Death day (a zdoom mega wad)

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goblin_squirrel
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Death day (a zdoom mega wad)

Post by goblin_squirrel »

So, I'm going to make a mega wad, and I'm not sure about my mapping or modding skills, but I know I'll get better as I go along. It starts out with doom guy in the bunkers, and then demons invade as usual, and doom guy wakes up and has to stop there evil plans!

Screenshots of my progress so far:
Image
Image
Image
Image
marble
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Re: Death day (a zdoom mega wad)

Post by marble »

Judging by the screenshots, you need more texture variation, better usage of the space in each room, and in that first picture there's a crapload of shotgun shells, you need to distribute ammo troughout the whole level, not like a bundle of shells at the start then that's it.
also, these sprites are way overused.
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MasterOFDeath
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Re: Death day (a zdoom mega wad)

Post by MasterOFDeath »

better than kdizd
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esselfortium
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Re: Death day (a zdoom mega wad)

Post by esselfortium »

goblin_squirrel wrote:So, I'm going to make a mega wad, and I'm not sure about my mapping or modding skills, but I know I'll get better as I go along. It starts out with doom guy in the bunkers, and then demons invade as usual, and doom guy wakes up and has to stop there--
I stopped there.
--evil plans!

Screenshots of my progress so far:
Spoiler:
Well, I suppose you definitely know which textures you like...
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Zero X. Diamond
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Re: Death day (a zdoom mega wad)

Post by Zero X. Diamond »

goblin_squirrel wrote:Image
If that pistol were angled any more to the left, the Doomguy would be shooting himself in the left hand.
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wildweasel
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Re: Death day (a zdoom mega wad)

Post by wildweasel »

Zero X. Diamond wrote:If that pistol were angled any more to the left, the Doomguy would be shooting himself in the left hand.
That's probably why it got dumped from FreeDoom in favor of its new, slightly more Doom-like counterpart. =P

(I did have an idea that I might be able to "de-angle" that thing a little, but then I remembered I don't have nearly the graphical talent to pull it off.)
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CommanderZ
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Re: Death day (a zdoom mega wad)

Post by CommanderZ »

I think squishing it horizontally a little bit could fix the angle without doing any visible damage to the sprite.
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InsanityBringer
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Re: Death day (a zdoom mega wad)

Post by InsanityBringer »

This reminds me of my very early mapping experiments. Do you really need that many shellboxes at the start?
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Nightfall
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Re: Death day (a zdoom mega wad)

Post by Nightfall »

goblin_squirrel wrote:So, I'm going to make a mega wad
Don't. You'll end up nowhere. Making a 32-map wad is a huge project and requires a whole team of experienced mappers to put together. Start out with something small first, like a single map or a couple of maps. Devote to it/them and then move on to bigger challenges.
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goblin_squirrel
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Re: Death day (a zdoom mega wad)

Post by goblin_squirrel »

Does a 5 map project sound like a good idea then?? :D
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Nightfall
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Re: Death day (a zdoom mega wad)

Post by Nightfall »

Five maps is more rational for a beginner, yes.
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esselfortium
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Re: Death day (a zdoom mega wad)

Post by esselfortium »

How about one
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Shadelight
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Re: Death day (a zdoom mega wad)

Post by Shadelight »

Bloodmaster, again. :/
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