
Doom level...
- Snake Plissken
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- MoonStalkeR
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- Snake Plissken
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- Bruce777999
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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....
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.
- MoonStalkeR
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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?
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?
- Bruce777999
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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...
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...
- MoonStalkeR
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Re: Doom level...
So THAT'S why you've been quiet! Good effort man! I'm looking forward to playing this.
Life is a privilege...Death is a promise...
Re: Doom level...
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.
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

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.
- Bruce777999
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Re: Doom level...
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...

Some Ultimate Doom stuff I made for a project which was canceled...
E2M7






Random preview Map08...


Random preview Map13(Urban)...

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...

Some Ultimate Doom stuff I made for a project which was canceled...
E2M7






Random preview Map08...


Random preview Map13(Urban)...

- morhlis
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Re: Doom level...
Cruentu Pestis Cruento Rudsceleratus Sum
- Bruce777999
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