26 PM
In fact, the 3D lighting (i.e. ceiling-only lighting) still works in GL. I used it in Map03 and tested it in Doomsday.
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