View Full Version : my new dm wad!
rustyslacker
August 21st, 2005, 02:14 PM
hello everyone
i've started work on an unusual deathmatch wad for legacy. it consists of 3 areas, connected to each other by teleporters. they have completely different themes and architecture from each other, and since there are deathmatch spawn points in each area, players will need to hunt each other down.
the first area is a small fort-arena area. there are brick walls to be used for cover, 3 small buildings with weapons inside, and a fountain-thing.
the second is a jail. in progress.
the third is a volcanic-type area. i got this idea from deusexmachina's contest. not even started yet.
you can expect to find it (when it's done) on the T3@M D0NU7$ site: http://www.freewebs.com/t3amdonuts.
rustyslacker
August 29th, 2005, 04:06 PM
screenies are coming soon, later tonight or maybe tomorrow. finished the jail section, working on the last part. some of the architecture is cool, some of it is lame, maybe a little is a bit cliche. :-D
peace yo
Planky
August 29th, 2005, 04:35 PM
That gives me idea for a progressive level. Say you have several zones in a level (with different themes, like your map). When you reach a specified amount of frags, you are teleported to the next zone. You could be allowed to go back a zone if no-one else is in the zone. You could have ut2Kx style announcements when the players shift zones or get to the next zone within a timeframe.
/me ponders
rustyslacker
August 30th, 2005, 01:08 PM
that would be cool! the problem is even skillage. if a player is too skilled compared to the other people that he is playing against, he will have progressed and have to wait for others. then he can go around the map and load up on weapons and armor, then camp anybody who comes through..... i think this could be fixed though. there should be some way to make a script that instantly gibs anybody who camps :-D
Planky
August 30th, 2005, 03:06 PM
To combat that, all you do is have the items spawn only when there is more than one player in a zone (or reset the players ammo :D). You could also make it spawn a bot until another player comes in, at which point boot it.
Danimetal
August 30th, 2005, 03:42 PM
These ideas are shaping up really well. I hope to see them in some Legacy DM I can play... Have you got any script knowledge RustySlacker???.
rustyslacker
September 1st, 2005, 04:31 PM
not really, working on scripts in a different map.
this project has been named "Dimensional Analysis" in honor of a concept my science teacher has tried in vain to teach to me.
i used 3d floors though!
click here:
http://www.freewebs.com/t3amdonuts/dimension.zip
Danimetal
September 1st, 2005, 04:42 PM
How come I´m redirected to this very same thread each time I try to get your map???.
rustyslacker
September 1st, 2005, 04:54 PM
i'll email you the file
rustyslacker
September 1st, 2005, 05:21 PM
if anybody else wants this file, contact me through aim or at rustyslacker@gmail.com. if it gets put up on the site, i will notify you.
Danimetal
September 1st, 2005, 05:27 PM
Played in a rush, as always :).
Well, having seen your first efforts in mapping I must say that you´re taking your steps in the mapping thing. The map is somewhat what could be expected with a person with small mapping experience but, at the same time, has some nice hightlights :).
Starting from the start, the first area is somewhat worse than the rest. It´s just to blocky, squary if you know what I mean. The texture choosing is akward (there are red bricks with brown and others that look really weird!!) and overall, it could pass for my first released wad (you played it XD!) or for a <1998 one. That´s for architecture. In terms of gameplay there´s nothing special but provides a fun battle, easy if you take it with care, but fun with all those walls around. I bet this is the first part you did in the map and that it´s way older than the rest.
The second part is much better, in my opinion. This must be the "Jail" area you were talking about. It´s small, sure, the central area is nothing special and has misaligned textures, but is an improvement over the first one. Also, the 3d desk has no gameplay effect but looks nice and the fact that you split it into two sections (computer and desk) shows that you´re getting understanding of the Doom system. Also, Doors work now unlike in your first map ;). The area with the cells is nice, there´s lightning (which I wouldn´t end with that sharp angle), cells and grates with "Sky windows". The 3d floor simulating a beam across a door could have been done with a middle texture of a wooden beam, but it´s good... Also, the toilet area is typical but fun. Are those prefabs?. In terms of gameplay there´s not a lot to do there, but there are cacos and guns. Oh, it has some errors in the ceilings of the open areas!!. Look closely and you´ll get what I mean.. I´d recommend you to get some custom textures to work with. Try this site: http://doomworld.com/afterglow/textures.shtml .
Finally, the hell section is the best of the three. It starts out as a very basic hell with pillars over lava... Try to experiment with 3d water-lava there and script an "Instant death" sequence if you fall. You will learn a lot in the way. Well, you kill some cacos and go through a small tech door (doesn´t really fit) into an area that is the best of the map. The 3d floors making a stair to a 3d floor look really neat. It´s a shame that the mancubi were stuck, it would have been a good fight!.
So, what´s the final veredict?. Well, by today´s standards this map is quite average and under par. Still, it represents a huge leap compared to your previous work and shows that you´re getting better at it. Legacy features are not used a lot so if you´re planning to map for it, why don´t learning everything it has to give?. It´s such an underrated port and needs of mappers. Well, keep on mapping, next time you could try to stick to a theme but if I am to give you some piece of advice here it is:
-Play other people´s wads. Get ideas. Guess how they´re done. Do them and adapt them to what you want.
-Don´t forget there are other things in life; it´s September, school is almost there :P.
-Carefully play with lights and shapes next time.
And that´s all :). I hope I helped you. Now I´m off to bed.
Aliotroph?
September 1st, 2005, 07:39 PM
If you want to upload the wad to that freewebs thing then try doing it again and instructing people to copy the URL into their browser. That always defeats the redirects for Geocities. :)
If you don't want to upload it anywhere, then send it to my gmail account (lmcmullin). I'm not typing the whole address. That just gets spam from a crawler. :p
Danimetal
September 2nd, 2005, 02:02 AM
Or fill and translate your adress with 1337ness, he seems to use it a lot :P.
Planky
September 2nd, 2005, 03:33 AM
I'm not typing the whole address. That just gets spam from a crawler.
What about the human crawlers?
/me takes note of alio's email :D
rustyslacker
September 2nd, 2005, 03:58 PM
thanks for trying it out, dani.
you were right, the first area was the part i did first, and looking back at it now some of it looks kinda stupid. but did you see the two switches on opposite sides of the map? one of them activates an invisible crusher, since i used the f_sky1 ceiling. the other switch turns it off. the second area could have been bigger, but experimenting with the lighting was fun. the 3d floor/beam thing was a wood texture. the lamp that was right next to it makes the texture look all weird in OpenGL XD!
the third part was easily the most fun to make. i made all of the stairs and the platform in the last room into 3D floors at the last second, and looks way better than it did before. too bad the mancubi got stuck, sometimes when they are unstuck it's a real challenge with them shooting at you while you run across lava!
peace
Aliotroph?
September 3rd, 2005, 12:49 AM
So when do I get a copy? :p
Sexi Waffles
September 4th, 2005, 07:49 AM
i played it too
rustyslacker
September 4th, 2005, 05:40 PM
you can have it as soon as i get your email adress.
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