[oldschool DM] Foul Play

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BloodyAcid
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[oldschool DM] Foul Play

Post by BloodyAcid »

This is by far THE fastest map I've ever made, from start to completion, tallying at just over 3-ish hours over 2 days. I'm trying to focus on a better layout rather than over detail, so I'm trying my own "classic" style, so to say. Anyways, enjoy the map:

Mode: Deathmatch
Players: <8
Compat: Boom
Port: Any (No special effects)
Notes: Jumping is not recommended, but it doesn't matter. Any more than 8 players and it becomes too cramped to manuever.

Screenshots (don't mind the high gamma):

ImageImageImageImage

Download (new):
http://www.mediafire.com/?kdu6gb6dwg0s9ww

Download (old):
http://www.mediafire.com/?wfyx5ky29ky2ri6

All feedback is appreciated!
Last edited by BloodyAcid on Wed May 22, 2013 4:48 pm, edited 1 time in total.
CaptainToenail
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Re: [oldschool DM] Foul Play

Post by CaptainToenail »

Only 3 hours? Impressive.

I had a brief fly-through and play-through of the wad using ZDaemon bots, seems to play well enough, though I was actually going to say the map is too large for deathmatch rather than too small. :lol:

Visually it looks fine, just the right amount of detail to look pleasing without introducing clutter. I would add a new fast-paced midi though.
Also, I'm not sure if the plasmarifle nukage tunnel is necessary - the plasma rifle isn't that spammable in a map of this size. Certainly if it was a BFG down there it would make sense.

The exit door texture here seems to tile vertically in a weird way - reducing the doorframe height to 72 units should fix this.
Spoiler:
And I would place blocking lines on these computer alcoves to prevent movement snagging.
Spoiler:
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BloodyAcid
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Re: [oldschool DM] Foul Play

Post by BloodyAcid »

Thanks for the feedback! Glad this map isn't that bad. I've made several changes as follows:

*fixed exit door
*made computer terminals impassable
*moved back door walkover trigger lines

I was thinking maybe this midi for the map.
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Jimmy
 
 
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Re: [oldschool DM] Foul Play

Post by Jimmy »

I love this. Really nice interconnected layout with relatively simple, but effective visuals. Gets a big thumbs-up from me. :D
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Tapwave
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Re: [oldschool DM] Foul Play

Post by Tapwave »

This looks pretty nice, maybe i should finish my own DM mod :p
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Zeberpal
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Re: [oldschool DM] Foul Play

Post by Zeberpal »

Most likely it's gonna be my second favorite map made in classic style after mechadon's for 32in24-8
You mind to share how you made the last screenshot?
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BloodyAcid
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Re: [oldschool DM] Foul Play

Post by BloodyAcid »

I opened up the map in Slade3, then clicked the button that says "Save map image" at the top.

<edit> Here's the final changelog

I've made several changes as follows:

*fixed exit door
*made computer terminals impassable (to prevent snagging)
*moved back door walkover trigger lines
*extended back cavern areas slightly
*modified spawn spots
*fixed bad spawn
*extended plasma tunnel and swapped it out for a bfg (you take about 40-50 damage going for it)
*other minor changes
*added mapinfo and midi

I'm ready to uplaod to idGames, so expect a new link soon :D

Temp mediafire link
http://www.mediafire.com/?kdu6gb6dwg0s9ww
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Matt
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Re: [oldschool DM] Foul Play

Post by Matt »

This is really good! It's like the perfect level of detail for a Doom map, at least one that isn't designed to simulate a real life place.

Can use a few tweaks to textures (e.g. the grey sand edge in the second screenshot shouldn't be the same texture as the brown rock next to it I don't think) as well as a bit of snagproofing around certain areas, but it's looking pretty close to finished already.

Haven't played in DM yet so I don't really know what to say about all those SSGs. :|
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Doom Juan
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Re: [oldschool DM] Foul Play

Post by Doom Juan »

Excellent effort for 3 hours!
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BloodyAcid
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Re: [oldschool DM] Foul Play

Post by BloodyAcid »

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