New Doom Forums  
Testing Phase - Page 5 - New Doom Forums
Go Back   New Doom Forums > NEW DOOM > Editing > N D C P
Register Blogs FAQ Calendar Mark Forums Read

Reply
 
Thread Tools Display Modes
Old December 5th, 2008, 02:44 AM   #81
Logan MTM
Commander Keen
 
Join Date: Oct 2005
Location: Rio de Janeiro - Brazil
Posts: 702
lol
Ok Rocket. Thanks for your comment and suggestion.
I'll do it this weekend
Logan MTM is offline   Reply With Quote
Old December 5th, 2008, 06:24 PM   #82
Dutch Devil
Commander Keen
 
Join Date: Apr 2005
Location: Netherlands
Posts: 2,037
I am making good progress on updating map01, it shouldnt take very long before its completed.I am working on the outside area, adding nukage rivers and make the rocky areas look nicer.Texture alignment has been improved, there are still some areas where bricks are cut off on weird places.But I leave those alone, I try to get rid of most of the little problems.

The SSG is gone and I have removed the two Hellknights, I also want to add like 12 lost souls in the map.Lost souls seem pretty good monsters to use in the outside area of this map.Hopefully I can make some real good progress this weekend, and maybe finish it as well.
Dutch Devil is offline   Reply With Quote
Old December 5th, 2008, 06:25 PM   #83
FATAL
Keen For Life
 
Join Date: Feb 2004
Location: Helsinki, Finland
Posts: 7,429
Hey nobos, I've got some map for you. MAP22. Zip protected with the project password. There shouldn't be any major bugs. Tell me how you like it.

http://www.megaupload.com/?d=VLRXGH4J

Last edited by FATAL; December 6th, 2008 at 07:44 AM.
FATAL is offline   Reply With Quote
Old December 5th, 2008, 06:52 PM   #84
jetflock
Keen For Life
 
jetflock's Avatar
 
Join Date: Apr 2004
Posts: 1,381
heh....i am curious to see that map fatal. i wonder if it looks anything like the version from years ago...
EDIT: is the zip file screwed up for anyone else? i downloaded it twice....

Last edited by jetflock; December 5th, 2008 at 07:17 PM.
jetflock is offline   Reply With Quote
Old December 5th, 2008, 11:30 PM   #85
MR_ROCKET
Commander Keen
 
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
Yeah same here, I donno if the zip is corrupt or the way it's compressed..
MR_ROCKET is offline   Reply With Quote
Old December 6th, 2008, 01:50 AM   #86
ghost
Commander Keen
 
ghost's Avatar
 
Join Date: Apr 2008
Location: Sydney, Australia
Posts: 518
Well, I tried unzipping with the windows unzipper and 7Zip, they failed. So I downloaded the latest version of WinRAR, it worked!

Map22- Evil Eye by FATAL


Okay, I've had a play, I've noticed one bug, and I've also several subjective suggestions of the design.

One HOM indicated in screenie (sector 781)>


Some weird texturing could be improved and *nitpick mode* perhaps texture alignments as well since marbles cut in middle, etc. (Sector 468) Screenie>


Texture alignments looks quirky, I think it is the door and when it's opened, the texture moves, perhaps upper unpeg? (sector 558) Screenie>


Opinion:
Gameplay of this map? Sexellent, I really liked it, one of the most original maps I've played. I died a lot at the last bit, I had to move very intricately with good timing, but I won't spoil it all for everyone.

Visual of this map? It's average, standards are probably similar (or better) to Ultimate Doom, I didn't mind it, but it could be improved more IM-nitpicky-O. It would look very neat with all the textures aligned.

Last edited by ghost; December 6th, 2008 at 02:04 AM.
ghost is offline   Reply With Quote
Old December 6th, 2008, 02:38 AM   #87
jetflock
Keen For Life
 
jetflock's Avatar
 
Join Date: Apr 2004
Posts: 1,381
wow fatal, you went into a whole new direction with that map ....though i guess what i saw was years ago, lol. need to really play through it later, but it looks great so far in my opinion.
jetflock is offline   Reply With Quote
Old December 6th, 2008, 03:29 AM   #88
FATAL
Keen For Life
 
Join Date: Feb 2004
Location: Helsinki, Finland
Posts: 7,429
Hey sorry about the zip fellas, I think it's the password system I chose. IZarc asked which one I wanted to use and I guess I chose the most unstandard passwording system. I'll reupload it with two of the three errors Ghost mentioned fixed. The middle one is something I can't think of a good way how to fix it. Raptor also suggested that I remove automap for the baron maze part, and I agree with him. It's a bit too easy part at the moment.

Thanks for your good comments, though! I know it's rather ugly, but I'm not good at countering that.



Also imagine (or look in doombuilder) how painful it was to make some parts of the map happen. Seriously I hate how doom handles sound. I had to rape the doom engine to make this thing work.
FATAL is offline   Reply With Quote
Old December 6th, 2008, 04:19 AM   #89
ghost
Commander Keen
 
ghost's Avatar
 
Join Date: Apr 2008
Location: Sydney, Australia
Posts: 518
I cannot be fricked to play around with how the sounds work, heh. The way sounds work in Evil Eye is amazing, it was funny when I realised how it worked (the evil eye thingy). When I did the Barons part, I didn't use the automap, but it would probably be a good idea to set the lines as hidden though.

For the middle screenie, the texture alignment can be done by this:
All the wall textures need to be equally aligned (easy way to do this is to make the room height of 128 or 256 then you alter the rest of the textures, usually reset alignment), then you can change the floors/ceilings with the head kebabs to the point where the marbles are cut as a whole, not in halves. If you cannot do it, I'll help do it for you, and I'll polish some areas if you like (IMO, it's not that ugly at all), I'm happy to do it without charges or map-credits.
ghost is offline   Reply With Quote
Old December 6th, 2008, 05:30 AM   #90
FATAL
Keen For Life
 
Join Date: Feb 2004
Location: Helsinki, Finland
Posts: 7,429
Quote:
Originally Posted by ghost
BLAH BLAH WORDS
No, that just won't do. I just sent the map to Pumpking Smasher and my good friend Danimetal for the third time, they'll rip me to shreds if I flood their email accounts any further. It's not that much of a deal, anyhow.

Thanks for the offer, though!


Here's the updated version, I even found and fixed some bugs that Ghost didn't! http://www.megaupload.com/?d=VLRXGH4J




Edit: I hate you ghost now you got me all bothered about the area. FINE I'LL CHANGE IT AND SEND IT OVER 9000 TIMES TO PUMPKINSMASHER AND DANIMETAL... TWICE.





Well srsly I found a critical problem and I might as well make the blood pit room look slightly better while at it.


Edit2: Ok I've got it done, all links updated.

Last edited by FATAL; December 6th, 2008 at 07:43 AM.
FATAL is offline   Reply With Quote
Old December 6th, 2008, 12:19 PM   #91
jetflock
Keen For Life
 
jetflock's Avatar
 
Join Date: Apr 2004
Posts: 1,381
well, i think it looks fine, and you should only fix things that personally bother you.
jetflock is offline   Reply With Quote
Old December 6th, 2008, 12:24 PM   #92
MR_ROCKET
Commander Keen
 
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
Ah good, it works now
MR_ROCKET is offline   Reply With Quote
Old December 6th, 2008, 12:58 PM   #93
FATAL
Keen For Life
 
Join Date: Feb 2004
Location: Helsinki, Finland
Posts: 7,429
Quote:
Originally Posted by jetflock
well, i think it looks fine, and you should only fix things that personally bother you.
It wasn't that much of a deal, really.

But what I do want to hear is how you folks besides Ghost liked the map!
FATAL is offline   Reply With Quote
Old December 6th, 2008, 02:32 PM   #94
ghost
Commander Keen
 
ghost's Avatar
 
Join Date: Apr 2008
Location: Sydney, Australia
Posts: 518
*gasp* You didn't have to be so mean!

Jetflock is right, you should only change it if it personally bothers you. I did note my suggestions were strongly opinionated, don't change it if you don't want to, because I did say before it isn't that ugly at all (I checked the new one again, looks good now methinks). Yeah I'm sure you're sick of reading my words at the moment so I'll quiet up...

Last edited by ghost; December 6th, 2008 at 02:41 PM.
ghost is offline   Reply With Quote
Old December 6th, 2008, 03:48 PM   #95
Aliotroph?
Commander Keen
 
Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 8,914
I thought the look was bland, but since I've never managed to make a marble map that looked good I can't complain. I did like the light coming from the torches. Probably would make most of it darker is what I would do.

The gameplay was neat. Of course it started out being damn frustrating until I realized what was going on with the eyes. Even then it was a bit frustrating, since I didn't figure you could screw with the sound enough to have a place where you could shoot maintain a line of sight with a place where you couldn't. This map teaches the virtue of quicksave.
Aliotroph? is offline   Reply With Quote
Old December 6th, 2008, 04:04 PM   #96
FATAL
Keen For Life
 
Join Date: Feb 2004
Location: Helsinki, Finland
Posts: 7,429
Quote:
Originally Posted by ghost
*gasp* You didn't have to be so mean!

Jetflock is right, you should only change it if it personally bothers you. I did note my suggestions were strongly opinionated, don't change it if you don't want to, because I did say before it isn't that ugly at all (I checked the new one again, looks good now methinks). Yeah I'm sure you're sick of reading my words at the moment so I'll quiet up...
Hush now and keep talking mister.
FATAL is offline   Reply With Quote
Old December 6th, 2008, 04:33 PM   #97
Logan MTM
Commander Keen
 
Join Date: Oct 2005
Location: Rio de Janeiro - Brazil
Posts: 702
Do Aliotroph? part of the project?
Logan MTM is offline   Reply With Quote
Old December 6th, 2008, 04:35 PM   #98
MR_ROCKET
Commander Keen
 
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
Now I'm not one to really say anything about anyone’s map other than I like it and if there's some sort of texture problem.

But the only real problem I see here in map22 isn't the 188 Archviles, it's not having much room for a battle and not having something to hide behind.
If anything I'd widen all the hallways for co-op play and slap some pillars in.
From that point with pillars up, it will give you something to build off of, supports etc which would help give the player an idea that something is actually holding the place together.
Other than that, the 4-6 Archviles (death-trap) at map start with a pea shooter doesn’t really do it for me..
Can I have some blue armor at least? lol

Edit: ok I see, have to be sneaky :P

Last edited by MR_ROCKET; December 6th, 2008 at 04:49 PM.
MR_ROCKET is offline   Reply With Quote
Old December 6th, 2008, 05:01 PM   #99
Aliotroph?
Commander Keen
 
Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 8,914
Quote:
Originally Posted by Logan MTM
Do Aliotroph? part of the project?
I was until I got busy and gave up my map slots. How many years ago was that, anyway? Meh. Fatal told me to play his map. hehe

Devious thing it is. One could argue that the narrow places are built from huge slabs of marble and don't need to look like anything is holding them up. Just look at the granite burial chambers in the Great Pyramid. The big rooms might be another story though. Meh. It was entertaining to figure out.
Aliotroph? is offline   Reply With Quote
Old December 6th, 2008, 05:17 PM   #100
MR_ROCKET
Commander Keen
 
Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 4,752
At first when I figured out what I had to do, I was being a little too sneaky and walking on top of those green torches at the beginning before getting to the door.
~at first, wasn't sure if it was a line trigger or gun/sound trigger. very cool Fatal you bastage. :P
MR_ROCKET is offline   Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
testing, testing, one two three Illdo Forums Testing 3 May 2nd, 2006 12:50 PM
OMGPump2....Testing Phase PumpkinSmasher DOOM Series 7 February 22nd, 2006 07:51 AM
Beta Testing Doom_Dude N D C P 80 January 20th, 2006 06:01 AM
Testing Forum is for TESTING ONLY. GoldEyes Forums Testing 0 October 25th, 2004 04:51 PM
Testing ArchangelXX DOOM Series 1 December 30th, 2002 09:19 PM


All times are GMT -7. The time now is 09:44 PM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
NewDoom.com © 2000-2009 Mindless Games & Entertainment. All Rights Reserved.