Underground Compound (Single Level)

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Sergeant_Mark_IV
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Underground Compound (Single Level)

Post by Sergeant_Mark_IV »

Yes, another loose level made by me. I never get tired of making these levels. (Maybe someday I will put all these loose levels in a single wad and make a megawad :P)
Still trying to improve my skills at techbase mapping. This map is a a small military underground base with aprox. 100 enemies. I tried to make some kind of semi-realistic Marine Barracks, with a main operations room, dormitories, mess hall, and armory. Aimed for making most rooms interconnected and using less corridors as possible. Made this level in a speedmap session, made in less than 10 hours.

Image

Image

Download:
http://www.mediafire.com/?pm1k9bpmf61avna
Last edited by Sergeant_Mark_IV on Wed Nov 14, 2012 1:36 pm, edited 1 time in total.
Zombieguy
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Re: Underground Compound (Single Level)

Post by Zombieguy »

Well darn it Sarge, why not just make a TC or something, I mean jeez. =P
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Arch
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Re: Underground Compound (Single Level)

Post by Arch »

Some light contrasts would make it look even better.
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Matt
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Re: Underground Compound (Single Level)

Post by Matt »

I can't believe you went and made a Doom techbase into something that could conceivably house people.

EDIT: To clarify:
Enjay wrote:Yup, I like this. I have always enjoyed playing maps that are believable places and you seem to be churning them out like a man possessed at the moment. :D
All the this.
Last edited by Matt on Thu Nov 15, 2012 12:16 am, edited 1 time in total.
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Kaal979
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Re: Underground Compound (Single Level)

Post by Kaal979 »

Neat realstyle again - only few clippings and slowdowns!
undcmp1.jpg
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Sergeant_Mark_IV
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Re: Underground Compound (Single Level)

Post by Sergeant_Mark_IV »

Kaal979 wrote:Neat realstyle again - only few clippings and slowdowns!
undcmp1.jpg
Holy crap. These software render bugs are pissing me off...
I can understand the bug with the ladders, but, I don't understand why it's happening with the fake walls. I have seen NeoDoom do this trick without causing this bug.. just what the hell...
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Kaal979
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Re: Underground Compound (Single Level)

Post by Kaal979 »

Are there possible reasons why couldnt you see them?
I mean maybe its only my graphics card or settings?
Anyways i found lots more in the Holocaust map
which is also remarkable slow at 1024x768!
Id like to help with tips but i never actually made a
doom map yet - but like in UnrealTournament mapping
reducing surface count shalt be the key to performance.
holocxp03.jpg
holocxp04.jpg
Last edited by Kaal979 on Wed Nov 14, 2012 12:42 pm, edited 2 times in total.
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Sergeant_Mark_IV
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Re: Underground Compound (Single Level)

Post by Sergeant_Mark_IV »

Yes, I always run in OpenGL. But I have tested Holocaust and NfH in software, and I didn't spotted these bugs. Must be something with your render.
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Enjay
 
 
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Re: Underground Compound (Single Level)

Post by Enjay »

Yup, I like this. I have always enjoyed playing maps that are believable places and you seem to be churning them out like a man possessed at the moment. :D
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Caleb13
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Re: Underground Compound (Single Level)

Post by Caleb13 »

I must confirm what Kaal979 says. With Zdoom 2.6.1, there are HOMs. In GZdoom, all is fine.

BTW, I really liked those exploding fire extinguishers. Nice touch, kind of reminded me of old good (?) days of Duke Nukem 3D.
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Kaal979
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Re: Underground Compound (Single Level)

Post by Kaal979 »

Ahah - so GZDoom is the way to go.
It looks unsharp and weird but the
map indeed runs fast without clippings.
Only the rubbles now appear pink
- what could be this again?
pinkrubbles.jpg
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Enjay
 
 
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Re: Underground Compound (Single Level)

Post by Enjay »

Kaal979 wrote:Only the rubbles now appear pink
- what could be this again?
The rubble has always been that colour - but the software renderer can't show it so you see it converted to the Doom palette in ZDoom.
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wildweasel
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Re: Underground Compound (Single Level)

Post by wildweasel »

Kaal979 wrote:Ahah - so GZDoom is the way to go.
It looks unsharp and weird[...]
In OpenGL Options, set the Texture Filter setting to "NEAREST" to get a closer appearance to software mode.
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Xaser
 
 
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Re: Underground Compound (Single Level)

Post by Xaser »

I am rather appalled that Nearest isn't the default. That's an offense to pixels worldwide! :P

Anyhow, regarding the texture clipping errors (ladders sunk in floor, etc.), you can one-shot fix that by adding "clipmidtextures" to the map definition in MAPINFO. Might be best to just do that since GL does it unconditionally, meaning your test case will match. ;)
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Re: Underground Compound (Single Level)

Post by Blue Shadow »

Xaser wrote:Might be best to just do that since GL does it unconditionally, meaning your test case will match. ;)
Is it one of those things the OpenGL renderer can't emulate (think of Doom's Specter's fuzziness), or is it something else entirely?
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