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NiGHTMARE wrote:I had an idea for E1M3 - how about the area around the top of the lift to the mines is flooded with nukage, which you have to drain via a switch somewhere. That way it could start of looking a bit more like the original
I like the sound of that idea.
Second.
btw, I played through ze1m2 the other day (couldn't wait ) and I have two suggestions...
1) Don't have enemies inside a secret (blue door @ beginning)
2) Toss in a few more shotgun shells. The ammo was kind of scarce...
Nmn wrote:Lollerskates, this is the most impressing thread ever. DW forums projects are nothing compared to our KDIZD
/me points at the old Community Chest 1 thread
Now your goal is to top that. I believe it broke the 170 pages mark. TUD should know, he started the thread in the first place. Oh yes... those were 170 pages of 30 POSTS PER PAGE!... still this beats the hell out of most of the projects there.
But we are only doing 9 maps. And AFAIK the Community Chest project was 32. And for 9 maps to have 340 pages worth would be overkill
I'd say we are beating the Community Chest project postwise since 100*(32/9)=355.55556 pages: if this were a 32 map project we would have over 350 pages.
TheDarkArchon wrote:I'd say we are beating the Community Chest project postwise since 100*(32/9)=355.55556 pages: if this were a 32 map project we would have over 350 pages.
I doubt the accuracy of that, but it really doesn't matter to me.
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Postby Chris »
Can I put in a suggestion for maps e1m3 and e1m8 (and any other maps that use starry backgrounds)? In ze1m8 I looked and don't remember noticing the Phobos mountains. In ze1m3 you can make out their silouhette, but obviously can't see them because it's pitch black (which is good, how it should be done in ze1m8 too, IMO). But for both, I also think it looks out of place to see no clouds. One thing I'd like to suggest for any map that uses the starry sky in Ep1, is to put a layer of translucent clouds in the skybox. It should be easy and good looking using the stacked sector things with a translucency ceiling.
And also a more general suggestion, I really don't prefer how the clouds look when warping. It almost looks like you're under water. The texture becomes too pixelated for it to be effective, and if you try to unpixelate/scale it, the texture/warping pattern becomes too noticeable. A smooth-scrolling cloud texture ala z1m9 would do nicely, IMO.
One final thing, the outside area in ze1m2 also looks out of place. As I thought I read someone say, it looks like you're in the (ant)arctic.Making it a darker/rocky gray like the mountains are would go a huge way.
Though this is all IMHO. Feel free to ignore, flame, etc.. it's just some things I've noticed and thought would be worth-while to point out. Keep up the good work, regardless.
phobos is cloudy- technological advances, my friends. remember , this is PHOBOS, not mars, maybe UAC had a scientific breakthrough on influencing weather and creating an atmosphere for the previously uninhabitable moon.
and making the outside a dark grey in e1m2 would be fantastic.
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Postby Chris »
phobos is cloudy- technological advances, my friends. remember , this is PHOBOS, not mars, maybe UAC had a scientific breakthrough on influencing weather and creating an atmosphere for the previously uninhabitable moon.
Technological advances aside, it just looks dumb IMO. You expect Phobos to be cloudy, or at least very very hazy (this from an artistic point of view), given existing maps (the original E1 and other ZE1 maps). Besides, adding a translucent cloud scrolling underneath the stars would be a sweet "show off this ZDoom effect" .. effect.
Re: the clouds - even if someone were able to terraform Phobos, it has such low gravity that the newly created atmosphere would just float off into space . The UAC would need to generate artificial gravity as well, which judging by the player's normal movement in the base, they have done.
Anyway, we definitely need to universalize the skyboxes in the different levels (by this I only mean the positions and sizes of the linedefs in the skybox, as obviously a couple of levels are using different light levels).
Re: the rock - read a few pages back. I already said that I've created a bunch of new rock textures for everyone to use in their outside areas.
I also agree with Chris, so here is the emperor's will : Scake up the clouds in E1M2 (2x) and make it a bit darker (the skybox sector) so it looks grey and not white. For E1M8: I won't do this because for E1M8 I need a clear black sky with stars but someone could try this translucent clouds for E1M3, no doubt
I´ve already tried to build as skybox with a translucent scrolling cloud layer, but I didn´t succeed
There was nothing wrong with my skybox AFAIK, but Zdoom kept crashing!
Maybe you have more luck than me...