I am looking for mappers, yes. Post screenshots of your work, and I'll accept them on a case by case basis if they are good enough. Use Chex3 as the IWAD, and CSPXX.pk3 (XX replaced with the latest version) as additional files in Doom Builder 2.skib wrote:You said you are looking for mappers.
I might be able to help.
Don't forget about my config, that should help.
Here's some tips:
1. The space in hallways/passageways/rooms should not be smaller than 64 for any reason, except for secrets. In tiny passages, it's too easy to get stuck, and impossible to dodge fire. I use 128 as my minimum hallway size.
2. Don't litter the level with weapons. Some games have you tripping over super shotguns, but if you have auto switch on you might lose a firefight because you accidentally ran over a zorcher.
3. I do not recommend using the usual Doom standard weapon placement (i.e., super shotguns at every spawn) unless it's vital to your map.
4. Chex Quest does not have tech bases! You're going to have to be creative, especially since Chex's E1 and E2 are generally inferior in detail to Doom's maps.
5. If you want to make good Chex maps, it helps to make your own textures. You don't have to draw them from scratch but simple Photoshops (like what I did in places for INV01) can turn a boring, repetitive texture into something new, that gives a lot more insight into the room it's put in.
You can find a good guide here, too http://www.skulltag.com/forum/viewtopic.php?f=43&t=188