{WIP} Custom Doom 2 Maps.

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SublimelyElegant
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{WIP} Custom Doom 2 Maps.

Post by SublimelyElegant »

Hey. I've created a custom MAP01 only wad. i'd like a few comments on the quality of the map. thx

Update. Iv'e Made Some changes and Am including a new screenshot
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Last edited by SublimelyElegant on Tue Feb 23, 2010 3:53 pm, edited 1 time in total.
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Xaser
 
 
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Re: {WIP} Custom Doom 2 Maps.

Post by Xaser »

Light fixtures.
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ZDG
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Re: {WIP} Custom Doom 2 Maps.

Post by ZDG »

Yes, as Xaser said, add a little light to the lamp textures. Otherwise, it looks pretty good compared to your old maps. Keep it up!
Gez
 
 
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Re: {WIP} Custom Doom 2 Maps.

Post by Gez »

Xaser wrote:Light fixtures.
I'd rather say "fix lighttures". I think the design of these ceiling lamps is a tiny bit overdone. Maybe if it were a great, tall hall (with a ceiling 512 units above the floor or something like that). Here they just seem oppressive.
Onslaught Six
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Re: {WIP} Custom Doom 2 Maps.

Post by Onslaught Six »

Gez wrote:
Xaser wrote:Light fixtures.
I'd rather say "fix lighttures". I think the design of these ceiling lamps is a tiny bit overdone. Maybe if it were a great, tall hall (with a ceiling 512 units above the floor or something like that). Here they just seem oppressive.
I think it's because the side textures on them are textures that are commonly used for...lights. Meaning these are lights coming down from the ceiling with 'more lights' on the sides.

The floor is shaded nicely, though.
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Ryan Cordell
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Re: {WIP} Custom Doom 2 Maps.

Post by Ryan Cordell »

Onslaught Six wrote:... Meaning these are lights coming down from the ceiling with 'more lights' on the sides.
More Dakka?
Gez
 
 
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Re: {WIP} Custom Doom 2 Maps.

Post by Gez »

Onslaught Six wrote:I think it's because the side textures on them are textures that are commonly used for...lights. Meaning these are lights coming down from the ceiling with 'more lights' on the sides.
Texture doesn't matter here, it's a question of size. These light fixtures would be fine in a gigantic hallway. Here it's like if you were using something like this to light up an understair closet.

Flattening them to keep only one or two rows of side lights would make them more appropriate to their surroundings.
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Sonnyboy
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Re: {WIP} Custom Doom 2 Maps.

Post by Sonnyboy »

You need to work on your texture alignment. The computer terminals in your walls could use borders on either side of them, too.


I also hate the ceiling lights. They are really ugly.


Also, lower the ceiling in front of your door. It looks quite uneven and sloppy.
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InsanityBringer
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Re: {WIP} Custom Doom 2 Maps.

Post by InsanityBringer »

Such a giant floodlight and they can only light a square under them? underpowered :P
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SublimelyElegant
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Re: {WIP} Custom Doom 2 Maps.

Post by SublimelyElegant »

Iv'e Updated the files above. Screenshot included.
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Darsycho
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Re: {WIP} Custom Doom 2 Maps.

Post by Darsycho »

Not bad 8-)
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Logan MTM
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Re: {WIP} Custom Doom 2 Maps.

Post by Logan MTM »

The secret in the first room was funny! :mrgreen:

Can i give you some Tips?

- LowerUnpaged in DOORTRAK textures.
- Horizontal textutes for every horizontal linedef with 8 units.
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Duducrazy
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Re: {WIP} Custom Doom 2 Maps.

Post by Duducrazy »

Ryan Cordell wrote: More Dakka?
be careful with those tv tropes links. i've heard they are dangerous. hehehehe :D
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qwerqsar
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Re: {WIP} Custom Doom 2 Maps.

Post by qwerqsar »

Ok, it was a nie quickie level, with a few interesting turns, I would say a bit unadorned, but I might be wrong. There are some doortrack-alignments you didn't use. And a huge plus for the trap(s) in the first secret room. It really caught me off guard :D .


*Edit* By the way, I was thinking a bit about it, but that sector where the dark area is, in the middle of the open, should, at my opinion, have a reason to be there. it is just dark because of nothing... I don't know what others may think though...
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SublimelyElegant
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Re: {WIP} Custom Doom 2 Maps.

Post by SublimelyElegant »

Yeah, i hear all of you out and am still working on this but you have to relize it can be hard to get the right amount of light into a room, Espesialy when using the gradiant lighting effect. (well, the way i did it any ways) i didn't want to over do it; and i dont want to under-do it. but regardless i'll try harder for the improvment.

What iv'e Actually seen (and this may not be true) but the only complaints (about lights) seem to focus on the starting area.
does all this talk of lighting include other sectors?

so what iv'e gathered is:
+lights could use work
+mabey a little longer of a lvl
+doortrak fixing (i thought i got them all but i could be mistaken)

I'll Work on these a little more. I Thank you all for the comments, their really helping me learn the art of mapping.
i might actually re-design the lvl (From Scratch) to implement new secrets and increase lvl size. i'll post the updates shortly.

Again, Thanks.
-Doomzby

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