[Map Release] The Ten Thousand Ton Army and several others.

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CaptainToenail
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Joined: Fri Jul 06, 2007 9:16 am

Re: [Map Release] Generic Tech Base.

Post by CaptainToenail »

Can you post a screenshot or two please? :wink:
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GreyMatter
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Re: [Map Release] Generic Tech Base.

Post by GreyMatter »

Ok done.
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Enjay
 
 
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Re: [Map Release] Generic Tech Base.

Post by Enjay »

Hmmmm, Badongo is a pretty horrible file host. I had to wait ages before I was allowed to download and that was after I'd worked out where the link was in the first place.

Aaaaanyway, I quite enjoyed this little map. It has quite an unusual, quirky kind of feel to. The slightly strange layout and architecture meant that it had some interesting fights. Good fun. :)
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GreyMatter
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Re: [Map Release] Generic Tech Base.

Post by GreyMatter »

Any different file hostings sites you can suggest?
Anyway thanks for the feedback I might make some more in the near future.
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Xaser
 
 
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Re: [Map Release] Generic Tech Base.

Post by Xaser »

I've found Speedyshare to be the host with the least BS. Or if you're looking for something a bit more permanent-ish, Dropbox could work too.
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Remmirath
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Graphics Processor: nVidia with Vulkan support
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Re: [Map Release] Generic Tech Base.

Post by Remmirath »

Mediafire makes your files permanent if you create a free account. :)
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GreyMatter
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Re: [Map Release] Generic Tech Base.

Post by GreyMatter »

I just played around and made another brief map and I did it in a cave like theme it came out pretty well IMO.
Screens and dl link on first post.
Gez
 
 
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Re: [Map Release] Generic Tech Base and The Green One

Post by Gez »

If you're not using custom resources, maps are small enough once zipped to be attached to a forum post.
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GreyMatter
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Re: [Map Release] Generic Tech Base and The Green One

Post by GreyMatter »

Alright the map I finished is on the first post but I'm still an absolute noob when it comes to mapping with zdoom and I can't find any doom builder 2 tutorials anyone know how to make a k2 bridge in doombuilder 2?
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Ixnatifual
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Re: [Map Release] Outpost Lv4a and several others.

Post by Ixnatifual »

General Tech Base
A very short, linear tech base map. Consistent theme here, although the level suffers from texture misalignments. Detail is decent but could be applied with better taste. I liked the idea of the nukage falls flooding the starting area, and I thought the blue foor area with the lights was quite atmospheric. Is this your first map ever? If so, not bad. Gameplay was good. Plenty of ammo and health, and was quite easy on HMP, which I played on. The scrolling computer texture seemed an odd choice, as did the crooked walkway in the nukage room. The cramped conditions and the nukage made the fights more interesting, as did the elevated Chaingunners and the Demon ambush. Overall a fun, if short, experience.

The Green One
A short, linear map in a small canyon. Better-looking than General Tech Base, and some interesting fights due to the cramped conditions, especially in the initial room. Some of the rocky areas were too squarish, and should have been made more natural-looking. The deep canyon areas with the water pools and trees were good-looking and atmospheric. Again plenty of ammo and health for me to have an easy time on HMP. A short and fun experience, overall.

Outpost LV4A
Again a short, linear map. It's a nice mix of tech and rocky surroundings, and visually looks quite good. Especially the starting area I thought was tastefully designed, despite some alignment issues (such as the ceiling light textures being cut off). Other highlights include the lava area and the little groves inside the caves. A good 3d feel with different floor heights and monsters assaulting you from above and below. Gameplay more enjoyable than the previous maps due to the better variety in enemy positioning. I think you did a really good job with this level.

General comments:
- I felt your maps were too short, especially the last one I wanted to last longer as I was enjoying it quite a lot.
- Adding a secret or two wouldn't hurt.
- Experiment more with height variation, as you seem to have a grasp for it. Assault the player from various heights and have stairs, elevators, slopes etc. to add even more to the feeling of 3d than you already have. Keep doing what you do and don't fall into the trap of making the map completely flat just because it's easier to map that way. Try experimenting with some taller rooms than you've currently done.
- I wouldn't mind if the difficulty level was increased a little bit.
- You seem to have a good grasp of gameplay, and your visual design skills are improving from map to map.
- It would be cool if you added a few optional side areas or otherwise added a slightly more nonlinear feel to the maps.
- Try using border textures such as the SUPPORT and DOORSTOP textures to make a more natural transition between wall textures.
- I like your usage of hazardous environment in a way that isn't annoying because you have to trudge through it all the time, but instead can avoid it while still having to pay attention to your surroundings.
- Atmospheric use of lighting as seen in General Tech Base would add to future maps you might make.

I recorded my run through your maps on HMP for you to view. I used GZDoom 1.2.01 to make the recordings.
Attachments
ixgreenone01.zip
(10.51 KiB) Downloaded 83 times
ixlv4a01.zip
(15.98 KiB) Downloaded 84 times
ixtechbase01.zip
(12.75 KiB) Downloaded 86 times
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GreyMatter
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Re: [Map Release] The Ten Thousand Ton Army and several others.

Post by GreyMatter »

My new map The Ten Thousand Ton army has been uploaded on the first post.
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