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December 7th, 2008, 11:38 PM
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#1 |
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Commander Keen
Join Date: Nov 2008
Posts: 76
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I made another map. Comments appreciated.
Hello again. I just got finished that map I've been working on. I did my best, and I think I did alright. I was trying to do what Goveynetcom said and make it so you're going and suddenly something happens, so made lots traps. I also tried making a bit bigger map than before, and a more complicated layout too. I tried to make the map kinda spooky too.
I got the stairs working. It looks like you only tag one sector and then all the sectors next to it with linedefs pointing to it rise and the pattern continues until it gets to a line that faces backwards, so it's like teleports and you have to flip the lines the right ways. Please. Any suggestions on how the mapping can be improved are being welcomed. Tell me anything you see that can be practiced more. I am being interested to hear what you think. Thanks everyone. ![]() Download Darkwave4 |
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December 8th, 2008, 01:03 AM
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#2 |
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Join Date: Mar 2004
Location: Edinburgh, Scotland
Posts: 2,975
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ok, will be back later with comments, thanks.
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so long and thanks for all the fish
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December 8th, 2008, 05:36 PM
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#3 |
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Commander Keen
Join Date: Nov 2008
Location: Inside a cage locked in a room thousands of miles away from anything
Posts: 162
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I will try it soon (have homework right know) and thanks for following my suggestion I hope it helped make your maps more fun. I think I will probably enjoy this map.
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December 9th, 2008, 05:12 AM
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#4 |
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Join Date: Mar 2005
Location: In a wall glitch.
Posts: 2,174
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Getting a lot better very quickly, and its very impressive how quickly you are able to make these maps.
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December 9th, 2008, 05:14 PM
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#5 |
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Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 9,097
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It looks nice and it plays mostly nice. It's a little frustrating when every ten seconds there's a new monster teleport ambush. Only other thing I can think of is to watch the alignment on some textures. I caught one of those wall boxes with fire in the back being a bit mis-aligned. Yeah, now I have to be insanely nitpicky to find anythign wrong. hehe
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December 9th, 2008, 07:08 PM
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#6 |
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Join Date: Mar 2004
Location: Edinburgh, Scotland
Posts: 2,975
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damn thing wont load on my Legacy, is this a zdoom map ?
/reads the reply below and buggers off to try again
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so long and thanks for all the fish
Last edited by Mystic; December 10th, 2008 at 03:56 PM. |
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December 9th, 2008, 07:19 PM
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#7 |
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Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 9,097
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It works fine in Legacy.
Pretty sure it's vanilla. I don't play with Legacy anymore though. Doesn't support my widescreen monitor.
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December 10th, 2008, 04:00 PM
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#8 |
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Join Date: Mar 2004
Location: Edinburgh, Scotland
Posts: 2,975
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nope its still refusing to work, it stops loading with a message that reads:
I_Registersong: StreamBufferSetup FAILED beats the hell out of me, I tried a couple other maps and they worked fine
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so long and thanks for all the fish
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December 10th, 2008, 04:28 PM
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#9 |
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Commander Keen
Join Date: Nov 2008
Location: Inside a cage locked in a room thousands of miles away from anything
Posts: 162
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Yeah how do you map so fast?
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December 10th, 2008, 04:39 PM
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#10 | |
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Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 9,097
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Quote:
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December 10th, 2008, 05:42 PM
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#11 |
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Commander Keen
Join Date: Nov 2008
Posts: 76
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Thanks everyone for commenting.
Which of the teleporting monsters is most of a frustration? Should I only teleport monsters near important things, or simply with less frequency? When I map, here's the process I use. First I draw all the layout first thing. I think this helps me keep motivated because I know how much space I have to fill, in opposition to not knowing because of the adding of more areas. Then I pick the start room and add the lights to it or things like the diamond fire boxes or computer screens or buttons to press. When I get to a zone between areas or change wall texture, I make a border, and continue this pattern until I fill the layout. Then I add stuff to play with, like monsters and weapons. If I want a trap, then I add another sector to the edge of a room if there's space. Last, I make enemies deaf and lines block enemies and technical things. Beforehand, I made a whole step-by-step list of what I do to make a map that I look to while doing the mapping, so I can follow that when I make one and not worry about forgetting what to do next. I find the methodical approach of following list and notes to be very useful in doing things like this. I hope this information is helpful! ![]() Also, for future use, I was wanting to make an outdoors map next, with rocks and grass and water and stuff. However, the techniques I've been using so far will not be helpful I think because there aren't any borders or lights outside. What types of thechniques should I be focusing on to make such a map as this?
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December 10th, 2008, 05:51 PM
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#12 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,187
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Mystic, I think whats going on is the wad has a standard midi in it instead of mus. And if I remember right the most recent 1.4x version of legacy has midi disabled. There was something I think -digimus 1 might re-enable it. other than that being the case, yeah disable music like Alio was say'n. It could be your sournd card or fmod. or see what it does with -nomidi
I can't tell from this end, I have an Audigy2 zs, which wants to play anything though. ![]() The map is pretty cool so far man, I'v just started check'n it out, and got crushed at the beginning, I'll let ya know. :P Last edited by MR_ROCKET; December 10th, 2008 at 06:02 PM. |
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December 10th, 2008, 08:43 PM
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#13 |
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Join Date: Mar 2004
Location: Edinburgh, Scotland
Posts: 2,975
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I will try that in the morning, Im being dragged off to bed just now.
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so long and thanks for all the fish
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December 10th, 2008, 09:31 PM
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#14 |
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Join Date: Jul 2001
Location: The frozen wastes of Quan'ideery
Posts: 9,097
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Legacy has MIDI disabled? Methinks not. Works awesome for me. I figured the -digimus thing was for .oggs and such. I'm running 1.42 and MIDIs work great. I do have to say the only way that MIDI file sounds good is on ZDoom's emulated FM synth. The Microsoft/Creative/Yamaha synths make it sound awful.
As for the teleports, they just happen too often. This is somewhat true of traps in general. Almost every room in the map is a teleport or monster closet trap. Playing the map basically means knowing my exit strategy so I can run and hide to regroup. Outside maps are more rare and generally uglier on average. There can be borders for some things though. Best plan might be to pick apart stuff that looks good and see what kinds of techniques went into it. Most of the outside parts in the original games were really very simple and don't make good examples.
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December 10th, 2008, 10:52 PM
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#15 |
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Commander Keen
Join Date: Nov 2008
Location: Inside a cage locked in a room thousands of miles away from anything
Posts: 162
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From what I'm hearing you put a lot of teleports .... maybe too much but people make mistakes. Haven't played your map yet but maybe lay off so many teleports, but this only a suggestion like everyone else said to me, map for yourself and your own enjoyment not everyone elses.
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December 11th, 2008, 05:26 AM
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#16 |
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Join Date: Mar 2004
Location: Edinburgh, Scotland
Posts: 2,975
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For outside areas with rocks and water etc try to avoid large flat, open spaces, add decorative bits with different heights to keep things interesting, could have a high cliff as a border surrounding the outside area with some caves in it. No reason you cant have lights or torches in your outside areas if you want them. Get some custom textures for your rocky bits, Doom has crappy textures for things like that, even the ones from heretic/hexen are better.
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so long and thanks for all the fish
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December 11th, 2008, 06:02 AM
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#17 |
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Commander Keen
Join Date: Apr 2008
Location: Sydney, Australia
Posts: 518
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Open spaces isn't that bad, provided that you do keep all the rocks/cliffs sizes proportional. E.g. Big cliffs with tiny rocks wouldn't seem correct.
In my opinion, there are so many different ways of making outdoors, every maps are so different if you compare the outdoor bits. I think the very important thing is to make sure the texture selections are good. Like Mystic said, get custom textures, they will do you wonders. For the lighting bit, just be creative! You could have flaming barrels, or torches, or have light poles, whichever you fancy. If you would like to see different outdoor maps, wait for NDCP2, there are chock FULL of outdoor maps. One of mine specifically, Map27 Wastelands has huge sprawling landscapes. The maps are excellent inspirations for outdoor mapping.
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December 11th, 2008, 11:32 AM
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#18 |
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Join Date: Mar 2004
Location: Edinburgh, Scotland
Posts: 2,975
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Ok, I cut the music lump out and the wad plays fine in Legacy now, i never use music when playing doom anyway so thats no loss to me.
Ive not played it all through yet but Im impressed yet again with the design skills of the author, very good looking map with nice use of textures and colour. I was a little concerned right at the start when I could hear a spider monster and im armed with just a pistol but it hasnt shown up yet and now i got a shotgun. I will play farther later when I get some time to myself.
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so long and thanks for all the fish
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December 11th, 2008, 01:18 PM
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#19 |
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Join Date: Apr 2001
Location: Somewhere between Space and Time
Posts: 5,187
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@Alio, Maybe I'm thinking of the birthday version of Legacy, I think midi was disabled when ogg and things like that were put in. I'm sure it was, I remember asking Hurdler about it at the time.
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December 11th, 2008, 01:29 PM
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#20 |
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Join Date: Mar 2004
Location: Edinburgh, Scotland
Posts: 2,975
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I must be using that one then.
Oh, about the wad, I ran out of ammo fighting a bloody cyberdemon, that pissed me off. Its bad enough having a cyberdemon without having all those other monsters there to use up my ammo.
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so long and thanks for all the fish
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