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August 27th, 2008, 03:48 PM
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#21 |
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Commander Keen
Join Date: Oct 2005
Location: Rio de Janeiro - Brazil
Posts: 702
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Map07's name = "NotsoSimple"
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August 27th, 2008, 07:46 PM
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#22 |
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Commander Keen
Join Date: May 2004
Posts: 85
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Hey, you took me off already! And I hadn't even posted yet. XD Naw, idc really.
If anyone was wondering: I recently realized that I don't have a good copy of the map (the original Map11) on either of my computers... my gut feeling is that it's on a flash drive, which was lost several months ago. The only copy I have is missing a good 20% of the map compared to the latest version. I've been waiting on AIM to find some people I know and see if they had the correct file, but as of now this is looking very unlikely. If the file miraculously finds its way into my hands again I'll see what I can do, but for now it looks like this is it for me. I'm really sorry it didn't work out or if I held you guys up in any way, but I'm still looking forward to playing the finished product!
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August 29th, 2008, 01:40 PM
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#23 |
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Keen For Life
Join Date: May 2006
Location: Amerikhastan
Posts: 2,756
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HAY I DID WORK!!!
http://img355.imageshack.us/img355/7016/ndcpno4.png All I need to do is finish monster and ammo placements which I suck at :C. Hay, does anyone want to help me with monster/ambush placements? I really suck at that :C |
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August 30th, 2008, 04:36 AM
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#24 |
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Commander Keen
Join Date: Apr 2008
Location: Sydney, Australia
Posts: 518
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I could and try and help with the monsters placement a bit. What kind of gameplay does your map focus on and what kind of ambushes do you have in mind?
And, your map does look like it could have more detailing but on a bright side it looks interesting though. |
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September 2nd, 2008, 05:28 PM
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#25 |
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Keen For Life
Join Date: May 2006
Location: Amerikhastan
Posts: 2,756
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Well, I am going to add some more later such as torches on the walls and such. I have the textures for that already made.
[edit]Don't no how, but somehow my post got split :P. delete pls
Last edited by Raptor Jesus; September 2nd, 2008 at 10:11 PM. |
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September 2nd, 2008, 05:31 PM
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#26 |
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Keen For Life
Join Date: May 2006
Location: Amerikhastan
Posts: 2,756
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Well, I am going to add some more later such as torches on the walls and such. I have the textures for that already made.
http://img134.imageshack.us/img134/7489/ndcpver2er6.png I added a bit more. Nothing much. Was bored in my CS160 class. Added a few monsters and some more tunnels. Also, took a higher resolution screenshot .
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September 2nd, 2008, 06:52 PM
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#27 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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AE currently sits at about 85%, I haven't had much time to work on it lately.
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September 2nd, 2008, 10:36 PM
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#28 |
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Keen For Life
Join Date: May 2006
Location: Amerikhastan
Posts: 2,756
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Put me at about 75%. Also, I need to think of a name.
I would use Teh Labyrinth but I'm sure you remember my last map by that title (I know Fatal does )
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September 2nd, 2008, 11:05 PM
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#29 |
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Keen For Life
Join Date: May 2005
Location: Some unclosed sector
Posts: 4,664
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Raptor, more sectors plz
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September 2nd, 2008, 11:10 PM
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#30 | |
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Commander Keen
Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 8,914
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Quote:
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September 3rd, 2008, 06:22 AM
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#31 |
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Commander Keen
Join Date: Apr 2008
Location: Sydney, Australia
Posts: 518
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You could call it Raptor's Labyrinth, now that's a good reference to Ken's Labyrinth! Or you could call it... Core..Labyrinth? Heh, a labyrinth made of a core, inside a planet that sounds good! CORE LABYRINTH, heh, now we have core as an adjective, not a noun for a change!
Sorry if I am too overly criticising, the tunnels really looks like it needs the extra sectors/detail. Give it character, like cavern icicles, or blood waterfalls in certain areas passing from wall to wall, holes with lava in them, holes which revenants pops out of, and/or rough grounds with different textures revealed in the holes, layered rough jagged walls with different textures, and so on, possibilities are infinite The map really has potential, keep it up! |
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September 3rd, 2008, 09:15 AM
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#32 |
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Keen For Life
Join Date: May 2006
Location: Amerikhastan
Posts: 2,756
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Labyrcore?
Sounds good ![]() I really don't need more sectors at the moment. I will once I implement traps and lighting "effects". |
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September 3rd, 2008, 12:08 PM
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#33 |
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Commander Keen
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
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Is over 30,000 SEGS too much?
That's what I'm currently looking at in AE. :\ It still runs fine in prboom though.
Last edited by MR_ROCKET; September 3rd, 2008 at 01:39 PM. |
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September 3rd, 2008, 12:29 PM
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#34 | |
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Commander Keen
Join Date: Apr 2001
Location: #legacy
Posts: 901
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Quote:
Take a look at some of the other maps in the project and borrow a few ideas for making empty areas a little less boring. As Ghost said, give it some character. |
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September 8th, 2008, 06:58 AM
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#35 |
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Commander Keen
Join Date: May 2003
Location: HTML Hole
Posts: 5,039
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Yea some more details could be nice.
Keep working everyone. |
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September 8th, 2008, 09:56 AM
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#36 |
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Keen For Life
Join Date: Feb 2004
Location: Helsinki, Finland
Posts: 7,429
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We are, we are.
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September 9th, 2008, 02:40 AM
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#37 |
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Commander Keen
Join Date: Apr 2008
Location: Sydney, Australia
Posts: 518
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Come on guys! This isn't like work or a school assessment task, it's a fun activity and fun activities are quicker to do....
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September 9th, 2008, 01:43 PM
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#38 |
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Commander Keen
Join Date: Apr 2005
Location: Netherlands
Posts: 2,037
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What happened to my Inner Fear map? I thought someone would finish that map, I don't see it in the list anymore.
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September 9th, 2008, 10:32 PM
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#39 |
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Keen For Life
Join Date: May 2006
Location: Amerikhastan
Posts: 2,756
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Who said this is fun?
xP |
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September 10th, 2008, 11:06 AM
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#40 | |
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Commander Keen
Join Date: Oct 2005
Location: Rio de Janeiro - Brazil
Posts: 702
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Quote:
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