Doom level...

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wangho
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Post by wangho » Nov 25th, 2008, 22:50

Looks great and just like a Doom map. Beauty in it's simplicity. So which is harder, do you think.. building a Doom or a Blood map?

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Bruce777999
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Post by Bruce777999 » Nov 27th, 2008, 21:26

Both are hard - though Blood takes the cake because you have much more technical freedom and a style closer to reality... which can be a big trap.
On the other hand Doom is pretty distinct and simplistic in its appearance, so the difficulty of making more with less could also be an obstacle.

If I had to chose one game to map for - I would take Doom over Blood any day - much more output at a much faster rate and you dont have to care for all the architectural crap + Doombuilder is a fantastic tool.
A blood map has a much more gourmet oriented appeal - both when making and playing... its pretty much a niche thing for people who know what they expect and who are willing to take the time to delve into.

Both have a place in my heart and from a playtime perspective - I wouldnt want to miss one or the other.


Release will take time - hopefully christmas... for both the first Blood map and the Doom one.



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Last edited by Bruce777999 on Jul 12th, 2009, 13:52, edited 1 time in total.

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Bruce777999
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Post by Bruce777999 » Dec 8th, 2008, 14:41

Should be the last map in the episode... time will tell...

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Basic craft nearly done...

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Last edited by Bruce777999 on Dec 19th, 2008, 23:09, edited 1 time in total.

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Krypto
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Post by Krypto » Dec 10th, 2008, 21:05

*stares and ponders*

Mister Bruce not that it concerns me greatly but are you placing greater focus on layout and gameplay rather than architecture as most of the screenshots look quite stale. It looks as though the rooms lack a source of lighting, needs more variation in texturing perhaps? Looks repetitive, not a complaint ofcourse I'm not even fussed If It used one repeated texture and no ceiling nor ground texture ala Wolfenstein! oh wait.. Gameplay shall always be the bread and butter ofcourse ;) Challenge and layout. Atmosphere and eye candy are the outer icing on the cake to make it more appealing.

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Umnir
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Post by Umnir » Dec 11th, 2008, 01:31

Well, that has been the style of dooms in my books. I could swear those screenies were from some lost unreleased doom expansion or something. I likes!

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Little
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Post by Little » Dec 11th, 2008, 22:48

Those screens look great! Sure some rooms look a bit empty, but as Umnir said, most of Dooms original maps are based as this, so way to stick to the classics.

Some of the lighting looks a bit off, such as your first image on your previous post, the slime pit is darkened whilst the pathway beside it remains lighter, causing the ceiling to clash in brightness, though nothing major or anything to generally worry about, it's me just nit picking. I remember my mapping days using DEU, those long, pain in the arse, file corrupting days, i have only 1 map which has survived all this time, not finished though i don't think, it's been like 9/10 years since.

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wangho
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Post by wangho » Dec 11th, 2008, 23:30

mmm, classic pixelated Doom. You gotta get back to mapedit though bro. It beckons you.

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Bruce777999
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Post by Bruce777999 » Dec 12th, 2008, 16:33

@Krypto
suggestions, opinions and criticism are always welcome - do not hold back. Some more textures may be thrown into the mix, but nothing fancy. Will try it after the final crafting is done.

@Umnir
this was my goal. Nothing fancy gfx or gameplaywise, groundbreaking, etc. levels are for me and anyone who liked the Episode1 look.
The original levels cant be topped, so I aint trying... just something for a cold evening with coffee and Doom.

@Little
good eye for detail - slightly changed the lighting, though its sometimes awkward because every wall, floor and ceiling get the same light value... so some stuff will always look odd unless you knowingly build around it.

@Wang
*pushes against a gravestone*
"Nevermore..." :P

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Bruce777999
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Post by Bruce777999 » Dec 21st, 2008, 19:16

Nearing completion...

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United we stand... :D
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Bruce777999
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Post by Bruce777999 » Jan 5th, 2009, 18:23

This thing will be a mini episode of 5 levels for DoomII / the style will gradually change from Doom I Episode 1 to Doom II's surreal setting...

Map01 - Map04 are 80% - 95% done.
Map05 is still in its early stages because Im building it after the design and wishes of a buddy of mine.



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Map04

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Corbin
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Post by Corbin » Jan 28th, 2009, 02:53

You should map for Hypertension. . . =)
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Nothing can stop the man with the right mental attitude from achieving his goal; nothing on earth can help the man with the wrong mental attitude.
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Umnir
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Post by Umnir » Jan 28th, 2009, 03:53

Those map screenshots (I mean the screenshots with the actual whole map showing) look so damn good man! Kind of reminds me of the blueprint you see in aliens movie hehe.
LOL HI!

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wangho
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Post by wangho » Feb 1st, 2009, 06:47

heh, you're right. That last map grid screenshot is nightmarish looking. Did H.R. Giger design that?

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Bruce777999
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Post by Bruce777999 » Jun 1st, 2009, 15:51

Ok, I`m currently sitting at the 8-9 map mark... it`s doubtful that there will be more...

some kind of redundancy is setting in... a sign to stop "producing" new stuff. I wonder how

people cope with this who are forced to crank out a definite number of levels... must be

horrendous. Like when making music/songs - there`s a golden spot, after that one keeps

repeating material.

2 levels are near playable state. Adding a visual connection from level to level, ala Blood,

has to be done - this is the only feat I`m adding to the "old school" style.

I`ve not forgotten about my 3 Blood maps, but Doom is my alltime fav. and Doombuilder is a

damn sweet tool.




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One influenced by "Soylent Green"...

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Bruce777999
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Post by Bruce777999 » Jul 12th, 2009, 13:51

...small update - one map left to go.
If anybody is interested in playtesting - be my guest...

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