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RyokoTK posted:It sounds like a crowd cheering, to me. In fact, between that and the constant taunting, the promo video sounded like some bizarre Smash TV/Doom crossover. Now that you mention it... gently caress, comparing it to Smash TV just made me change my mind. Bring in Smash TV quotes
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# ? Apr 18, 2012 21:20 |
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# ? May 15, 2024 22:19 |
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Does anyone know what HD texture pack he's using? It looks great.
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# ? Apr 18, 2012 21:27 |
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I've been wanting a 3d smash tv for years.. I wanna make a map for killing floor themed around it.. except I don't know how to make maps for that. Doom Smash TV! Reelism feels pretty close to me.
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# ? Apr 18, 2012 21:28 |
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get out posted:Does anyone know what HD texture pack he's using? It looks great. As posted on last page: The description of the video posted:Disclaimer: Or you can just visit here and hit the likely-looking links created by Google - I think the best-looking one is from the freelanzer.com domain. I very much wanted to link to lmgtfy, but I held back. Just for you.
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# ? Apr 18, 2012 21:34 |
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Welp. I'm dumb. Thanks. I realize there are several available, but I didn't know if anyone knew specifically which one he was using.
epic Kingdom Hearts LP fucked around with this message at 21:38 on Apr 18, 2012 |
# ? Apr 18, 2012 21:35 |
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It's really sad that you really have to search for high-res texture packs for ZDoom. They tend get buried/deleted on the official Doom forums because a lot of people really hate them.
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# ? Apr 18, 2012 21:36 |
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Are there any cool mods for duke3d aside from Attrition? Also, any mods for BLOOD I should know about?
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# ? Apr 18, 2012 21:58 |
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Wow, Doom Builder 2 really is pretty easy to use. Following that tutorial, I actually managed to get ahead of myself and figure a few things out on my own. My first test level's got basically no gameplay, but I added some pretty cool details like a little cable running out of the teleport pad you start on and into the wall, and a lava pit in the floor that actually follows the edge of the hexagonal tiles. There is one thing that puzzles me, though. Is there a way to align top and bottom textures independently of one another? I haven't gotten all the way through the tutorial yet, so forgive me if this is addressed later on, but so far the only solution I found for doing top and bottoms is to hide them behind a small raised sector of something else. It looks alright, but for stuff like recessed lights it's kind of weird to have the front of it lighting all the way up the front of the light to the ceiling. Once I get the hang of this, I think I'm gonna try my hand at something for the proposed SA Megawad. Thinking I might try and remake the first level of Rise of the Triad's shareware in a Doom setting, with some minor tweaks here and there to keep things fresh. Always loved that game as a kid and its level design is simple enough that most of it shouldn't be too much trouble. I'm going to call it "Rise Again" and it's going to be awesome.
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# ? Apr 18, 2012 22:41 |
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Swolegoat posted:Are there any cool mods for duke3d aside from Attrition? Also, any mods for BLOOD I should know about? For Blood? DeathWish. DeathWish is awesome.
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# ? Apr 18, 2012 23:12 |
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Yodzilla posted:Oh man I remember seeing that around back in the day. It was the Quake demo CD. I still have it and I installed it on a win95 VM about a year ago after tracking down that very cracking tool you're talking about. I took this screenshot which I found amusing:
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# ? Apr 19, 2012 00:00 |
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Oh man I totally remember the Quake CD unlock thing. That was huuuuuuuuge back in the day.
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# ? Apr 20, 2012 06:10 |
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Edit: Now different hosting. Edit 2: Map is obsolete. Sanzuo fucked around with this message at 02:12 on Apr 22, 2012 |
# ? Apr 20, 2012 10:40 |
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Am I just blind or is there no way to download that without signing up for an account?
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# ? Apr 20, 2012 14:22 |
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I'm still working on mine. I need to chop some stuff up, add a room, and then do some detail work. Edit: SPACE HOMOS fucked around with this message at 16:13 on Apr 20, 2012 |
# ? Apr 20, 2012 15:30 |
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SPACE HOMOS posted:
I don't know what it is but that is a very pretty map. Out of curiosity what format do you guys map in? (ex. Doom in UMDF)
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# ? Apr 20, 2012 15:49 |
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Swolegoat posted:Are there any cool mods for duke3d aside from Attrition? Also, any mods for BLOOD I should know about?
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# ? Apr 20, 2012 16:09 |
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Reive posted:Out of curiosity what format do you guys map in? (ex. Doom in UMDF) I think most people do UDMF since it supports a lot of new features that zdoom added.
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# ? Apr 20, 2012 16:14 |
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I'd like to make a map for this but somehow whenever I try to make a map I end up with STRAIGHT HALLS SQUARE ROOMS HURPADERP. I guess doom mapping just doesn't trigger whatever part of my brain is good at not being retarded.
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# ? Apr 20, 2012 17:29 |
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Doom builder has a built in tool for making curved walls but by the time I realized it was there I had already made all my curves. You can always start with square rooms and straight halls then just add things here and there. If I remember Q3 mapping you really made rooms square then had to use bevel tools.
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# ? Apr 20, 2012 17:31 |
jimmy boag posted:Am I just blind or is there no way to download that without signing up for an account? Nope, I can't download it, either. Sanzuo, do you think you could re-host that somewhere else, like mediafire?
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# ? Apr 20, 2012 18:25 |
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Some random Mapedit screenshots from Death Wish: Lets zoom in on one! I'm surprised I didn't get more glitches making the sector-over-sector stuff
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# ? Apr 20, 2012 18:25 |
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FuriousGrey posted:Some random Mapedit screenshots from Death Wish: Is that a DOS editor? gently caress does that make me feel inadequate:
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# ? Apr 20, 2012 18:48 |
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edit: map is obsolete Sanzuo fucked around with this message at 02:12 on Apr 22, 2012 |
# ? Apr 20, 2012 18:55 |
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SPACE HOMOS posted:Doom builder has a built in tool for making curved walls but by the time I realized it was there I had already made all my curves. You can always start with square rooms and straight halls then just add things here and there. If I remember Q3 mapping you really made rooms square then had to use bevel tools. Q3 was unique in that it had proper curved surfaces. Not approximations, but real actual curved surfaces. Unfortunately this caused a lot of seam issues when two curved surfaces met. These days, we have enough polygons and tessellation algorithms available to us that it doesn't matter anymore.
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# ? Apr 20, 2012 19:11 |
Sanzuo posted:Ugh, sorry I'm new at this. I'm not sure if it was deliberate, but my experience went like this: Pushed a button that opened the first door. Immediately made a left and pushed the button that opens the door at the top of stairs. I then pushed a button on that same wall, which opened the door right next to it. At the end of this room, I pushed a button that opened a door across the hall from the room I was currently in. This room had an HK in it, and when I killed it, I pushed the button in its room and the map ended. I thought it was just a short map, but when I reloaded it, I flew through some walls and realized there was a lot more to the map. Did you intend for the player to go through the map so quickly, possibly missing a lot of extra stuff? Or is it a mistake that I only had to press four switches to end the level?
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# ? Apr 20, 2012 19:16 |
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Cream-of-Plenty posted:Did you intend for the player to go through the map so quickly, possibly missing a lot of extra stuff? Pretty much. However nearly half the map is unlocked via secrets. When I designed the map I had a story in my head, and I kind of designed the map like an introduction to a much bigger campaign. So it was supposed to be a quick jaunt kind of like Entryway. I'm just not sure how to make it more challenging aside from adding more badguys.
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# ? Apr 20, 2012 19:31 |
Also, I believe I did my last two maps in "Boom" Format. If people make maps in "UDMF" format, will we be able to put them together in a WAD?Sanzuo posted:Pretty much. However nearly half the map is unlocked via secrets. When I designed the map I had a story in my head, and I kind of designed the map like an introduction to a much bigger campaign. So it was supposed to be a quick jaunt kind of like Entryway. I'm just not sure how to make it more challenging aside from adding more badguys. Oh, okay, gotcha. That's sort of the feeling I got, but I figured I'd ask.
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# ? Apr 20, 2012 19:40 |
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KozmoNaut posted:Q3 was unique in that it had proper curved surfaces. Not approximations, but real actual curved surfaces. Unfortunately this caused a lot of seam issues when two curved surfaces met. These days, we have enough polygons and tessellation algorithms available to us that it doesn't matter anymore. Yeah I remember having to deal with seams and the proper way to do a curved surface was put a bevel up then behind it you used the "caulk" texture. This prevent leaks and rendering issues.
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# ? Apr 20, 2012 19:44 |
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Reive posted:Is that a DOS editor? Mapedit is basically a better version of Duke3D's Build. Knowing the radius of a sound generator is priceless.
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# ? Apr 20, 2012 20:00 |
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Sanzuo posted:Ugh, sorry I'm new at this. Also getting walls to draw sky by making them regular untextured walls only works in ZDoom ports, as your map is Doom format it can be run in other sourceports and the effect is a hall of mirrors rather than sky. I'd advise learning the "proper" way to make sky textured walls just because it's a good habit to get into (it's in those tutorials). Cream-of-Plenty posted:Also, I believe I did my last two maps in "Boom" Format. If people make maps in "UDMF" format, will we be able to put them together in a WAD?
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# ? Apr 20, 2012 21:07 |
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H2Omelon posted:Cool map. Couldn't figure out the secrets though, I'd advise dropping some sort of subtle hint that that wall can be shot to open the doors. Thanks! I was worried that the secret was a little too secret. Maybe make some kind of obvious mis-matched texture?
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# ? Apr 20, 2012 21:41 |
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H2Omelon posted:Also getting walls to draw sky by making them regular untextured walls only works in ZDoom ports, as your map is Doom format it can be run in other sourceports and the effect is a hall of mirrors rather than sky. I'd advise learning the "proper" way to make sky textured walls just because it's a good habit to get into (it's in those tutorials). To which tutorials are you referring? The ones on the Doom Builder website are pretty basic. I found some tutorials about skyboxes, and they seem to require that the map be in zdoom format. (I just learned about the different formats a little while ago.) Are there any good tutorials that you recommend? There seems to be a lot to this.
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# ? Apr 20, 2012 23:26 |
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This was posted in this thread earlier: http://www.doomworld.com/vb/doom-editing/55372-my-unfinished-newbie-udmf-level-editing-guide/
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# ? Apr 20, 2012 23:38 |
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SPACE HOMOS posted:This was posted in this thread earlier: God dammit I hate it when images aren't in-line in things like this Thanks for the link.
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# ? Apr 21, 2012 03:28 |
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Finally got Redneck Rampage over from GOG and it's pretty neat. There's a weird mechanic of armoring up through booze, but other than that, the setting is fun and goofy and the weapons are even goofier. Yes, there's an alien tit gun. Yes, Austin Powers would be proud.
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# ? Apr 21, 2012 04:56 |
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http://dl.dropbox.com/u/54418567/jimmy%20boag%202.wad Here's my second map, it also includes an updated version of my first one.
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# ? Apr 21, 2012 05:36 |
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I'm gonna be honest. The new level... is not very good. The design is off in a lot of ways, from the weird super narrow hallway in the first area to the rock textures all over the tops of the walls in the area across from there. I couldn't find the yellow key door until I used the automap. Also all the slogging through slime is kind of tedious. The improved version of your first, however, is actually pretty nice. A little sparse in some areas still, but I definitely like it from a gameplay standpoint. The Archvile was kind of out of nowhere, but then I generally hate fighting them anyways. Your texturing really shows some character now, and that's pretty great. If you keep working on your design aesthetic, you could probably make some really good levels.
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# ? Apr 21, 2012 06:51 |
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Here is my map so far. I am play testing it and trying to sort out a texture issue. I am dumb and ended up using a hand full of textures, about 7, from doom2, plutonia, and tnt.
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# ? Apr 21, 2012 23:15 |
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http://www.mediafire.com/?bxx3i7u34jb3yxj <--- A new and improved version of my first map. Please play it and tell me what you think! It is short. Now I just need to figure out how to rename it and change the music and stuff. Edit: Sorry, quick patch. Sanzuo fucked around with this message at 02:23 on Apr 22, 2012 |
# ? Apr 22, 2012 02:10 |
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# ? May 15, 2024 22:19 |
Sanzuo posted:http://www.mediafire.com/?bxx3i7u34jb3yxj <--- A new and improved version of my first map. Please play it and tell me what you think! It is short. In my opinion, a lot better. I think you added the right amount of personality and texture to the map. Maybe scale back on the number of flickering lights you use, but it wouldn't kill me if you kept it the way it is. I also like the use of enemies spawning in, especially because you don't go overboard with them. I think it would fit well in a goon wad now.
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# ? Apr 22, 2012 02:48 |