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Old October 3rd, 2001, 11:20 AM   #1
Doom_Dude
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Smile My Mapping Projects

Hi. I'm just bored and want to post some of my junk here. lol.

Project: Deathcore
Multiplayer DooM II project. Maps will include the previously released Chasmcore and Templecore, deathmatch wads. Remade map07 (Demonic Outpost) from Vilecore for deathmatch play. Project will be about 10 maps once it done. Some parts of other maps are made. Lots of work to go...

Templecore Screenie:


Chasmcore Screenie


Project Vilecore; Version 2 Upgrade
I decided to fix some of the minor things and add some stuff to the original. I just want to spruce up the architecture a tad in some of the earllier maps. Other tweaks will kill some texture bugs and the need to jump in map 32. Better coop support and other things too...

Project: Hexen II; Untitled Hub
Possible titles: HexenCore, Dread Keep, Death Citadel...
It started out as a single map. The single map became 2 maps and now it looks like it'll be as large as 20, once it's done. Maps so far:
1) Dread Keep
2) The Canal
3) Ruins
4) Ruins (part2)
5) Stone Age Temple
6) Undercity Sewers

HEXEN II Screenies





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The Megawad
Deathcore™ is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
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Old October 8th, 2001, 07:07 AM   #2
DooMAD
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Very Kewl. Are they all DeathMatch, or do some of them support Single / Co-Op?
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Old October 8th, 2001, 12:16 PM   #3
The Undertaker
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Cool

Killer screenshots (It almost killed my modem). Just hope you don't need helpcore.
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Old October 8th, 2001, 05:18 PM   #4
Doom_Dude
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Talking

Thanx
Hey Undertaker get outta my grave. There's not enough room in here for the two of us.

Yo DooMAD. Chasmcore and Templecore = deathmatch maps.

Vilecore = Single Player and CooP 32 level megawad.

Deathcore = Deathmatch wad.

Hexen II Project = Single Player and CooP hub.

I don't need any Helpcore

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The Megawad
Deathcore™ is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
  Reply With Quote
Old October 9th, 2001, 12:39 AM   #5
Aliotroph?
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AAaaahhhhhh!!!!!! Point lights! If they had used a Quake II engine for Hexen II the torches could have looked so much better! Castle wads are really creepy with that engine though because the really simple light model always leaves ahadows in weird places (often where they shouldn't be).

Despite my engin bashing, that mod looks awesome. I might just have to spend the whole $10 for that game now.

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"Killed Aliotroph?"
- obituary from Perfect Dark
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Old October 9th, 2001, 07:55 AM   #6
Doom_Dude
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Talking

Thanx Aliotroph?

They used a modified Quake engine and, ummmmmm, Aliotroph? was Quake II in production when Hexen II was released?

Anyhow, imagine screenie 1 with snow....looks even better. Thing is Portals has the snow and Hex2 doesn't. I decided to release 2 versions of the mod. A Hex2 and a Portals version.

------------------

The Megawad
Deathcore™ is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
  Reply With Quote
Old October 9th, 2001, 05:34 PM   #7
The Undertaker
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Okay then, I decided to go north for the winter and visit your igloo. Better bring a P4 and a 400mhz FSB to overclock it on.
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Old October 9th, 2001, 05:41 PM   #8
Doom_Dude
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Wink

Okay kewl, just watch out for polar bears.

------------------

The Megawad
Deathcore™ is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
  Reply With Quote
Old October 10th, 2001, 01:32 PM   #9
The Undertaker
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I'm worried about frozen preserved cheese from Zack's ancestor's many centuries ago.
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Old October 10th, 2001, 05:27 PM   #10
Doom_Dude
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Arrow

Zack says to not eat the outer green part of the cheese because it's poisonous. Just eat the crunchy middle part.

------------------

The Megawad
Deathcore™ is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
  Reply With Quote
Old October 10th, 2001, 07:42 PM   #11
The Undertaker
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Red face

Wish you told me that about 5 seconds ago. I thought it was green jello (I know Zack does some weird thing's with his cheese), not mold.

Looks like I'm going to Doom_Dude's Lost Soul Hosipital.
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Old October 12th, 2001, 01:22 PM   #12
Doom_Dude
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Arrow

Well it's not deadly poisonous, so you'll live.

New screenie.



------------------

The Megawad
Deathcore™ is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
  Reply With Quote
Old October 12th, 2001, 01:40 PM   #13
The Undertaker
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Okay, I survived the cheese, but not your bill. Anyway, seeing the shot is from Legacy (the barrel gave it away), will it be for Legacy?
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Old October 12th, 2001, 10:10 PM   #14
Doom_Dude
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Arrow

Yes it will be for Legacy, just like the original Vilecore, but not specifically. It will run under the other ports as well.

------------------

The Megawad
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
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Old October 15th, 2001, 11:45 PM   #15
Aliotroph?
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Played some Vilecore today. It rocks except that I got ambushed and died at the end of level 3. Here are some nit-picky little things I found:

- GL bugs looking straight up platforms (might not be fixable)
- Door_trak texture looks dumb behind a lift (just my opinion)
- Yellow key behind secret door in level 2 - mean trick damnit
- No exit signs - sometimes I'm scared to hit a switch because it might end the level before I want to leave

That's about all I found wrong with it so far. The gameplay is good. I actually like it much better than Final DooM. It rivals DooM and DooM II easily. Legacy's dynamic lights really help the atmosphere too.

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"Killed Aliotroph?"
- obituary from Perfect Dark
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Old October 16th, 2001, 08:02 AM   #16
Doom_Dude
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Thanx for letting me know what you think.

<BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2"> - GL bugs looking straight up platforms (might not be fixable)</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

Hmmmm, I never noticed this. I will be running ZenNode over the entire 32 maps, so hopefully that will fix the problem. That's something I'll definitely have to check into.

<BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2">- Door_trak texture looks dumb behind a lift (just my opinion)</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

I thought it looked kewl, but maybe it does look stupid....

<BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2">- Yellow key behind secret door in level 2 - mean trick damnit</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

You must mean anouther map. The yell key in map 02 is in the open. I think you mean the map (no me can't remember which one) where you enter a room and the door drops down in front of key and you have to get it from other side. LOL. I like that trick


<BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2"> No exit signs - sometimes I'm scared to hit a switch because it might end the level before I want to leave.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

Ya Aliotroph?, I've heard this complaint before and thanx for reminding me. Now is a good time for me to fix this. Originally I didn't think an exit sign looked right in a map and I still don't, yet it does serve a purpose. Will have to put em in I think.

<BLOCKQUOTE><font size="1" face="Trebuchet MS, Verdana, Arial, Helvetica, serif">quote:</font><hr width="100%" size="1" noshade><font face="Trebuchet MS, Verdana, Arial, Helvetica, serif" size="2">That's about all I found wrong with it so far. The gameplay is good. I actually like it much better than Final DooM. It rivals DooM and DooM II easily. Legacy's dynamic lights really help the atmosphere too.</font><hr width="100%" size="1" noshade></BLOCKQUOTE>

Why thank you for the compliment, you just made my day.

------------------

The Megawad
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
  Reply With Quote
Old October 16th, 2001, 01:41 PM   #17
The Undertaker
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Then don't use the exit sign, just use that door instead. And be sure to put the dehacked patch in the wad instead of making me do it manully (even though it takes 20 seconds).
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Old October 16th, 2001, 09:41 PM   #18
Doom_Dude
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Yeah, I plan on putting that dehacked patch into the wad. I made a list of things to do and that's on it.

Good point with the door idea.

------------------

The Megawad
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
  Reply With Quote
Old October 20th, 2001, 08:50 PM   #19
Lurkerzoid
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Question

I'm confused. Where is the hidden key on map two? I just replayed the map and the yellow key is in a side room after the second open area. Hey Aliotroph, maybe thats in map 3. I'm going to go play and find out..

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Where is my copy of Doom III? Hurry id software!
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Old October 21st, 2001, 02:26 PM   #20
Doom_Dude
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Arrow

I know where that key is. At the beginning of map 03, the corridor winds in a circular path with a yellow door at one end. To lower a barrier to the yellow key room, you have to find a secret room, where the switch is hidden.

------------------

The Megawad
Deathcore & Vilecore Ver2.0 is coming!
Gimme a wicked weapon a mean assed monster in a kewl level and an engine that delivers.
  Reply With Quote
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