[Released] The Core

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

[Released] The Core

Post by zrrion the insect »

The final version is here!
Spoiler: Screenshots
Spoiler: More screen shots
Spoiler: original post
Last edited by zrrion the insect on Thu Nov 22, 2012 11:36 pm, edited 4 times in total.
User avatar
Scripten
Posts: 868
Joined: Sat May 30, 2009 9:11 pm

Re: [WIP] The Core

Post by Scripten »

Looks pretty awesome. Gameplay is pretty good, though there's a lot of 90 degree angles in the design. While having non-square architecture isn't a total must, it would probably help the gameplay a good deal if you made a few areas more varied. I would suggest, personally, changing the outdoor section with the red key door and the large room with the blue key door to have slightly different designs. Also, while you seem to have the monster balance pretty spot on, there is a definite lack of ammo and health. I wouldn't add -too- much more, but a little more ammo and more health packs spread out among the rooms would be great.
User avatar
Gothic
Posts: 809
Joined: Thu Jun 16, 2011 6:49 pm

Re: [WIP] The Core

Post by Gothic »

detailing is just awesome, reminds me a bit to HedRox
User avatar
Enjay
 
 
Posts: 26976
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: [WIP] The Core

Post by Enjay »

The HedRox comparison is a fair one. There is something quite HedRoxy about it (and I really liked that map).

This is a fun map with lots of good fights of the type that I enjoy and it looks cool too. I was sad when I got to the (unfinished) end. I did find some of the floor detailing a bit annoying to walk around on though. I'd flatten out a few of the areas if it was down to me.

Is jumping and/or crouching allowed? There are a few places accessible via jumping/crouching that feel as if they might not be intended.
CaptainToenail
Posts: 3975
Joined: Fri Jul 06, 2007 9:16 am

Re: [WIP] The Core

Post by CaptainToenail »

I haven't played through the whole thing yet because I rage quit when I picked up the SSG and was suddenly blasted apart by an Archvile in one hit. Not cool. :laff:

Anyway, it's good so far. It's quite boxy and formulaic though. Run into a room, hit the switch. Monsters will spawn which are promptly dealt with. Move onto next room with switch etc etc. Need to mix it up a bit imo.

Also, while the detailing is nice, it makes no sense whatsoever and feels over-elaborate. Why would the UAC construct a base with so many trip-hazards and uneven surfaces everywhere? If you were stuck in a wheelchair and had to work in this place you would be caked. :lol: Also the lighting is very dark throughout. I was playing in software mode, and I had to turn up the gamma so I wasn't peering everywhere.

Don't worry, I'm not saying it's a bad map. I enjoyed it, and was impressed with the teleportation music change. Something so simple is very effective at setting the scene. Just these things listed above irritated me a bit. :P
User avatar
Enjay
 
 
Posts: 26976
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: [WIP] The Core

Post by Enjay »

Yes, another one for the "it's a bit dark" camp. I played it in GZDoom. It was never impossibly Doom3 dark anywhere but there were lots of places where I had to peer into the relative gloom for no obvious good gameplay reason. Darkness and gloom can work very well in creating a sense of foreboding or a nasty trap etc but when the room is pretty much all visible anyway, the gloom only serves to frustrate the player IMO. I'm not saying make the whole map bright or anything, just let the player see when he should see and have to peer when there is a reason to want him peering.
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [WIP] The Core

Post by zrrion the insect »

CaptainToenail wrote: Also the lighting is very dark throughout. I was playing in software mode, and I had to turn up the gamma so I wasn't peering everywhere.
Yeah, I've played it w/ ZDoom, and apart from the 3D floors messing up, it was rather dark. But with lighting set to "standard" in GZDoom it looks fine. I tend to make all my stuff for that light setting, so I should probably start setting that as the default in MAPINFO.
Enjay wrote:I did find some of the floor detailing a bit annoying to walk around on though. I'd flatten out a few of the areas if it was down to me.
I assume you mean the rocks at the "end of the world" part. I've been meaning to even that part out for a while, but finishing the progression has been my main focus.
Enjay wrote:Is jumping and/or crouching allowed? There are a few places accessible via jumping/crouching that feel as if they might not be intended.
Yes, those things are allowed. Which places feel unintended?
User avatar
Enjay
 
 
Posts: 26976
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: [WIP] The Core

Post by Enjay »

zrrion the insect wrote:I assume you mean the rocks at the "end of the world" part. I've been meaning to even that part out for a while, but finishing the progression has been my main focus.
No actually. I didn't have any real problem with the rocks and, if I had done, rocks are kind of fair enough because they are awkward in real life (although they have to also be fun in a game). I meant some of the "techy" detailing on the floor inside the base. Also, there are a number of places where there is a detail (or series of details) that allow the player to effortlessly end up walking over the top of computers and ending up somewhere silly simply by walking towards them. That always feels odd but happens quite a bit in Doom levels - especially quite detailed ones.
zrrion the insect wrote:Yes, those things are allowed. Which places feel unintended?
I don't remember many specific areas. It's possible to get into the large nukage lake area by jumping over the wall (actually, you can climb there via the computer desk if you want to get there without jumping but I *think* you need jumping to get back). And there was an area with some SPCDOOR3s (I think) that you could get into by crouching. However, it's mainly that when I end up somewhere because I jumped or crouched and getting there without jumping/crouching isn't possible, I start to wonder "am I meant to be able to get here". If, when you make your release, you mention in the text file that jumping/crouching is fine then the problem would evaporate for me.

Also, I noticed this in GZDoom.

Image

And there are a few texture errors at the console too:

MAP01 - The Core

Unknown bottom texture '0' on first side of linedef 2021
Unknown top texture 'BWOOD04' on first side of linedef 6727
Unknown bottom texture 'BWOOD04' on first side of linedef 6727
Unknown top texture 'BTEPP01' on first side of linedef 6730
Unknown top texture 'BTEPP01' on first side of linedef 6731
Unknown top texture 'BTEPP01' on first side of linedef 6732
Unknown top texture 'BTEPP01' on first side of linedef 6733
Unknown top texture 'BTEPP01' on first side of linedef 6734
Unknown top texture 'BTEPP01' on first side of linedef 6735
Unknown top texture 'BTEPP01' on first side of linedef 6736
Unknown top texture 'BTEPP01' on first side of linedef 6737
Unknown top texture 'BTEPP01' on first side of linedef 6738
Unknown top texture 'BTEPP01' on first side of linedef 6739
Unknown top texture 'BTEPP01' on first side of linedef 6741
Unknown top texture 'BTEPP01' on first side of linedef 6742
Unknown top texture 'BTEPP01' on first side of linedef 6744
Unknown top texture 'BTEPP01' on first side of linedef 6745
Unknown top texture 'BTEPP01' on first side of linedef 6746
Unknown top texture 'BTEPP01' on first side of linedef 6747
Unknown top texture 'BTEPP01' on first side of linedef 6748
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [WIP] The Core

Post by zrrion the insect »

I've made quite a bit of progress on this, but I've hit a bit of a block. I have almost no idea what to do after the yellow skull key. I'd like to work in the damn somehow, and make some really sweet final battle, but I've got the feeling that it'll mess with the flow. (I'm still not sure about the blue card's placement either.)
The first post has got the new download link.
Spoiler: More screen shots
User avatar
darkhaven3
Posts: 502
Joined: Mon Jan 05, 2004 5:33 am
Location: East Germany, 2023
Contact:

Re: [WIP] The Core

Post by darkhaven3 »

My biggest concerns with this map are that the layout consists primarily of flat, straight hallways with really excessive floor detail that make them ironically difficult to navigate, and the HUD really messes with my peripheral vision.
I did find some of the floor detailing a bit annoying to walk around on though. I'd flatten out a few of the areas if it was down to me.
I assume you mean the rocks at the "end of the world" part
No, I am fairly confident he is referring to the entire map
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [WIP] The Core

Post by zrrion the insect »

I've got some more screenshots. No download link this time though.(I haven't added much game-play wise it's mostly architecture.)
Spoiler:
I've made the nukage lake swim-able, added some hell stuff,made considerable progress towards completion, and replaced the non-hell sky with this: Image

I've run into problems with doom's lack of city textures though. I know part of Doom ][ is supposed to take place in cities, but id only saw fit to include 3 decent city textures. :bang:
User avatar
Average
Posts: 626
Joined: Fri May 20, 2011 4:28 am

Re: [WIP] The Core

Post by Average »

I have to say I really like this so far. It kinda feels like a 'Wolfenstein 3D 2.0' if get my meaning. And that's no bad thing IMHO.

Also love the HUD. Is there any chance that you could release the HUD as a separate wad for autoloading with other wads?

Regardless, keep up the good work. :)
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [WIP] The Core

Post by zrrion the insect »

I'm still tweaking the hud. When I release the map I can release the hud as well though.
User avatar
Average
Posts: 626
Joined: Fri May 20, 2011 4:28 am

Re: [WIP] The Core

Post by Average »

That would be great. :)
User avatar
zrrion the insect
Posts: 2432
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: [WIP] The Core

Post by zrrion the insect »

I've got more mapping done, still very little in the ways of monster placement though. I had thought that I was almost done, but then I started a large, new, (unplanned), section. I may have only a little bit to map, or I may double the map in size, idk. I'll probably end up using at least one of my older maps as a base, so this may become "zrrion remakes all his old stuff whilst experimenting with UDMF," but that title will most certainly not make it into the final product. :lol:
Spoiler:
Additionally, I have implemented a new health system, which is both more versatile and more realistic. (I'm trying to find a balance between automation, and user control.)
Post Reply

Return to “Levels”