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January 18th, 2006, 10:06 AM
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#1 |
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Join Date: Apr 2001
Location: #legacy
Posts: 929
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NDCP 2: Theming continuity
I think it would be a good idea to share our unfinished maps with people occupying neighbouring slots in order to maintain a consistent theme. As I'm doing map14, I'll give a copy of my map in progress to the people doing 13 and 15.
I'm not suggesting we copy things, but just borrow some ideas and influences. Even if it's just something subtle, like one or two textures near the exit, it would be enough to carry on the idea that you're progressing through an environment and not just randomly appearing in different places.
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January 18th, 2006, 10:49 AM
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#2 |
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Join Date: Apr 2005
Location: Netherlands
Posts: 2,073
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Sounds cool im not sure if I want to keep using the quake textures for my map though, I have seconds thoughts.
Ive posted three screens here in the map progress thread, and im really not happy with the result ive got. The map layout looks good, but the textures feel wrong when im testing it, I don't get an doomy feeling. So I think ill switch to plutonia textures, and drop the hive idea I had going The theme will still be tech though, the map name will stay the same too. |
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January 18th, 2006, 11:54 AM
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#3 |
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Spazztronik
Join Date: Jun 2000
Location: Canada
Posts: 10,518
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I think all you need is to see some screens. Mainly we should keep the maps of similar themes together.
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January 18th, 2006, 12:28 PM
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#4 |
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Join Date: Jan 2005
Location: Subcurvetania
Posts: 3,372
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Well, you've all seen my opening. All it starts with is a teleporter, pretty much, in a sort-of small valley area. I haven't decided upon an ending yet, but I know that all of the second half, from start to finish, is going to be underground/cavernous.
MAP09, also. |
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January 18th, 2006, 12:42 PM
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#5 |
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Commander Keen
Join Date: Apr 2004
Location: Spain
Posts: 4,344
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The previous map could end in a teleporter looking to some similar cliff to those that could be seen in the beginning of yours.
I second the motion of continuity and maybe I´ll even share some common doors and puzzles with my neighbors .
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January 18th, 2006, 12:57 PM
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#6 |
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Join Date: May 2003
Location: HTML Hole
Posts: 5,063
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I'd love to have some continuity between the maps. So whoever has MAP06, and MAP08, will probably need to talk to me.
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January 18th, 2006, 03:13 PM
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#7 |
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Spazztronik
Join Date: Jun 2000
Location: Canada
Posts: 10,518
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Errrr there's one little problem I just thought of. If one of the other guys fails to finish thier map you could end up making somethin for nothing.
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January 18th, 2006, 03:52 PM
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#8 |
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Join Date: May 2005
Location: Dreaming In Digital
Posts: 834
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When it comes to Hell I don't think continuity of a theme is so much a problem as earlier on in base maps/non-hell maps. Hell is just hell, you can't really tell where you're going to be thrown next thanks to the wonderful teleport-exit trick
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January 18th, 2006, 05:11 PM
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#9 | |
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Commander Keen
Join Date: Jan 2006
Location: Asheville, NC
Posts: 105
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Quote:
As well as some visual continuity (guess were talking texture crossover/sharing) it would also help to know (particulary in the first thrird) when weapons are showing up. I think it would be helpfull for polishing and finalizing the diffuculty if we had a general idea what weapons players could potentialy have when they arrive on our level. Thanks in advance, -Six |
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January 18th, 2006, 07:11 PM
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#10 |
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Join Date: May 2003
Location: HTML Hole
Posts: 5,063
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All levels should be possible from pistol start as players may die and restart with only a pistol. But difficulty should increase as one goes into the upper levels.
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January 18th, 2006, 08:03 PM
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#11 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,185
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As long as the fun factor is there then it shouldn't be a problem. heh
My maps rather fast, it's only a 4-5 min par as is with exit, I was wondering how everyones will turn out. No one wants to spend 20 mins without gibs in a level to get to the hell levels which I think "should" take 20 mins or so. I think the first half of the mega should progress quickly as like doom2 does. then maybe starting at around map15 things start getting tough, weather it being puzzles or lots of gibs or both. It should have a good replay value that way. Weapons shouldn't be a big problem, as long as ammo placement and play-testing takes a roll in it ![]() I figure in this mega, Our Hero - Doom guy has already been around the block, hell and back a few times and shouldn't be much of a big surprise if he picks up the plasma gun. Although I think the higher up the scale of weapons, like the bfg the harder it should be to achieve. Same for power ups, should be really hard to get or secret area stuffs. As for texture theme continuity progressions, yeah indeed a good idea that everyone should do trade offs and ideas with the slots surrounding them. Sometimes it might be simple enough to just make a small starting room texture themed as the previous map with teleport in it or hallway leeding to your beginning area. Or maybe even outside, have a building outside that looks like the last map would from it's outside perspective, so the player will have in mind, 'ok thats where I just came from. And of course the same type of deal for the ending areas of the level. The only problem we might run into here is. For the surrounding slots, who's will look like who's beginning and ending? Just like my map is after dani's map, will he be working on the ending of his map looking like the beginning of mine? or will I work on the beginning of my map to look like the ending of his? It's just something we will have to talk about. Communication is a must, nuff said heh. Last edited by MR_ROCKET; January 18th, 2006 at 08:51 PM. |
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January 19th, 2006, 12:41 AM
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#12 | |
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Commander Keen
Join Date: Jan 2006
Posts: 19
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Quote:
Map 06 here! I will have some screens from my map ready in 7-14 days. A bit busy with work atm. I really wanna start detailing before taking screens. I can tell you that MAP06 will start of in a cavern and work its way into a demon infested warehouse. Then it will end in a teleporter. I have even named the map now, it is called "Demonic Overload" //psykopatmullvad |
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January 19th, 2006, 03:46 AM
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#13 | |
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Commander Keen
Join Date: Apr 2004
Location: Spain
Posts: 4,344
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Quote:
"All base maps end up with a switch. Continuity is required or at least, suggested in the architecture (some background buildings)". "All marble and temple maps end up with a skull switch. Continuity is required (end in a cave, start the next in a cave)". "All Hell maps end with a portal. The portal could have the transparent image of the next map on it". Though it would be cool that we all talked about the beginning and the ending of our maps so we get to an agreement on theme and continuity, I guess it´s easy that Map02 gets the ending from Map01, Map03 from Map02 and so on. Then it could be optional to add stuff at the end of your map that suggests the following map. For example, I have a starting room for my map. I could take the final room for my previous map and try to make something like it to be seen through a window. Rocket would do the same with my map and then, I could even add an outside view of Rocket´s building at the end of my map. |
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January 19th, 2006, 05:16 AM
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#14 | |
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Commander Keen
Join Date: Aug 2004
Posts: 550
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Quote:
Maybe we can do something like Erik did for Scythe 2 (just for the hell maps here though). All of us who are making hell maps can decide on a portal texture to use, and then when the player starts any of our maps, they are in front of the portal, and when they finish one, they step through a portal. Look at Scythe 2 if you're confused about this. |
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January 19th, 2006, 05:36 AM
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#15 |
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Commander Keen
Join Date: Apr 2004
Location: Spain
Posts: 4,344
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I liked the idea of having an image of the next map on the portal itself... Heh, it was like having a portal (we could use some Hexen-like ones) and then a 260 linetype with a screenshot of what´s beyond it... Don´t you think it could do a nice effect?.
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January 19th, 2006, 06:35 AM
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#16 | |
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Join Date: Feb 2004
Location: Helsinki, Finland
Posts: 7,429
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Quote:
I don't really agree with having a teleport to end every hell map. Especially because I have one, and it doesn't fit. I mean, the player gets to a stronghold only to teleport out of there. |
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January 19th, 2006, 06:50 AM
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#17 |
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Commander Keen
Join Date: Aug 2004
Posts: 550
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Well maybe the stronghold is there to guard the teleport.
![]() O.K., anywho, since you don't like that idea for the hell maps, do you have a better one? I'm all ears.
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January 19th, 2006, 07:47 AM
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#18 | ||
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Commander Keen
Join Date: Apr 2004
Location: Spain
Posts: 4,344
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Quote:
Quote:
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January 19th, 2006, 11:45 AM
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#19 | |
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Join Date: May 2003
Location: HTML Hole
Posts: 5,063
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Quote:
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January 19th, 2006, 12:47 PM
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#20 |
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Spazztronik
Join Date: Jun 2000
Location: Canada
Posts: 10,518
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My map ends with everything crushed! CRUSHED!
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