Alpha
#14243 posted by
mjb on 2016/12/03 16:20:51
Pritchard I get an error of unable to load field.mdl.
:O
Alpha Feedback
#14244 posted by
mjb on 2016/12/03 16:45:42
Meh, I just replaced the mdl with another one.
-Cool brushwork and rock/base infusion...you do very well with that.
-Gameplay is fine, base enemies are fun to pulverize but a very linear trip...being that it is alpha I am sure that's intended.
-Some rooms had too much fill lighting in my opinion. I want some more contrasting shadows...the first room being the largest offender. The last room however is the most impressive room I think.
-I didn't care for the fiend trap, I rather be able to backpedal out the door since that is my first reaction...I almost am guaranteed to get leaped upon. Again, just my personal thoughts.
Keep it going, a really unique style being created here and I would say you have brushwork down quite well!
#14245 posted by
PRITCHARD on 2016/12/04 00:26:13
I knew I was going to forget something. The field.MDL is from a post on Preach's blog iirc. It's not a big deal but I'll have to remember to include it in the future...
Thanks for the feedback on brushwork, I'm glad you think I'm heading in the right direction. I do need to work on the lighting in some areas like you said, I struggled at the start with deciding how I wanted to have the map look. I'm conscious of having the level be too dark to play properly in, especially. That was my biggest concern for the final room, actually.
The level is quite linear, I'd like to open it up a bit and I have some ideas for how that could work on the future. I'm intending on using a bit of backtracking, I think it'd work well to have the player use some of those areas in reverse. But aside from that I want to have some more blocked off doors like the one at the start, and have the player work their way through segments of the level again rather than just having them turn around and head back or anything like that.
The fiend trap is a tough one. Second try it's very easy, first try i can see it being a really painful experience. I suppose leaving the back door open could work to help that, but that undermines the experience of having a fight with a fiend in such an enclosed space...
Maybe I'll just replace it with a dog on easy and normal :P
#14246 posted by
PRITCHARD on 2016/12/04 04:41:32
http://i.imgur.com/ZnRqTQ7.png Thanks Shamblernaut, they were a bit of a pain to put down since I had to cut up the floor quite a bit but the end result is quite nice.
cool, I'm glad you could make use of them.
#14249 posted by
metlslime on 2016/12/04 08:33:13
also great moody use of oblivion textures, i'm always happy to see them used well.
#14250 posted by
PRITCHARD on 2016/12/04 08:50:04
They're definitely my favourite textures to use for this sort of theme. They're pretty versatile, and they're a lot better for building darker, grimier areas than normal base textures are.
Pritchard...
I love that set. There's a really nice set just released that could be adapted into the set with a bit of tweaking -
http://forum.zdoom.org/viewtopic.php?f=37&t=54248
Hah
#14253 posted by
dwere on 2016/12/04 17:27:32
I've been working on a very similar set for Doom 64, but, sadly, I've abandoned it.
That tekwall is pretty sick, but I wish it would tile.
Need More Techwall Textures*
#14254 posted by
Newhouse on 2016/12/04 18:42:08
I have been over-using one from the jf2.wad
More WIP
#14255 posted by
mjb on 2016/12/04 23:14:34
In honor of AD 1.5, here is another progress shot from my upcoming map. I am going to incorporate some of the new toys from the patch so that will be fun.
http://www.quaketastic.com/files/screen_shots/mjb_cages.jpg
#14256 posted by
muk on 2016/12/05 01:04:39
Looking good Bloughs. Looking like a sizeable map you got going on there. Dig the caged lighting. You gonna add some broken ones on the ground? i see some ropes with no cages/lights at the end?
I still need to finish the books for my map. bleh.
Gonna focus on getting the gameplay done first so i can get a beta out to you guys. Itll be ~15 minutes of playtime.
@Bloughsburgh
#14257 posted by NewHouse on 2016/12/05 05:28:38
Eager to see the final release~
Cages
#14259 posted by
mjb on 2016/12/05 13:07:16
I didn't think about adding broken cages on the ground...that's a good idea! Yep some cages do not have flames or have other forms of lighting instead to produce some sort of asymmetry. The map is sizeable but it isn't of gargantuan size...today I hope to start adding game play to see just how long it takes to beat so far.
Looking forward to your beta Muk!
Thanks NewHouse and Shambler!
#14260 posted by
muk on 2016/12/10 03:18:46
http://i.imgur.com/zhOxLhn.png
Increasing the size of some rooms and repositioned the gold key after some feedback from skacky.
Ill make some more changes and get a beta in here in the next day or two.
Lookg Good
#14261 posted by
mjb on 2016/12/10 03:21:12
Feeling some warmth from that lighting...mmm.
Looking forward to the release!
Looks good man, looking forward to playing :)
#14263 posted by
Mugwump on 2016/12/10 05:06:39
I can see some particles in there. You're making this map for AD?
#14264 posted by
muk on 2016/12/10 05:47:57
Yeah its for AD. Some custom breakables in there too. Ill likely use a custom key for a secret as well. Not too many AD monsters aside from crossbow and hogres.
Yay, Breakables!
#14265 posted by
Mugwump on 2016/12/10 06:08:26
Looking forward to the beta.
Nice Lighting.
#14266 posted by
Shambler on 2016/12/10 11:18:41
But would like rooms to be more complex designs.
#14267 posted by
muk on 2016/12/12 03:23:06
https://twitter.com/muk0r/status/807963099974238208?lang=en
Update to Gold Key Room...
I was told I needed "more verticality"...