[Project] "Knee-Deep in ZDoom"

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
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.

Please read the full rules for more details.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49182
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

E1M5:

Sectors 89 and 1342 are not closed.
NiGHTMARE
Posts: 3463
Joined: Sat Jul 19, 2003 8:39 am

Post by NiGHTMARE »

Found a couple of errors in E1M5:

- In the original startiing room, the floor of the metal pillars on the 3D bridge scroll.

- When you go through the door, the ceiling above the floor lights is lit up, when it clearly shouldn't be (since none of the other ceilings above the floor lights are lit).

- The GRAY2 secret door (linedef #818) has the upper unpegged flag set.

- Not a bug as such, but the long green sloped tunnel is almost begging to have a pool of nukage at it's lowest points (simply because so many games which have these kinds of tunnels do that ;))

This map's looking amazing BTW... :)


No bugs to report on E1M7, but this map MUST have Dark Imps! Oh, and this one looks amazing too :).
Last edited by NiGHTMARE on Sat Oct 09, 2004 7:23 am, edited 2 times in total.
User avatar
Enjay
 
 
Posts: 26571
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Post by Enjay »

Tormentor667 wrote:@Enjay - I will likely add your tanks and the new clouds ;) Thx for this!
Cool. Glad they're of use.
User avatar
cyber-menace
Posts: 186
Joined: Thu Mar 18, 2004 12:05 pm
Location: N/A

Post by cyber-menace »

Hehe, I slapped my tanks together in about 5 minutes because I couldn't really think of a good way to make them, thus explains their odd shape and appearance.

EDIT: BAH! I can't figure out what to do after the area where you used to get the red key in E1M5. I looked everywhere and found nothing...
User avatar
Risen
Posts: 5263
Joined: Thu Jan 08, 2004 1:02 pm
Location: N44°30' W073°05'

Post by Risen »

Yes, I'd like to help polish this thing up.

I'm really not a big fan of any of the new monsters, they just don't feel like they belong. Whenever I encounter one, I don't feel like I'm playing Doom anymore.

Has anyone recorded a demo on E1M7 yet? Thoughts on the ending? I'm really interested to see how other people made their way through it and what your thoughts are.

E1M5: Looks great! However, I found the gameplay to be lacking in a few areas. Some of the fights were simply unfair and the detail did take away from how the level played at certain points. I really like what you did with some of my areas and don't like some of the others. Also noticed a few bugs in addition to what was listed above. Found some HOM in the dark pillar room. Underneath the crate in the main area is not swimmable. Overall it's a very nice job and with some final touching up it will be an awesome map!
User avatar
Tormentor667
Posts: 13549
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

@cybermenace - Damn, I forgot to make the room after this teleporter and the redkey... I will remove this extra and place the redkey there again in Round 2

@NMN+Risen - Great, two persons are in!

@Risen (on E1M7) - I like the ending pretty much but don#t you think the 6 cacos are a bit too hard!? :) All in all you did a lot of great work to E1M7 but in my eyes it is a bit TOO dark. It is partially hard to move through the map if almost every room has a light level between 0 and 80, maybe we could do something about it. Also I'd like to see some more hellish areas in this map, maybe also in E1M8 (as I will do this in round 2). But, well, the rest is perfect :) And concerning the gameplay in E1M5: I didn't touch this, no time for that but this will be also done in round 2! And for sure, the bugs will be fixed (maybe by you!? :))
User avatar
Risen
Posts: 5263
Joined: Thu Jan 08, 2004 1:02 pm
Location: N44°30' W073°05'

Post by Risen »

Tormentor667 wrote:@Risen (on E1M7) - I like the ending pretty much but don#t you think the 6 cacos are a bit too hard!? :) All in all you did a lot of great work to E1M7 but in my eyes it is a bit TOO dark. It is partially hard to move through the map if almost every room has a light level between 0 and 80, maybe we could do something about it. Also I'd like to see some more hellish areas in this map, maybe also in E1M8 (as I will do this in round 2). But, well, the rest is perfect :)
I didn't think 6 were too hard. This is E1M7 after all, not E1M4. It should be getting harder! I do not consider myself a great player but I never died there. You should have a good supply of ammo and health when you go in, and be equipped with enough weaponry to handle it. If you find all the secrets in the map then it's not too hard even from a pistol start. If you drop the skill to 1 or 2 then you only get 2 cacos and some imps.

I didn't realize the extent of the hell areas in other maps. I think it would be awesome to extend the map after the tunnel to the exit switch.

The map actually has a base lighting of around 96, and I placed the lights so that you would be going in and out of light and dark areas. Lots of silhouettes and such, and never so dark that you lose your way. Let's see what other people have to say and then we'll go from there.
Tormentor667 wrote:And concerning the gameplay in E1M5: I didn't touch this, no time for that but this will be also done in round 2! And for sure, the bugs will be fixed (maybe by you!? :))
That makes sense. We'll fix it up good!
User avatar
Tormentor667
Posts: 13549
Joined: Wed Jul 16, 2003 3:52 am

Post by Tormentor667 »

Well, I think we could start adding hellish parts in E1M6 a bit and enhance this in E1M7 and E1M8, considering the fact that even E1M9 (which needs a lot of improvement in later areas by the way) has some hellish stuff in it :)

Oh and by the way (:EDIT:), I already do some work to the maps I already got ;)

And (:EDIT2:) I am still waiting for E1M1, E1M2, E1M4, E1M6, E1M8! I got E1M3 via E-Mail!
User avatar
Kirby
Posts: 2697
Joined: Thu Aug 26, 2004 1:23 pm

Post by Kirby »

E1M6 has been uploaded http://www.filegenie.com

USERNAME: DOOMUSER
PASSWORD: 8351-MGJF

It was just a little too big to upload here, so I just put it elsewhere :P
User avatar
cccp_leha
Posts: 1816
Joined: Wed Jul 16, 2003 7:21 am
Location: NJ, USA

Post by cccp_leha »

Tormentor667 wrote:Revamp Level 2
I already asked for the following people to participate in this second round but not all of them replied, so please do once again so I have a summary:
- Nmn
- Nightmare
- BioHazard
- cccp_leha
- Risen
you didn't notice 1000 of my replies saying "when do we start"? :o
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

The reason T667 got E1M3 by EMail

Post by TheDarkArchon »

Tormentor667 wrote:I got E1M3 via E-Mail!
Well, I didn't have anywhere to upload it. :rolleyes:
Tormentor667 wrote: Resources
- Skull-projectile from the SoulHarvester and Hell's Fury don't work, they are not visible. Sprites missing?
My bad. I'll send you the WAD with those and the ghost sprites. (They're missing too.)

And while I remember, have you played through E1M3 yet?
Last edited by TheDarkArchon on Sat Oct 09, 2004 11:20 am, edited 2 times in total.
User avatar
Nmn
Posts: 4630
Joined: Fri Apr 16, 2004 1:41 pm
Preferred Pronouns: He/Him

Re: The reason T667 got E1M3 by EMail

Post by Nmn »

Tormentor667 wrote:I got E1M3 via E-Mail!
Mind sharing it? :)
EDIT: E1m6 is nice but she has plenty of things that really need to be.. well. polished up. Numerous HOMs and unaligned textures, those clouds really are scrolling too fast for my liking, some areas remain very pale, and there are some.. dark lights O___o, play the map to see what I meant.
Is our polishing job remains on cleaning up gameplay and architecture, only architecture, scripts, or maybe we can add more areas? Why is our turn so long (almost whole October?)
Last edited by Nmn on Sat Oct 09, 2004 11:08 am, edited 1 time in total.
User avatar
cccp_leha
Posts: 1816
Joined: Wed Jul 16, 2003 7:21 am
Location: NJ, USA

Post by cccp_leha »

Oh yeah, I'm hogging E1M1 again. So there! :P (that is if no one minds)
User avatar
Bio Hazard
Posts: 4019
Joined: Fri Aug 15, 2003 8:15 pm
Location: ferret ~/C/ZDL $

Post by Bio Hazard »

do you really want my version of Z1M4? i really didn do much (i moved some sectors a bit) and i cant upload it anywhere...

/me kicks his muse


i did have and idea in a dream last night (yes i dream about doom :p ) so i can map for something in round 2, just make sure the mao i get isint too awesome already ;)
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Post by TheDarkArchon »

A dream is a good a place as any to get ideas. I got my idea for the "unfinished mines" of E1M3 being a secret exit waliking back from school! Using it as a secret entrance improved the map IMO.

Return to “Levels”