Doom level...

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Snake Plissken
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Post by Snake Plissken » Jul 13th, 2009, 22:44

Looks great! I'd like to test your mod ;)

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MoonStalkeR
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Post by MoonStalkeR » Jul 16th, 2009, 22:14

Are you also making it co-op friendly? Maybe we can co-op it on Skulltag sometime after you're done.

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Snake Plissken
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Post by Snake Plissken » Jul 16th, 2009, 23:11

It would be a great idea. It would be really cool to build a sort of postmortem doom group :D

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Bruce777999
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Post by Bruce777999 » Jul 17th, 2009, 21:30

Your both welcome to test it... and of course iron out the playability.
Coop is definitely on my mind and one of the prime reasons why I`m making this - but it takes time to make every map completely playable and robust....
Last edited by Bruce777999 on Jul 22nd, 2009, 15:16, edited 1 time in total.

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Dimebog
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Post by Dimebog » Jul 17th, 2009, 21:33

The map looks good, man. I'd like to see something more along the lines of later levels of Doom 2, though, or EP3 of Doom 1.
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MoonStalkeR
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Post by MoonStalkeR » Jul 17th, 2009, 22:02

Played the first map. It was short but an excellent starting level that compliments Hanger and Entryway. Great job on the lighting.

I have a few questions
What port are you making this for?
If you're making it for (G)Zdoom adding new monsters or other content would make the maps more exciting and gameplay more varied http://www.realm667.com/index.php?optio ... &Itemid=13

Are you adding new midis?

How many maps are there in total planned?

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Bruce777999
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Post by Bruce777999 » Jul 18th, 2009, 11:49

Dimebog: Would be cool, tried to emulate the style, but didn't work out... there`s a certain element that can`t be replicated...

Doomshadow: all vanilla Doom... I`m not into ports besides ChocolateDoom, but a zdoom version of the pack could be done if someones willing to invest the time...
Some new midis are possible - buddy of mine does some good synthie stuff... maybe it fits...

Planned was one map(which ended up as map04) - now I`m sitting around 10... doubt that it will be more than 12 - if you`ve got some ideas - let me know...

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MoonStalkeR
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Post by MoonStalkeR » Jul 27th, 2009, 02:01

If by ZDoom version you mean adding custom monsters then it shouldn't take too long. I may even do it if it could improve the gameplay but I don't really map.

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Bruce777999
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Re: Doom level...

Post by Bruce777999 » Nov 4th, 2010, 00:18

At long last - a little update.
24 maps crafted so far.
Totally underestimated this effort, many ups and downs.

Random Preview...
Map11
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morhlis
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Re: Doom level...

Post by morhlis » Nov 4th, 2010, 03:12

I looked at your map. My face:
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Drakan
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Re: Doom level...

Post by Drakan » Nov 4th, 2010, 04:13

So THAT'S why you've been quiet! Good effort man! I'm looking forward to playing this.
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Krypto
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Re: Doom level...

Post by Krypto » Nov 4th, 2010, 23:20

Welcome back to the pulsating heart of darkness Bruce.

I am captivated by the imagery seen thus far upon recollecting the previous pages. I am smitten by the traditional use of original textures, and simple design aesthetics but whether you intend to craft a gameplay experience akin to the original IWADS I am not certain. I can only cling to this assumption based on the mapping style displayed thus far, given you have not slipped any elaborate detail, and please do not :) It would be a shame to reveal the heart of the concept, when you are mere strokes away from completion.

The astute attention to lighting in the latest batch impresses, as it is an element severely neglected by the majority. Particularly given the creative havoc that could be manifested by placing a single enemy in cramped, dark areas enhancing their threat potential.

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Bruce777999
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Re: Doom level...

Post by Bruce777999 » Nov 5th, 2010, 19:04

Kind words - hello and thx.

Concept - there ain't one really... maybe some simple rules(subjective) I picked up while playing the original levels...

-levels flow into themselves at "key" points
-create as mind flows and refine in logical manner
-feel the scenes(light and situation)
-vague style connectivity from end of one level to the next(not as anal as in Blood to preserve Doom's "laissez faire" feel)
-solid experience(nothing more)

I will try to create a "genuine" package for the megawad so that one "lucky" person can get their hands on a physical version of the stuff.

Concept for a new title screen...
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Some Ultimate Doom stuff I made for a project which was canceled...
E2M7
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Random preview Map08...
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Random preview Map13(Urban)...

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morhlis
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Re: Doom level...

Post by morhlis » Nov 6th, 2010, 17:11

[quote="Bruce777999"]
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Nipple X Designs? Hahaha
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Bruce777999
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Re: Doom level...

Post by Bruce777999 » Nov 12th, 2010, 18:24

Map02
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Boxy, compact and a little bit on the more detailed side - overuse of the "supportxx" texture. Slightly mutated homage to general Episode 1 design - without the ominous dark labyrinth.

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