@Phob - Well, yes, I even found some bugs while playing it the first time. I will check it right now again and give you some little tipps what I would do on some places okay?
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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Tormentor667
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Tormentor667
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Phobus' special Map Enhancement Post from Tormentor667
Okay dude, I took some time to take a close look at your map and I got some ideas what could be improved. Sure you don't have to improve it if you don't want to so take these as suggestions or guidelines what could be done

This red key room is the worst place in your map, I would suggest completely removing it and creating something new and interesting, combined with a little trap. For good ideas, check "Simplicity" or even some "Scythe 2" maps
(yes, I did so as well
)

Both of the doors exitting this room are not flagged REPEATABLE, consider this to be a bug
Beyond I would also add some borders around the light sources here and maybe enhance the "lava river" a bit, slopes and avoiding texture clashes with a trim might do wonders here.

Please replace this texture with something else, never use this terrible step texture, it's evil and it's hell... and looks like stolen from a 4-bit game. Check the resources for a better choice. Also the room itself next to the garage could be heavily enhaced. Reduce the light in there and add little detail here and there.

First suggestion is adding some variaty to the REDWALL stone textures on both sides by adding some brown rock and other rock textures from the new resources as well. Next to that, add some trims to the exterior parts of the buildings so that they don't look so blocky. Also reconsider the texture choice of the right building if possible. The resource has some better textures for building exteriors.

Looks nice but could be spiced up by giving more height variances to the ceiling, maybe also some enemies on stones at the left and right. Also try to vary the texture usage here. There are some red rocks in the resource as well. Beyond: Coop compatibility. Think about it, add a teleporter on the other side for other players or something.

This room needs lots of work. Try to create a cave that's actually feeling like a cave: Texture variants, slopes, height variances, openings, stones here and there. I also suggest using another texture instead of ashwall for the whole type of caves u are using.

The problem here is that the revenants are of no danger if you stand between the torches.

Same cave problem here as well. I really suggest using another cave texture (there are enough nice ones in the pack) and giving the cave more depth with carves, slopes, rocks and other stuffage.

Floating middle textures are no more. There is a new tag to the Line_SetIdentification and the Translucent_Line special which can make the middle textures also tile vertically. Check the wiki of these two specials and you know how to solve it

Add trims (top & ceiling) to the floor of this room and add also a glow to the floor that gets lit by the lights here. Maybe also try to not add so many diofferent textures in one room. Try to stay to a certain color sheme to make it not look like a random fest.

Try to enhance the switch here, build it into the wall or add some detail around it. Right now it looks like it doesn't belong here. It should look like its directly integrated into the structures of that room and not randomly put somewhere because you need it.

The walls are lighting but I cant see a light source?! Maybe add something somewhere and also think about that this wall has lots of space for some additional detail, windows, consoles, trims, columns...

Add a border around the lamp on the ceiling and add some brightness gradients on the floor to make this light source look more realistic and not that simple... looks like you would be a lazy one

Lots of space here to add something to the wall
Just think about what you would expect here if you play a map from someone else: Pipes, more sfalls, tubes, holes, whatever 

I'd suggest enhancing the lights, maybe even replaciong them with something totally different. Add spot gradients on the floor so these lights actually do lit up something. And try to enhance them at the ceiling in a way that you are already spotting: "Yes, here are some lights". The problem here is that there are light sources which do no light at all in this dark room (except some spots on the floor what doesn't make much sense
)

Space for little detail? Consoles? Trims? Support columns?

Stairs must be enhanced. Maybe use a combination of CEIL5_2 as floor, STEP3 (I think it is) lower textures and to the left and the right of this staircase some silver borders as an extra sector thats higher and sloped (hope you know what I mean)
So finally, that's all of what I can think of
Hope it helps and I hope you can do something about these things. I am sure if you do, this map will profit in some way. 
Okay dude, I took some time to take a close look at your map and I got some ideas what could be improved. Sure you don't have to improve it if you don't want to so take these as suggestions or guidelines what could be done

This red key room is the worst place in your map, I would suggest completely removing it and creating something new and interesting, combined with a little trap. For good ideas, check "Simplicity" or even some "Scythe 2" maps

Both of the doors exitting this room are not flagged REPEATABLE, consider this to be a bug

Please replace this texture with something else, never use this terrible step texture, it's evil and it's hell... and looks like stolen from a 4-bit game. Check the resources for a better choice. Also the room itself next to the garage could be heavily enhaced. Reduce the light in there and add little detail here and there.

First suggestion is adding some variaty to the REDWALL stone textures on both sides by adding some brown rock and other rock textures from the new resources as well. Next to that, add some trims to the exterior parts of the buildings so that they don't look so blocky. Also reconsider the texture choice of the right building if possible. The resource has some better textures for building exteriors.

Looks nice but could be spiced up by giving more height variances to the ceiling, maybe also some enemies on stones at the left and right. Also try to vary the texture usage here. There are some red rocks in the resource as well. Beyond: Coop compatibility. Think about it, add a teleporter on the other side for other players or something.

This room needs lots of work. Try to create a cave that's actually feeling like a cave: Texture variants, slopes, height variances, openings, stones here and there. I also suggest using another texture instead of ashwall for the whole type of caves u are using.

The problem here is that the revenants are of no danger if you stand between the torches.

Same cave problem here as well. I really suggest using another cave texture (there are enough nice ones in the pack) and giving the cave more depth with carves, slopes, rocks and other stuffage.

Floating middle textures are no more. There is a new tag to the Line_SetIdentification and the Translucent_Line special which can make the middle textures also tile vertically. Check the wiki of these two specials and you know how to solve it

Add trims (top & ceiling) to the floor of this room and add also a glow to the floor that gets lit by the lights here. Maybe also try to not add so many diofferent textures in one room. Try to stay to a certain color sheme to make it not look like a random fest.

Try to enhance the switch here, build it into the wall or add some detail around it. Right now it looks like it doesn't belong here. It should look like its directly integrated into the structures of that room and not randomly put somewhere because you need it.

The walls are lighting but I cant see a light source?! Maybe add something somewhere and also think about that this wall has lots of space for some additional detail, windows, consoles, trims, columns...

Add a border around the lamp on the ceiling and add some brightness gradients on the floor to make this light source look more realistic and not that simple... looks like you would be a lazy one

Lots of space here to add something to the wall

I'd suggest enhancing the lights, maybe even replaciong them with something totally different. Add spot gradients on the floor so these lights actually do lit up something. And try to enhance them at the ceiling in a way that you are already spotting: "Yes, here are some lights". The problem here is that there are light sources which do no light at all in this dark room (except some spots on the floor what doesn't make much sense

Space for little detail? Consoles? Trims? Support columns?

Stairs must be enhanced. Maybe use a combination of CEIL5_2 as floor, STEP3 (I think it is) lower textures and to the left and the right of this staircase some silver borders as an extra sector thats higher and sloped (hope you know what I mean)
So finally, that's all of what I can think of
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Phobus
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Now that there is some detailed feedback
Thanks for the time. I'll defintely act on this, but I'll make a few points first.
1) I think I'll work on making the red key room into the sort of train station it's meant to be (the story is that the bloke wh's dead next to the chainsaw dropped his key just after getting off of the train, due to the earthquake which pulled that section of road down into the earth a bit. However, the trap in there might not be all that good an idea, given that there's a monster teleporting in progress on the road.
2) Lighting details are something I can definitely do, and you're right, I have been getting lazy with them as of late
I'll work on improving the effects around those, to bring the general lighting in the map up to Warpzone's lighting detail standard (ie. ceilings are made darker where the floor is meant to be lit, and the lighting gradients are heavily used)
3) I'll sort out the detail levels in general. It's something I'm capable of, but overlooked at the time, due to my aims of making it resemble the scourge maps.
4) Those doors are walk-across line activated, so pressing on them does indeed do nothing
5) If you jump in the lava, you get teleported to the side of the cave which lets you go to the blokes house, and take a bit of damage too (you land on a spawned cacodemon ball). Try it out, it's a bit of fun
6) The torches could indeed do with going... but then comes the problem of having to replace them with mapping based barriers, which allow the revenants to shoot at you still. I'll see what I can find.
7) I'll also make sure the silent sector effects in the house are used properly, as I missed a couple of sectors, it seems. (though the one with the hellknight in is meant to be like that)
8) I'll work on making the gameplay a little more violent too... but will keep it easy, as it's meant to be an easy map.
And now to work!
By the way Torm... is it just me, or are your screenshots rather dark? Might be me, as my monitor is unusually dark, and there's nothing I can do about it when I'm not in a game.
1) I think I'll work on making the red key room into the sort of train station it's meant to be (the story is that the bloke wh's dead next to the chainsaw dropped his key just after getting off of the train, due to the earthquake which pulled that section of road down into the earth a bit. However, the trap in there might not be all that good an idea, given that there's a monster teleporting in progress on the road.
2) Lighting details are something I can definitely do, and you're right, I have been getting lazy with them as of late
3) I'll sort out the detail levels in general. It's something I'm capable of, but overlooked at the time, due to my aims of making it resemble the scourge maps.
4) Those doors are walk-across line activated, so pressing on them does indeed do nothing
5) If you jump in the lava, you get teleported to the side of the cave which lets you go to the blokes house, and take a bit of damage too (you land on a spawned cacodemon ball). Try it out, it's a bit of fun
6) The torches could indeed do with going... but then comes the problem of having to replace them with mapping based barriers, which allow the revenants to shoot at you still. I'll see what I can find.
7) I'll also make sure the silent sector effects in the house are used properly, as I missed a couple of sectors, it seems. (though the one with the hellknight in is meant to be like that)
8) I'll work on making the gameplay a little more violent too... but will keep it easy, as it's meant to be an easy map.
And now to work!
By the way Torm... is it just me, or are your screenshots rather dark? Might be me, as my monitor is unusually dark, and there's nothing I can do about it when I'm not in a game.
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Tormentor667
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Tormentor667
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Phobus
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Phobus
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Tormentor667
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Nuke em
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ANIMDEFS not complete!
@Kirby:
I was mapping today and found that the lavfall1(-4) textures were not animated. So, I checked the ANIMDEFS lump in the reasource wad, and sure enough it wasn't there. In need of the code, I wrote it up and pasted it into the ANIMDEFS lump (in the -falls section). I just thought I'd inform you of this, so that in the next build of the reasource wad you can have it fixed. I'll paste the code here for anyone who wishes to fix their reasource wad now.
I was mapping today and found that the lavfall1(-4) textures were not animated. So, I checked the ANIMDEFS lump in the reasource wad, and sure enough it wasn't there. In need of the code, I wrote it up and pasted it into the ANIMDEFS lump (in the -falls section). I just thought I'd inform you of this, so that in the next build of the reasource wad you can have it fixed. I'll paste the code here for anyone who wishes to fix their reasource wad now.
Code: Select all
//Lavafall
texture lavfall1
pic lavfall1 tics 8
pic lavfall2 tics 8
pic lavfall3 tics 8
pic lavfall4 tics 8