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blasted through map01 and currently on map02, im liking this a lot
2 things though
first off a texture misalignment in map02
Spoiler:
and second for the sky in map01, if you have the original texture and not the doom palate raped one save it as a png, then import it as a raw file around some TX markers, since your using gzdoom might as well take advantage of the true color feature
other than those atm this is awesome, unfortunately i have things to do now but ill pick this back up and continue my run through later today
I've played through map01 and map02 as well so far, and I have to be honest there isn't much to complain about, level design is suberb and solid. There are only little fussy things, such as correcting the Knight/Baron/Cacodemon'sbloodcolours with Decorate, perhaps make the Afrit bleed, reverse its pain sound to make it sound better, that's all I can think of right now
I think I agree with you on the Afrit not bleeding. It's a bit anti-climactic to unload the super shotgun into one and have nothing but bullet puffs appear. So I changed its DECORATE to show blood as normal. His pain sound already is reversed - his sounds are the Hexen Revenant sounds reversed
As for "correcting Knight/Baron/Cacodemon blood colours" - do you mean this?
Spoiler:
actor Cacodemon2 : Cacodemon replaces Cacodemon
{
bloodcolor "blue"
}
I'll experiment a bit with it and see if I like it.
Also I think I found some sort of bug with the minigun. You can't seem to switch to it from the Chaingun anymore by pressing 4. Not sure how that happened, but it used to work. That's pretty shit as you'll really need it... Going to fix it and upload a new version shortly.
BETA 2 uploaded
[EDIT: Link removed - version outdated.]
Changes:
- Skyboxes no longer look shit.
- The Minigun is selectable again.
- Some architectural flaws corrected.
- The Hell Knight, Baron, Heresy Lord and Cacodemon have new blood splatter colours.
- The Afrit bleeds, so you can kill it.
Last edited by Ixnatifual on Sun Dec 28, 2008 7:28 pm, edited 1 time in total.
Another bug I noticed to be aware of: In map 3, the exit is a pillar with an eye switch texture on each side. Only one of the switches can actually be activated (fixed in the next version). Just use the working side and the level will exit properly.
Ok, I'm just starting map04 now, nothing much to report, except that I don't really like the music that it swaps to in dramatic situations, it doesn't feel very Doomy, but that may be personal opinion. Also what is with the crowd cheering at the start of map04?
I noticed you are using the old plasma zombies, Ghastly Dragon updated the sprites by cutting and pasting the plasma rifle from my plasma marine sprites and putting them on the zombie, you might want to use the updated version instead (although the blue colour is kinda naff, I prefered the original green) http://www.realm667.com/index.php?optio ... itstart=63
This wad is great, becuase it feels like a great old megawad like Alien Vendetta but with GZDoom features
I honestly didn't know about the updated plasma zombie sprites. However I don't think I'll be using them due to the armour colour changes. They'd look rather unfamiliar from the zombie marines in Titan, plus it's supposed to be a zombified "player" marine, rather than the common soldiers, which sort of needs the green colour to convey properly. If it had been the same colour, but with the plasma rifle, I'd probably use it, though.
The "crowd cheering" is part of the music piece I use for that map. I hadn't really though of it as cheering, but more like some sort of static. But now that you mention it, it could be cheering. I'll look into some of Lexus' other tracks to see if there's something else I could use.
I rather like the "dramatic situation music", although it sounds more "space station"-like than hell-like, to me. I'd like to hear what others think of it.
I like this, although I have one big gripe: I really don't like the use of base-like textures in hell maps. They look really wrong. See: the red bricks and mortar (too neat and human looking and jarring next to the red marble blocks), the lift flat, electric lights, etc. The brown bricks are evil enough to work, but the red ones with mortar have to go. You could replace the electric lights with lava flats recessed into rusty metal frames and it would look much better. Hell should not have electricity, shiny metal, or anything human-made whatsoever. It would be even better if you also replaced the weapons with demonic ones like the DE weapons, but it's way too late to do anything about the weapons.
Have to completely disagree there. I like having some human-built features in the hellmaps, as I like the idea of Hell defying logic, and the idea of the two realities merging (in fact Id did the same in its own hell maps). It's a recurring theme throughout the WAD, and something I'm not going to change. I'd never consider changing the stock Doom weapons for this project. The Doom weapons are too important a part of Doom for me, and I'm not trying to make this project be something else.
We all have different opinions, of course, and you're allowed yours. I appreciate your honesty, at the very least.
BETA 3 uploaded
[EDIT: Link removed - version outdated.]
- Fixed the exit switch pillar in map 3 so that any side of it can now be used to exit the level.
- Fixed a problem with the blood splatters in the DECORATE sometimes causing GZDoom (1.1.6, at least) to not start.
- Added flickering lights to some areas.
- The rocket launcher and nearby rockets in map 9 now appear on all difficulty settings.
- Replaced some arch-viles in map 9 with Lords of Heresy on easier difficulty settings.
- Fixed a problem that would prevent progression if you killed the two mancubuses near the beginning of map 9 in
quick succession.
- Fade was accidently set for an incorrect sector in the secret level. This is now rectified.
- Corrected some architectural flaws.
Fixed a problem with the blood splatters in the DECORATE sometimes causing GZDoom to not start.
This was an odd problem. It works fine in my normal GZDoom installation, but if I install a fresh Doom 2 and GZDoom to a different dir, an error pops up complaining over the blood splatter decorate lines. I used this definition posted by Enjay as a template:
What struck me as odd was that there appears to be four colours rather than just three (red/green/blue), but I didn't worry about it since it worked fine and the colours were also correct. Until I tried to run it with a clean install, in which case it would complain over that line in the decorate. I removed one of the number rows so there were only three and now it works in both of my installations.
I usually enclose the numbers with quotes. I don't know the specifics of the DECORATE parser but I do it because I'm afraid if the parser gets modified and it'll end up not working anymore.
BloodColor "0 0 255"
BTW here is a DECORATE which I have autoloaded if I want to play Vanilla WADs with colourized blood.
On another note, I felt a certain part of the end fight in map 9 was much too long, so I've made it a lot shorter and more exciting for the next version.
I've decided the first half of map 4 is still shit. I'm going to completely rework it and make it bigger so it's more like a proper level. How am I even supposed to spam Arch-Viles and Revenants in such a small map?
Here's a couple of preview screens of map 4:
Mapping is about 70% done. This should be a big improvement over the old map 4 both in looks and gameplay. The end battle of the map is the same as the old map 4 end battle, however.
Also, how's the testing going? I hope you're not all lost in map 3...
UPDATE: Mapping is done on the new map 4. Doing Thing placement now.
UPDATE: BETA 4 uploaded
[EDIT: Link removed - version outdated.]
- Map 4 has been completely reworked apart from the ending area.
- Map 4 has a different music track now.
- The Afrit ambush in Map 3 has been made harder.
- Some extra ammo was added to the balconies in Map 9.
- More dynamic lights have been added throughout the level set.
Last edited by Ixnatifual on Sat Jan 17, 2009 5:14 pm, edited 1 time in total.