|May 17th, 2011, 02:00 AM||#1|
Join Date: Apr 2009
new map, Beneath the fallen
copyed from doomworld.
hello guys, just finshed my new map Beneath the fallen. took me over 2 weeks to create in 2/3 hour sessions. lots of monsters to slay over 400), only one difficulty been set so far UV (as thats all i play ).
map has an undreground tech feel using the uac ultra textures.
source ports required only tested on skulltag an gzdoom.
hope you all enjoy it as much as i did making it.
would like some C&C please, anything i could improve on? was there enugh health and ammo? did you find all the secrets?
i wanted to post some cool SS but there is a problem with my screenshots as shown here
hopfully my map shot will persuade you all!
|May 24th, 2011, 08:55 PM||#3|
Join Date: Apr 2001
Location: Somewhere between Space and Time
I'v only just got around to taking a look at it so far, haven't really played it yet.
I'd say map01 seems a bit too dark, maybe add in a bunch of overhead sector lighting etc. ~ it makes things look neat when the monsters walk under them.
Or if you plan on making it for what you're testing it under, why not add some dynamic lighting? :P
Other than that, I like, and the uac ultra textures are pretty cool.
It has some height variations but I want more. and it has some details but I want more heh.
But again I'v just started to look at it.
Oh btw, you should probably make the name of the wad only 1 word like beneath.wad and name the readme.txt as beneath.txt
You can have the full name 'Beneath the Fallen' in the readme, and maybe a story would be cool. ~ possibly something to base off where ultra left off?
Anyway, the readme looks to be pretty limited heh, it's good that it has credit to the texture maker however.
Although end-user won't know what to run it under, doom, doom2, hexen, etc, or who made it, or when it was made, could it be a dm map? :P
I'm guessing the readme is just temporary at the moment though?
Anyways, it looks like a lot of work so far, keep it going!
oh yeah, the first shot does look kind of wierd lol, I'm thinking it has to do with the video aspect at fullscreen and the sourceport didn't want to output it properly. you might try taking the shots in window mode.
Last edited by MR_ROCKET; May 24th, 2011 at 09:27 PM.
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