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Doom-Dork
March 7th, 2007, 07:59 AM
Hi peeps. Here is my second outing as an apprentice Doom builder. I actually finished this map some time ago, but wasn't sure wether it was good enough to show the world (which probably means it isn't). Anyway, here it is. Any comments would be greatly appreciated, other than, crap, shit and give up map building.

http://img104.imageshack.us/img104/5151/newmap57qg.th.jpg (http://img104.imageshack.us/my.php?image=newmap57qg.jpg) http://img145.imageshack.us/img145/973/newwad29ul.th.jpg (http://img145.imageshack.us/my.php?image=newwad29ul.jpg)
http://img78.imageshack.us/img78/358/newwad31xw.th.jpg (http://img78.imageshack.us/my.php?image=newwad31xw.jpg) http://img67.imageshack.us/img67/4500/newmap44ow.th.jpg (http://img67.imageshack.us/my.php?image=newmap44ow.jpg)

The map also has no name yet. I can't for the life of me think of one, so any help there would also be useful.

[EDIT] this is a SP tested on jDoom, Doom95 though it should work on most major ports.

Get the nameless Wad here (http://www.box.net/public/ddd6or5aly)

Aliotroph?
March 7th, 2007, 09:20 AM
I think the screens with the square lights in the ceiling would look nicer if you made a smaller sector inside the sector with the light and only lit the part directly where the actual light is. That's most noticable in the bottom-left screen.

Other than that, those look pretty cool. :D

FATAL
March 7th, 2007, 12:24 PM
I think the screens with the square lights in the ceiling would look nicer if you made a smaller sector inside the sector with the light and only lit the part directly where the actual light is. That's most noticable in the bottom-left screen.
I actually don't like that particular look, but rather prefer a much larger scale lighting with loads of gradient.

Doom Dork, I think you showed me some version of that map ages ago. I liked it then,that's for sure, and if you've fixed the bugs I found at the time, I'm sure that it's a highly playable level.

Doom-Dork
March 7th, 2007, 02:58 PM
Yes Fatal I did fix those bugs you sugested. I also changed one or two other little things, but any other ideas would be taken on board.

Doom-Dork
March 10th, 2007, 12:23 AM
After reviewing all the comments I recieved from my first map (aMAZEd.wad), I am suprised that there have been no comments on this one. Which leads me to the conclusion that it can be only one of two things.

1) The map was so crap it wasn't worth commenting on.

2) The map was so fantastic it has left you all speechless.

I think I'll opt for the second option.

hawkwind2
March 10th, 2007, 04:40 AM
Well, I've only just now tested the map.

My findings ...

1. I found myself trapped at sector 119, behind door sector 118. Either the door needs to be opened from sector 119's side or make sector 140 a lift sector.

2. Window sectors - sectors 355 etc - could have their floor raised to not see the lower sky layer.

3. Sector 240 needed a ceiling height of 256.

4. Could have used sector lighting to better advantage - flickering torches, pulsating teleport platforms ...

5. I didn't like the fact that if the player opened door sector 266 first the player could not kill all the monsters.

Still an ok map to play.

Doom-Dork
March 10th, 2007, 10:08 AM
Well, I've only just now tested the map.

My findings ...

1. I found myself trapped at sector 119, behind door sector 118. Either the door needs to be opened from sector 119's side or make sector 140 a lift sector.

After Fatal reviewed this map some time ago, he told me about the fact that you could get trapped if you fell off the wrong side of the bridge. This was fixed, but like an idiot I uploaded the old version. As for the door (sector 118). It was designed to only open from one side.

If anybody want a copy of the updated version the can get it here (http://www.box.net/public/2vl0ioidgq)


2. Window sectors - sectors 355 etc - could have their floor raised to not see the lower sky layer.

I will look into that.


3. Sector 240 needed a ceiling height of 256.

Why?


4. Could have used sector lighting to better advantage - flickering torches, pulsating teleport platforms ...

As the map was initially made for the doomsay platform, flickering torches are normal. As for the pulsating teleport platforms, thats something else I will look into.


5. I didn't like the fact that if the player opened door sector 266 first the player could not kill all the monsters.

That was the luck of the draw.

hawkwind2
March 10th, 2007, 02:38 PM
Originally Posted by hawkwind2
3. Sector 240 needed a ceiling height of 256.

Why?

Because if you can see lines 1108, 1107 and 1112, when viewed from sector 236, you will notice that the texture goes too high, ruining the height of the buildings.

Doom-Dork
March 10th, 2007, 02:52 PM
Noted!

I will fix that asap.

It should be just about ready for update #472 *roflmao*