View Full Version : My New Wadfile
DeusExMachina
April 6th, 2005, 02:42 AM
Ok, after taking in all your feedback on my last two wads, I have come up with this one.
Please take a look, and say what you think...
The Wad File (http://www.freewebs.com/mywadfiles/hell.wad)
PS - the idea for the blood fountain I pinched from Psyren... sorry!
Lutrov71
April 6th, 2005, 03:15 AM
You're obviously just starting out mapping. Don't change texture themes so drastically, it goes from lick tech to hell to wood to GSTONE etc. etc. Also add more detail. For a starting out map that's pretty good, but there is much work to do. :)
Also, that isn't really Psyrens idea, it's been done lots of times. *bang*
DeusExMachina
April 6th, 2005, 03:17 AM
Kool, did you find the secret bit? And what did you think of the anti-cross?
Lutrov71
April 6th, 2005, 04:59 AM
Didn't find any secrets, the anti-cross was very cool. :)
DeusExMachina
April 6th, 2005, 05:19 AM
cheers, the secret is in the tech room with the pain elemental - there's a door to your right, near the end, with a plasma gun behind it. There is another door behind the plasma gun - go thru that door in nightmare mode - u will have fun... There's another exit there as well, try it...
Mute1788
April 6th, 2005, 02:34 PM
I tried it. Well, in all honesty (trying not be be harsh) the constant changing of textures is annoying, like Lutrov pointed out. The level is pretty small, and you jump from weak weapons/enemies to powerful weapons/enemies. There are also some mis-alligned textures.
Better than some God awful levels I've played, but it could still use some work.
Danimetal
April 6th, 2005, 04:40 PM
If he´s starting he will use some work as he learns :).
DeusExMachina
April 7th, 2005, 05:02 AM
Mis-aligned textures? where?
psyren
April 12th, 2005, 09:26 AM
The only mis-aligned texture I saw was at the exit, but I wasn't really looking. Lutrov is right. Nothing is really original. The more wads you play = the more things you will see and get new ideas from. All the different types of textures is strange also, but much better than the first several maps I made.
Check out my webpage for some good resources and a few small sample maps to learn some basic tags and tricks.
No matter how fantastic you think your map is, you're always going to find something that blows you're mind and makes you want to just give up altogether. Happened to me quite a few times. I think, "My God! I'll NEVER be able to make a map as cool as that one!" But don't give up.
The maps others have made are the best way to learn, and any questions you ever have, someone can answer here.
Doom007
April 12th, 2005, 10:39 PM
The only mis-aligned texture I saw was at the exit, but I wasn't really looking.
Yea, there was a mis-aligned texture in the exit, but also on the anti-cross. And it's usually really hard to line textures up when you start making stuff like that.
Heh, that was a nifty wad. Looks like some of my REALLY REALLY older levels when I first started out mapping. But yea, I'll agree here, (using only constuctive criticism) you'll want to try and stick with a certain texture theme, change it up a little as you go through the level, but not too drastically. Also, from my experiences, I usually stick with a certain theme of monster for the levels I make, and you can change that up a little as you go through, just don't change from 3 rooms of humans or imps, to 5 rooms of revnants or something.
Keep workin on it tho, you'll catch on quick. If ya need any more help or want to see some stuff i've made, lemme know Deus, I'd be happy to help anyway I can. *l7*
Aliotroph?
April 13th, 2005, 12:22 AM
Lots better than the last map although the last one had a more interesting layout. This also reminds me of some early things I made. Too bad I can't post any of those for comparison (stupid formats).
I could say the texture thing again but instead I think I'll expand on that. You can use different textures together if you have a nice way of making them work together. DooM is better for this than most games. Takes a lot of fiddling though.
The secret ending with the cacos and pain elementals just got crazy. I let them kill each other for a while to avoid Legacy lagging (a lot of that was Legacy's fault). The idea to have them come out of the alcoves was neat. I don't understand why you used the secret exit that goes to level 16 though, unless you intend it to be a warp effect like Super Mario Bros.
Some of the details were really cool, like the anti-cross an the blood fountain. You shouuld try working some of these details into a neat concept like an unholy level with anti-crosses and blood pools.
The tech stuff didn't look as good mostly because it felt more random. If you want to cross tech and hell themes, it usually works best to make the Hell stuff as though it's taking over the tech stuff or do a tech outpost in Hell, etc.
Now for some technical stuff. Doors opening into skies don't make a lot of sense, and honestly look like crap. If you can build the walls up, make an overhanging roof, or use smaller doors it looks more believable. The exit door is a good example.
If the rooms are on both sides of a door are really bright, it makes more sense to have the door lit as bright or almost as bright. A significant difference there looks out of place.
Keep mapping. It's fun and you end up getting a neat appreciation for interesting spaces. :D
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