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Osiris's_Legacy
January 27th, 2006, 08:10 PM
I've started making a MegaWad (With four levels completed, the fifth near completion) which has many Legacy enhancements (3d floors, Water etc.). I'd like people to play it, however I don't know where I could upload it to. Would anyone know where I could upload it for download?

Danimetal
January 31st, 2006, 09:16 AM
Hmm... You can create yourself a freewebs account at www.freewebs.com or any other free website hosting company. There is also a site called rapidshare that may help you upload your files for sharing. I´d go for the website hosting though: you could create your own site with text, pics and stuff and also upload your work. Good luck!.

Osiris's_Legacy
February 1st, 2006, 11:48 PM
Thanks. I'll try out freewebs.com.

Osiris's_Legacy
February 7th, 2006, 10:15 PM
I've made the site.
http://www.freewebs.com/osiris_legacy/
Now all I need is a bit of feedback (whether you like it or dislike and why) about Extermination. It's under the WAD Page ready for download.

JohnSix
February 7th, 2006, 11:19 PM
I like the backgrounds on your site, but the links are a little hard to read.
Maybe try creating a style for the links with a lighter color.

I've still not completed level one of Extermination but I did notice something funny about the door on the booth where you raise the bridge. Before the booth has been opened the door looks like a HOM and lets you see through to the arachniods in the far away building so I was kind of expecting them when I got there.

So far I can only kill two of them but I never strafe fast enough for arachnoids anyway ... I'll keep trying.

MR_ROCKET
February 8th, 2006, 12:19 AM
Well going by titles of things.. DooM, Extermination..
It sounds like a dark evil place with plenty of rat poison. :)
Maybe the site would look best like that?

Danimetal
February 8th, 2006, 07:37 AM
Osiris, Ithink I can give you a link about an interesting web making program... It´s quite easy to work with and could enhance the look (and thus, attractive) for your site since the current look and layout is pretty confusing and somewhat ugly.

I´m downloading the wad right now. Details later :).

Osiris's_Legacy
February 8th, 2006, 09:56 PM
I'll change the background of the site into a different colour, with the layout changing slightly and make sure the writing is easier to read. Also, I'll take Rocket's idea into making it a darker place with rat poison.:)
And to Danimetal, I don't need a web making program yet though there are limitations to freewebs (no offence to them they are a great site) and there are somethings there that I can't do. However, I would still like the link to this web maker, since it sounds like a cool program.

Before the booth has been opened the door looks like a HOM and lets you see through to the arachniods in the far away building so I was kind of expecting them when I got there.
I'll have to fix that. It was just a slip-up while I made the map. I might have to do that tommorow though. Dial-up really limits what you can do on the internet, though the school has broad-band. And keep trying against those Arachnoids *kewl* .

Osiris's_Legacy
February 8th, 2006, 11:58 PM
I've just finished the changes to the site to make it look better and more readable + more easier to get to other pages.
Sorry about Extermination though. Gonna have to wait till tommorow before I can put the updated Extermination on the site.

Danimetal
February 11th, 2006, 05:31 PM
There you go: free open source software!!!.

http://www.nvu.com/

I think you can migrate to an advanced freewebs account and put the html files you make with the program there :D.

About the wads, I think they need a lot of polishing... For example, use the "tip" functions instead of "message", some details and less loose ends. If I had to give you a piece of advice I´d say (as I´ve always said) that it´s good to start with little maps to get yourself used with the port, editor and style and then move to larger maps until you´re ready to get a multi-map project. Anyway, it´s your own choice :).

Good luck!!.

Osiris's_Legacy
February 12th, 2006, 01:11 AM
I understand Danimetal. The levels do need more work done on them. However, that will be done when I finish the other maps. The maps on the WAD at the moment are like my base maps that I Know is working and will be better created later. And the reason why I use message instead of tip is so you can re-read the previous messages from Command. The tips are used for computer messages and messages from monsters. However I will try out using all messages as tips.

Osiris's_Legacy
February 13th, 2006, 11:14 PM
I've added some cutscenes to levels one through three. However, the level four cutscene with the Cyber-demon is being a frustration as yet. The level four cutscene is not in the normal WAD so that is playable through to the start of level six. If anyone wants to help me with this you download the ExterminationHelp.zip (http://www.freewebs.com/osiris_legacy/WAD%20Files/ExterminationHelp.zip) on the bottom of the download page or use this link. If anyone can tell me what is wrong with scripts 30, 31 and 32 on level four, it would be very much appreciated.

Rellik_jmd
February 14th, 2006, 05:36 AM
I'll see if I can take a look at it tonight. I'm already late for work. Then why the hell am I here typing this? Heh, some things can't be resisted. :)

Osiris's_Legacy
February 14th, 2006, 10:11 PM
That's very true Rellik. XD

I probably won't be able to do too much more editing of Extermination due to tons of assignments jumping out of no-where. I might fit in some mapping but production of the WAD will slow down considerably.

Aliotroph?
February 15th, 2006, 02:51 AM
Yes, polish would be a Good Thing (TM) here. Levels anywhere near that big generally need quite a bit of detail to look ok, or at least more than these have. Square rooms with no features and no proper lighting look kinda 1994 (and I mean Rellik in 1994, not John Romero. ;) ). *points people at rellik's bad.wad*

The message function really doesn't do it for me. Too hard to read those things at 1024x768 and the phone sound drives me bonkers. The stuff done with tips was nicer.

As well, watch for unclosed sectors. The far end of the first bridge in map01 is one scary error and it causes "slime trails" in software mode. While I'm on the topic of sectors, the solid walls of the big buildings (the ones where you can't walk on the roof) don't need to be sectors at all. Making them sectors just makes more work for the engine and slows the game down. From what I could see in DB, you should be able to just go and delete the wall sectors without breaking anything.

Your knowledge of scripting is impressive in comparison to your map design though. As far as I could see, all the scripts worked fine with my only complaint being the message() thing and the presence of the cutscenes (I don't like those at all in FPS games).

I liked the battles in the spaceship level better than the island battles (the cyberdemon was kinda fun though). The gameplay wasn't bad overall, although all those chaingun dudes at a distance on UV is cruel. :p

More detailed points:

Align them textures! The A key and the arrows go a long way in 3D mode in Doom Builder. :)
Textures that are narrow and repeat a lot over a large area can hurt the eyes (think of the rails on the first bridge)
light sources are your friend. Big bright rooms with no visible source of light look weird (this isn't always true for Hell rooms)
Doors often look better slightly inset into the wall and when they're not always as tall as the ceiling.
Try and make the spaceship rise faster. Waiting for it is immensely boring and Legacy's buggy sound lags my computer with that lift sound loop.
If you have a door on the outside of a building the door should be inset into the wall and the area above the door should be at least as tall as the door. This prevents the door from rising into the sky in GL mode (and it's logical for buildings with that type of door). You didn't have this problem anywhere except the booth in map01.
The 3D buildings are a good idea. Making them more interesting is a lot of work but would be worth it.
Monsters getting stuck in things is something to watch for. There were a couple instances of imps getting stuck in things like torches or walls, probably because they were placed too close.


Big maps are hard to do, but they're also neat. Keep hammering away at these and they could be lots of fun. :D

Osiris's_Legacy
February 15th, 2006, 10:36 PM
All righty then, I'm going to do the following changes to the Extermination maps due to people asking and also because of assignments that have been completed:
First Off, the messages will be changed to tips for better readablility.
Also, I'll go back to the previously "mostly completed" levels and give them better decorations, light sources for bright rooms, monster unstuck from objects and things like that.
As well, watch for unclosed sectors. The far end of the first bridge in map01 is one scary error and it causes "slime trails" in software mode.
I'll have to basically remake the whole map for the problem caused in Map 1. Really annoying, but improves quality of the map, which is what I'm looking for. The ship for the end of map 4 and start of map 5 will rise two times faster so waiting to get to the mothership will not be as long. Later on, I'll make some sort of option as to whether Cut-scenes are shown or not probably by using FS (though the map 5 cutscene in hell will be shown to go with the story line). Until then though, you're stuck with em :p.

Anyway, thanks everyone for the advice here and in the other questions that were answered and helping me to become a better mapper. I'll have these changes completed as soon as possible.

Aliotroph?
February 15th, 2006, 11:38 PM
The problem in map01 looks like you should be able to fix it without pulling apart the whole map. Just need to delete a couple sectors and redraw them. For that matter, you could probably just reassign all the sector references on the sidedefs by hand and then just delete the extra lines when you're done.

EDIT: Yeah, took me only a couple minutes to fix that stuff. The booth would look better though if we could have 3D doors. I think I have some inventing to go do! ;)

AlysiumX
February 16th, 2006, 01:49 AM
I'll change the background of the site into a different colour, with the layout changing slightly and make sure the writing is easier to read. Also, I'll take Rocket's idea into making it a darker place with rat poison.
And to Danimetal, I don't need a web making program yet though there are limitations to freewebs (no offence to them they are a great site) and there are somethings there that I can't do. However, I would still like the link to this web maker, since it sounds like a cool program.

You know you don't have to use a web maker thingy with freewebs really, if you just put in the right amount of effort, you can get the site looking ok with just having it be in simple freewebs format. Its alot easier on editing too, check out my site for instance.
www.freewebs.com/solsnk (http://www.freewebs.com/solsnk)

Aliotroph?
February 16th, 2006, 02:44 AM
IMHO both sites would look better as black backgrounds, white text and no graphics at all, but then again that's just how I like webpages. Easier on the eyes. :)

BTW, I figured out how to make a 3D door so a building like that booth could have a roof you could see from the castle. You have to write one hell of an ugly script to do it, but it would look cool.

Osiris's_Legacy
February 16th, 2006, 10:48 PM
Pretty cool site AlysiumX. I see you don't need too much to make the site look friendly. Also Aliotroph, if you could, would be able to send me the map you fixed?

The 3d booth sounds cool. I'll get to work on it.

Aliotroph?
February 20th, 2006, 12:33 AM
Yeah. What's your e-mail?

Almost forgot, if you don't want all the monsters in the upstairs rooms trying to blow up the floor you can set them to be deaf. They can probably see through the floor anyway, but the ones facing the wrong way won't wake up all at once.

Osiris's_Legacy
February 20th, 2006, 09:45 PM
Sorry about that. It's reece.dawson@latis.net.au

BTW, I decided to make a small (but extremely high) map that would help me with my map-making skills. It has many platforms with the players jumping around like mad (FS). It works extremely well with OpenGL. However, it has a error that will occur at a random time which annoys me alot, but only after playing for half an hour or something. Also, when played on software mode, it immediatly kicks the bucket with an error. It would have made a really great map to play so I was wondering why it does it.

I'm also looking for help as to what kind of details I can put into my maps (looking mostly at Chain Islands Area 2). I just can't figure out what to put in the stone brick buildings.

And another thing, how would I make the FS spawned monsters deaf? I'm still learning alot about FS and still need to learn alot about it.

Lastly, could I also get feedback on any other WADS on my site, including the one made by EVILDOOM?

Osiris's_Legacy
February 22nd, 2006, 10:09 PM
Just wondering Relik, you found out what the problem is with the cyberdemon cutscene yet?
Aliotroph, just wondering whether you sent the e-mail or not.

I'm trying to add some details to map 3 and 4 now.

Osiris's_Legacy
February 24th, 2006, 04:31 AM
Aliotroph, I found a workaround so there's now no more slime-trail in level one under software mode.
And to Relik, you don't need to worry about the level four Cyber-demon cutscene due to some small changes, but i would still like to know what's wrong with them.
Also, the bridge booth now has a 3D roof. Level four looks a bit better than before. I'm now thinking of things to put in the second level square buildings.

Osiris's_Legacy
February 27th, 2006, 12:42 AM
I've temporaraly stopped production on Extermination and now creating a small detailed map. Hopefully it should have enough detail to show I can map well with Doom.

Osiris's_Legacy
February 28th, 2006, 03:02 AM
Just wondering whether anyone's read any of this? No ones posted here in five days. Just wondering what's going on?

Osiris's_Legacy
March 5th, 2006, 10:07 PM
Okay, today I have updated Extermination Levels one and two with more detail than what they once had. Level one mainly has the entrance updated and level two has all the 3d houses with detail on BOTH floors. Also, the steel building has a small amount of detail added and the computers in there say something now. BTW, I also finished making my small detailed map labelled Factory. Basically I looked at how I could make a room better by adding objects, light sources and other things including scripts. I'm actually sorry I didn't listen to everyone before about polishing my WAD. I guess maybe I was a bit stubborn and a bit rude*ugh* . Just wondering now if anyone notices the improvement in levels one and two of Extermination.

Osiris's_Legacy
March 7th, 2006, 12:38 AM
I'm currently detailing level three and also adding a "cybespace" to it too. Cyberspace will probably be placed in future levels too including level 5. Still working on it though.

Maybe I'm talking to myself in this thread, or maybe not, but either way no-one besides me has said anything in 15 days.

g6672D
March 7th, 2006, 04:19 PM
EIGHT POSTS IN A ROW!!! MY GOD!!! The mods will have a fit!

Maybe place a news section in your freewebs site for this kind of thing. Anyway I tested out your mod and it's pretty good. The architechture is kinda newbieish (not n00bish) but I liked the ideas in the WAD. Those terminals were amusing at times as well. :)

Osiris's_Legacy
March 7th, 2006, 10:11 PM
Thanks for that g6672D. Maybe only if I need help or if there's a huge major change, then I should post here. BTW, I like the Avatar. Total Anihalation is a great classic game.