Re: WHAT THE HELL are you working on (WIP THREAD not gossip)
Posted: Sat May 08, 2010 8:13 am
Honestly, the lava looks more like molten cheddar than lava.
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E5M1: Velveeta Caverns.XutaWoo wrote:Honestly, the lava looks more like molten cheddar than lava.
Spoiler:
It does, very nice. I just have one problem with it (and I can't believe that I am saying this - because I have usually taken the opposite stand point) it looks predictable. What I mean by that is it has a certain style that every "cool" map seems to have to have these days. You know, the stepped overhangs on the ceiling with a matching texture around it, the big entrance with an overhanging roof, the metal edged alcoves (coupled with textures or a certain style too)...Ceeb wrote:Wow, Sonny! Nice!
Ironically enough I was just about to say the same thing, though that may be because I have spent the last 6 months playing 'older' WADs.Enjay wrote:I just have one problem with it (and I can't believe that I am saying this - because I have usually taken the opposite stand point) it looks predictable. What I mean by that is it has a certain style that every "cool" map seems to have to have these days.
Hey now, don't try to pin this one on me. I'm outspoken about flat square rooms, obnoxious floor height changes, alignment cutoffs, and mismatched 2mbrown usage.Phobus wrote:I do miss the days when mapping was largely an expression of the mapper rather than trying to look cool and follow the opinions, examples and guides laid down by T667/Vader/essel/etc.
It wouldn't be any problem however, if those floor height changes have a use, such as demons pouring from those sewers, or it is Eternity 3d, IF it's mapped for Eternity (and if now is the far future).esselfortium wrote:obnoxious floor height changes,
...wait, what? I'm not sure I understand. What does that have to do with the fact that player movement becomes an exercise in futility when moving across large floor bumps, particularly ones with no need to exist? Those scenarios you described make no sense to me as an explanation for what he actually built there.printz wrote:It wouldn't be any problem however, if those floor height changes have a use, such as demons pouring from those sewers, or it is Eternity 3d, IF it's mapped for Eternity (and if now is the far future).esselfortium wrote:obnoxious floor height changes,
I said, that annoying detail might not be as bad, if it had a real game influence, and not just placed to look "good". Such as lots of floor noise to signify an "unrecommended" danger area that might quake off later (especially when editable slopes become a possibility), or just have a lot of monsters that make walking through it a nightmare. Or lava cracks that actually do shoot with fireballs or Doom3-style lost souls later. Maybe it could be cheesy if this is overdone, but I'm not buying it.esselfortium wrote:...wait, what? I'm not sure I understand. What does that have to do with the fact that player movement becomes an exercise in futility when moving across large floor bumps, particularly ones with no need to exist? Those scenarios you described make no sense to me as an explanation for what he actually built there.printz wrote:It wouldn't be any problem however, if those floor height changes have a use, such as demons pouring from those sewers, or it is Eternity 3d, IF it's mapped for Eternity (and if now is the far future).esselfortium wrote:obnoxious floor height changes,
printz wrote:It sucks
esselfortium wrote:It sucks
zap610 wrote:It sucks
BoldEnglishman wrote:It sucks
Well. I'm glad we've finally found an activity we can all enjoy together.Enjay wrote:It sucks
And thanks.Ceeb wrote:Wow, Sonny! Nice!
Your untested concept ideas about what might theoretically make bad map design be "worth it" are not actually worth fighting for.printz wrote: