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Re: [WIP] "Artillery Run" MAP01

Posted: Thu Nov 13, 2008 1:09 am
by 2005 FY9
Sagittaire wrote:
Tormentor667 wrote:Just as always, take some time and read this...
http://www.realm667.com/index.php?optio ... Itemid=101
http://www.realm667.com/index.php?optio ... Itemid=101
...my suggestions ;)
Thank you sir.
These pointers were EXACTLY what I was looking for! :cheers:
667:

Could you also add a guide for detailing stairs and elevators (stairs especially). Those have always troubled me the most, as they seem to limit the detail I can use, create texture miss-alignments, and the need for different ceiling heights, etc... I seen this youtube video on how to detail both hallways and elevators, but havn't seen one for stairs. I also am unaware on how to even make basic curved stairs, other than by using Deep-Sea, but I use Doom Builder.

Re: [WIP] "Artillery Run" MAP01

Posted: Thu Nov 13, 2008 8:14 am
by Sagittaire
peoplethought wrote:(_)3 Sorry, I just have moments of rage sometimes. :D :D :) I'll try to just ignore it from now on. :D :D :D :cheers: :cheers: :roll: :lol: :lol: :lol:

():)
:lol: :cheers: ():) ():) (_)3
No big deal.

On the map, I'm adding more details, and fixing the textures. While it's more time consuming to manually edit most of the textures, the end result is looking prettier and more atmospheric.

Current % done: 7
Estimated time to complete: 2 months, hopefully (Max is 2 months 3 weeks)

Now, I need some feedback and/or walkthrough advice on:

-Custom Monsters!-

I think I'm ready to tackle them. Advice?

Re: [WIP] "Artillery Run" MAP01

Posted: Thu Nov 13, 2008 11:57 am
by Phobus
There's a tutorial on my site on how to sprite simple custom monsters, there's lots of information on the wiki as to how to make them function in game and I believe there's enough examples about in people's wads to clear up any remaining doubts you'll have.

Re: [WIP] "Artillery Run" MAP01

Posted: Thu Nov 13, 2008 12:32 pm
by Kirby
Well this looks kinda interesting :) I'd be interested in checking this out when it's finished

Re: [WIP] "Artillery Run" MAP01

Posted: Thu Nov 13, 2008 2:36 pm
by Unknown_Assassin
Sagittaire wrote:-Custom Monsters!-

I think I'm ready to tackle them. Advice?
Here's a good start: http://zdoom.org/wiki/DECORATE

Re: [WIP] "Artillery Run" MAP01

Posted: Fri Nov 14, 2008 4:56 pm
by Sagittaire
UPDATE II)

-Worked on the cavern area to the left of the central section. Coming out nicely, and in the process of adding natural-looking formations.
-Added lights, fixed odd sectors, and developed an elevator.
-Studying DECORATE...seems "simple" enough.

Screenshots have arrived!
Spoiler:
Enjoy.

Re: [WIP] "Artillery Run" MAP01

Posted: Fri Nov 14, 2008 10:49 pm
by Xaser
Ooh, this is looking very nice for a debut map, for sure. Keep on hacking on!

Re: [WIP] "Artillery Run" MAP01

Posted: Sat Nov 15, 2008 3:34 am
by CaptainToenail
Wow this looks good, you certainly have talent, keep up the good work :)

Re: [WIP] "Artillery Run" MAP01

Posted: Sat Nov 15, 2008 8:38 am
by DavidB1000
Looks very good! I'll be looking out for this level.

You are indeed a very talented individual. I hope you at least have fun. That's the most important goal.

Re: [WIP] "Artillery Run" MAP01

Posted: Sat Nov 15, 2008 10:45 am
by Sagittaire
Thanks for the feedback guys.
I guess, to be honest, I love editing WADs. Literally.

The good thing about the Doom hacking community is that there is PLENTIFUL amounts of information and tutorials to take in, and it was all easy to assimilate that information. Still studying the processes right now, but overall, I like how everything's set up.

I'm actually planning on having a form of "Boss" for every level that I make. The DECORATE process is pretty straightforward, and just for tests, I'll use some monsters from Tormentor's Beastiary in a beta release (Might be in a month. Still a lot of detailing to do)

On the update side, most of the Zdoom features I'm implementing are more basic ones (Such as light transfers, transparency, elevators, and perhaps a few colored sectors), but this map will keep it simple, yet not so simple.

More screenshots and a map update once I get a smelter area complete.

Re: [WIP] "Artillery Run" MAP01

Posted: Sun Nov 16, 2008 8:30 am
by Phobus
Looking quite nice now. Good job, and good luck.

Re: [WIP] "Artillery Run" MAP01

Posted: Sun Nov 16, 2008 10:32 am
by Remmirath
Wow, this is indeed pretty good. Nice design for a beginner. Looking forward to it. :D

Re: [WIP] "Artillery Run" MAP01

Posted: Tue Nov 18, 2008 7:52 pm
by Sagittaire
Image

Progress is a bit slow lately. It seems the level needed a few big areas, as seen in the upper left. I am currently detailing those rooms, giving them a smelter-type layout, and setting up side areas.

Progress is at 15%, and going well. Perhaps If I get done quick enough, it might get done by Feburary. Let's see what happens.

Re: [WIP] "Artillery Run" MAP01

Posted: Tue Nov 18, 2008 10:55 pm
by FuzzballFox
Nice theme you have going at the moment, I think alot of us expect good things from you in the future! =D
I'm free to beta test and give constructive c&c etc etc...gimme a shout but pm if you want to! :3

Re: [WIP] "Artillery Run" MAP01

Posted: Wed Nov 19, 2008 8:20 pm
by Sagittaire
The Big areas are becoming more complete. I added switch-based puzzle areas and implemented monsters throughout the completed constructs (They're set up in a way that, although they look simple to kill, one wrong shot, and you'll be ganged up upon, and left for dead).

Stuff I need help in:
Spoiler:
Other than that, the map is coming along in a lovely manner, and I think you will ALL love it.

Once I get a beta done (Up to the 3-key activated elevator. Map is planned to use all six keys), I will post for download, and get some feedback on the map process (On the WAD itself, I see a demo release by Dec.12-15th.)

Screenies in the next post, Promise!