[WIP - Map 01 released] Exterus

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Shadelight
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[WIP - Map 01 released] Exterus

Post by Shadelight »

Exterus is a mini-mod consisting of 11-12 levels that I am producing. Currently one level is done so far and I am releasing that to the public. There are 2 custom monsters, one is the Ial from Doom 2 Extreme and the other is Eriance's Vulgar. There will be a titlepic soon enough.

Image
Image

http://kingofflames.sepwich.com/Exterus.wad <-- Download the map 01 release

Comments and Suggestions are welcome, bug reports too. :)
Last edited by Shadelight on Tue Jul 22, 2008 9:44 am, edited 1 time in total.
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corysykes
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Re: [WIP - Map 01 release] Exterus

Post by corysykes »

i like it but....
theres a glitch when goign up the sandy area at the end i saw sky texture and a little to many imps at the start
but other wise i liked it *go BlazingPhoenix go*
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Wills
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Re: [WIP - Map 01 release] Exterus

Post by Wills »

The outside parts are pretty bland, and the bump/hill things are all square. The blood-puddle monsters are kind of silly. The inside part has some very strange architecture and oddly-shaped rooms. I felt that the flesh didn't blend in well enough, as if you built a normal room and then decided to randomly make some textures flesh. The whole map suffers from uninteresting construction and empty rooms. Keep trying at it.
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NewTiberian
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Re: [WIP - Map 01 release] Exterus

Post by NewTiberian »

yes, i have to admit i found the blood puddle monsters rather silly as well.
i also found it rather unforgiving in ammunition placement, i had 5 shotgun shells, and i was fighting a REVENANT, i managed to kill it, grabbing the SSG and easily finishing the other one, but some people aren't that good, at the end i had to run past the masses of monsters, since the only weapon i had was my fist. either more ammo, or less hard monsters (the blood puddles monsters do an outrageous amount of damage, considering where they are first fought)
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Phobus
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Re: [WIP - Map 01 release] Exterus

Post by Phobus »

The way the texturing is handled and stuff made me think of the original Doom (some missing textures in the wad, and a few GZDoom rendering errors sort of threw this off a little). It seems to me that all of the monsters and things were placed using the 64x64 grid too, as they're all standing in little square groups.

And as I'd read about the ammo issue beforehand I just completely ignored the imps. Consequently it was quite easy to finish the map with 4 shells left over at the end. It could be better, but its a nice effort - keep it up.
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Imp Hunter
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Re: [WIP - Map 01 release] Exterus

Post by Imp Hunter »

Nice start! Isn't a "sector over sector over more sectors" like most off actuality, have a lots of action :shotty:

Very good, but use all your creativity, like evebody here sayid, can be better! :wink:
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Shadelight
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Re: [WIP - Map 01 release] Exterus

Post by Shadelight »

Thanks for all the comments. =D

@corysykes: I'm not sure what to do about that at the moment..I'll see what I can do about the sky texture thing. And about the imps, you can just rush them at the start, they aren't that big of a problem. You have a wide-enough area to run around in. :)

@Wills: I'll see what I can do about the blandness and the emptiness. And about the flesh stuff, I was trying to make it seem like it was on it's way of being taken over by the demons, and that's where the blood-puddle monsters come in, they were part of that invasion. They won't be in every level, don't worry.

@NewTiberian: The blood monsters only do a ton of damage if you are right next to them when they die, the blood that flies up and then comes down does damage.

@Phobus: Thanks for the comment, is that a question about the monster placement? I'll see what I can do about it.
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Phobus
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Re: [WIP - Map 01 release] Exterus

Post by Phobus »

Well, its most evident with the group of four zombiemen and the other group of four shotgun guys. They're standing in a rectangular formation.
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Shadelight
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Re: [WIP - Map 01 release] Exterus

Post by Shadelight »

Well, I did make the map in a 16x16 grid , and used an 8x8 grid to move some stuff around, so I can see where you would get that. Anyway to improve this kind of thing?
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Phobus
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Re: [WIP - Map 01 released] Exterus

Post by Phobus »

Sort of stagger their formation a bit. If they're in a rectangle thats roughly 64x96, then move one of them in a bit, move another out and then put a third one either closer to, or further a way from, his closest partners - that way it looks like they're standing in a more natural way. Either that or avoid clumping enemies together. (ie. have them move in from the walls)
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Riddick
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Re: [WIP - Map 01 released] Exterus

Post by Riddick »

Not bad. Me like.

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