Doom level...

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Bruce777999
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Re: Doom level...

Post by Bruce777999 » May 19th, 2012, 00:19

-preliminary color config file support(later wad also) - associative per pwad/iwad per map name -> e.g. doom2/map01.xxx
-transparency is currently disabled because I have to come up with a more appropriate solution

Test shot of Map02(my fav)
raw
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fine
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fine color
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-added a visual cue on how the zone mem changes during game play... funny to watch -> white/header, green/free, red/static, dark red/level, grey/cache, white underline/rover...
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Bruce777999
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Re: Doom level...

Post by Bruce777999 » Aug 27th, 2012, 11:35

Little Update:

Maybe the first 3 maps of the megawad will be an added bonus(strictly within vanilla limits).

Some pics to prevent total boredom... "Map22"... I simply have a soft spot for it... the faint blue makes the marble in the lower caverns look so much colder...

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...btw - creating the color file(simple text) via typing may be a perfect fit for generation jobless. ^^

This takes longer than expected - I should have known better... ^^

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Krypto
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Re: Doom level...

Post by Krypto » Jul 7th, 2013, 13:02

Sire we need some sort of update, come now :cry:

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Bruce777999
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Re: Doom level...

Post by Bruce777999 » May 30th, 2014, 17:40

Hi there - long time, no see.

The megawad is still in development - what a monster in terms of work... as usually one totally underestimates that stuff until it's half done... then the pain starts. Hats off to anybody who ever did a project and finished it.
I also rechecked one of my sketches for a Blood map. It's a part of a cathedral which is placed on a abandoned island. It was a pun on Robinson Crusoe - if I find shots I'll post 'em.
The port hasn't been really updated since I'm not really a tech guy. But I did gain some interesting inside when "porting" Fraggle's software up scaler to SSE/2/3 and suffering a fatal bottleneck via the "update rectangle" function in SDL which obliterated any speed increases I had accomplished.
I'll post shots if I find good ones of the current things.

Take care

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Bruce777999
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Re: Doom level...

Post by Bruce777999 » Jun 1st, 2014, 14:46

A couple of shots from a contribution(3 maps) I did for a Doomworld project - "DoomInNameOnly" if I remember correctly.
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Files: batch file is for chocolate doom. Just edit it if you're using another port.
Link...
http://speedy.sh/N3GkB/Mapset.rar
Pass...
postmortem


Another preview of MAP06 of the megawad.
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Preview of SSE stretcher(8 bit) for Chocolate Doom - speed on a Core2Duo 7200...
Stretch1x - 230 vs ~290 kCycles - ~120% faster
Stretch2x - 800 vs ~280 kCycles - ~280% faster
Stretch3x - 2400 vs ~900 kCycles - ~267% faster


Take care

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Bruce777999
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Re: Doom level...

Post by Bruce777999 » Dec 18th, 2017, 15:51

For those who were interested - I'm still working on the megawad. Yes, it could have been finished by now but I hugely underestimated this + my work ethic has been lacking(including some back issues which I was able to largely overcome).
In my "defense" - I contributed a few maps to projects(2 or 3 I think) on Doomworld which helped me spot weaknesses and get a bit more crafty... a lot of my designs are too static.

I overhauled Map01 to Map11(Map07 being the first map I ever made) and now have to lean into it to get Map12 to Map20 going.

The ChocolorDoom renderer is inactive and a new one has to be designed from scratch. There's no merit in hacking this thing anymore than it already has been. It's an interesting oddity of sorts that can stand on its own. Unless I'm able to do "the right thing" I'll leave it as it is. I'm also re-learning things I never really understood. Unless one's a genius it's not so easy to put it all together and really understand the core essence of the craft.

No screens at the moment, but testers for Map01 to Map11(episode 1) would be appreciated.

p.s.: played Cryptic Passage yesterday and this thread popped into my mind.

Take care

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Krypto
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Re: Doom level...

Post by Krypto » Dec 19th, 2017, 23:10

Hi Bruce! Nice to hear from you.

Talk about a blast from the past, this topic first started in 2008! Interesting to hear your still cracking on with your megawad despite the slow pace, better late then never!

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Re: Doom level...

Post by Bruce777999 » Feb 15th, 2020, 14:00

Hi there - lots of time has passed but I made some progress on the megawad.

I had to redo some of the maps(currently at Map20) and I will have to release the megawad in Episodes as it would take too long to have a final "product".

Regarding the ChocolorDoom sourceport - I have been contacted by a member of the DoomWiki that wants to add it to formerly mentioned but I have put this on halt till summer. There's quite a few things to be taken care before "releasing" this literal hack.

I have written a sort of development diary regarding the megawad which I'll copy here.

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Bruce777999
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Re: Doom level...

Post by Bruce777999 » Feb 15th, 2020, 14:08

I will stray from Map10 and move on to Map20 for the time being.
Albeit I like it, it will have to be remade.

It does not fit the style of the megawad anymore. I'll add the map, maybe with some other prototypes, to a proto.wad for amusement.


- section not directly map- but (Doom) mapping related -> introspection ahead -

Map20
is mainly based on the sewer theme with some cavernous style blended it. I guess the map is a kind of externalisation of the impression that DoomII's Map02 had on me. I would rate the original Map02 as one of my alltime favorites... back in 1995 it simply blew me away. And it was so eerie and creepy that I used to shit my pants when crusing those dark halls on my cherished Vobis 15" CRT.

The design of "Underhalls" is extremely elegant and interesting. McGee's evasion of the support texture and instead using geometry(a U with right angles) to mask the blending of different textures(pipewal2 & stone4) is, to me, as clever as it is simple.

McGee's maping paradigm really differs from Romero's and that's why he was/is one of the really good mappers for Doom - his material has substance. One could say McGee was one of the first, if not the first, mapper that featured structure within structure without unnecessary clutter(especially Map02/Map03/Map04).

What I mean by that is that he was able to build detail that gave an impression of purpose but was abstract and did not meander in inane detail(some of this quality can also be vaguely found in for example E2M7).

"Detail" was one of the most abused features in nearly all user made maps - instead of giving rooms a functional or visual "watermark" mappers often used to employ the "sector within sector and differ height by 8" technique to create some sort of self proliferating monstrosities. This was one of the reasons why,even early on, I preferred the primitive user maps which were simple squares tied together. The more "physicality" you bring into a map, the harder it gets to make it into a cohesive world - this difficulty seems to grow exponentially. Thus I often go back to maps of the megawad and shave of unneeded and tacky structure to make room for architectire that can breath. It's often hilarious what bullshit I incorporated instead of cleanly carving out the world. It's of course hard to get it right and one has to be somewhat pragmatic or no finished map may emerge in one's lifetime.


Back to McGee

...his work is also one of the reasons why DoomII feels, in parts, different and geometrically better structured than DoomI(excluding Episode01 and a few other maps). For example, wander "The Focus" via "-nomonsters -warp 02", and let this interesting small world sink in. Now leave and start up Doombuilder, load said Map and take a long hard look at the map - it's so simple but when you are inside the map it feels intricate and detailed. That's what really impresses me regarding the original maps - the concise and minimalistic approach that yielded some iconic stock levels.

Above said does not negate or diminish more random, sprawling or chaotic maps as bad - on the contrary such maps are one of the soul essentials of the Doom experience BUT the chance is smaller to hit gold than with a more simplistic and "Focus"'d approach unless you're as talented as Tom Hall.



Map20
- abandoned version
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Map20 - new, in progress
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Bruce777999
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Re: Doom level...

Post by Bruce777999 » May 30th, 2020, 22:55

Got a little bit of work in on Map25 - it has currently some weird bio lab touch, albeit I think I have to redo some of the design to capitalize on it.
I often see potential in themes only to let it slip in favor of an easy, or more standard, route of design. Of course there's also limits on textures and geometry which are sometimes a bit of a blocker.
There's something about this section that de-light-s me. It reeks of Monster Condo due to the brick / lamp textures, but there's some other quality that I can embrace. Most of the map is not in that style so I may have to, as already stated, redo some sections.

We'll see.
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