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John Gaughan

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Since: Apr 09, 2004
Posts: 31



(Msg. 1) Posted: Fri Aug 27, 2004 1:49 pm
Post subject: New Map
Archived from groups: rec>games>computer>doom>editing (more info?)

I guess Mozilla *and* my news server are broken. After a couple months
of no activity on this group I finally checked it manually and had a few
hundred spams. The server was not filtering those out and Mozilla was
not saying there were new messages Sad Anyway, I am back after being too
lazy to click on the newsgroup and assuming there was no activity.

Several months ago I started a map, and today I did a little more work
on it. It is not much right now, just two rooms and some hallways, but I
welcome any advice or criticism you may have about where I am going with
it. My plan is to release it as a single map, not part of a larger set.
I learned my lesson from LOH2: map packs take *way* too long to make.

ftp://ftp.johngaughan.net/pub/doom/test01.tar.gz

--
John Gaughan
http://www.johngaughan.net/
john.DeleteThis@johngaughan.net

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Andre Majorel

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Since: Apr 10, 2004
Posts: 14



(Msg. 2) Posted: Fri Aug 27, 2004 7:27 pm
Post subject: Re: New Map [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2004-08-27, John Gaughan <john.RemoveThis@johngaughan.net> wrote:

> Several months ago I started a map, and today I did a little more work
> on it. It is not much right now, just two rooms and some hallways, but
> I welcome any advice or criticism you may have about where I am going
> with it.
>
> ftp://ftp.johngaughan.net/pub/doom/test01.tar.gz

The start is OK.

I suppose you plan to put imps or some such in the cage on
either side of the catwalk ? I'm not fond of levels where you're
under attack from the start.

The metal architecture is okay. I don't like the two doors side
by side.

The boring 1024-long corridor on the right is a definite no-no
you need to make it either shorter or more interesting. The
two-tone corridor on the left is good. Don't make it any more
detailed, or you'll have to raise the level of detail throughout
the level.

The square courtyard is a bit bland. I'm not fond of the 16-unit
step on the doors. I don't know if you did it for the
architecture or to make it easier to change the floor texture
but I don't like it. If the latter, maybe you could try an
8-unit step instead.

You're in danger of using too many textures. The BROWN1 in the
straight corridor is not OK, for instance. Generally, the "use a
different texture set in each room" ethos is a mistake. Theme,
theme, theme.

The trap in the twisted corridor is good and I like the secret.
It's just hard enough to reward the players who keep their eyes
open.

--
André Majorel <URL:http://www.teaser.fr/~amajorel/>
"See daddy ? All the keys are in alphabetical order now."

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John Gaughan

External


Since: Apr 09, 2004
Posts: 31



(Msg. 3) Posted: Fri Aug 27, 2004 7:27 pm
Post subject: Re: New Map [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Andre Majorel wrote:
> I suppose you plan to put imps or some such in the cage on either
> side of the catwalk ? I'm not fond of levels where you're under
> attack from the start.

Yes, probably imps because they are weak but not hitscan. I guess we
have to agree to disagree about being under fire from the start Smile

> The metal architecture is okay. I don't like the two doors side by
> side.

Yeah, I think I should change that. I will expand on that below with
your other remarks.

> The boring 1024-long corridor on the right is a definite no-no you
> need to make it either shorter or more interesting. The two-tone
> corridor on the left is good. Don't make it any more detailed, or
> you'll have to raise the level of detail throughout the level.

I do not like that corridor either. I was thinking about hooking it into
a new area to the south. Maybe change the entrance by angling it and
adding a small new area, looping it around, and adding a new exit. It is
hard to describe in text so I will just edit it and see how it turns out.

The other corridor is good enough. I do want to have a high level of
detail, but for a hallway, that is decent.

> The square courtyard is a bit bland. I'm not fond of the 16-unit step
> on the doors. I don't know if you did it for the architecture or to
> make it easier to change the floor texture but I don't like it. If
> the latter, maybe you could try an 8-unit step instead.

I intend to break up floor and ceiling heights to make flat texture
changes more natural. I also like how different heights look. The
doorways are tentative, I will probably move them around and lessen the
step. As a whole the courtyard is basically a rough draft, I plan on
enlarging it, adding water, maybe a trap or two.

> You're in danger of using too many textures. The BROWN1 in the
> straight corridor is not OK, for instance. Generally, the "use a
> different texture set in each room" ethos is a mistake. Theme, theme,
> theme.

I am going for a stone theme. At first I was not sure where I used
BROWN1, but it was for the little lip near the sky. I might change that
as I am going to redo that area anyway.

> The trap in the twisted corridor is good and I like the secret. It's
> just hard enough to reward the players who keep their eyes open.

I like hiding things in tight, dark places =)

--
John Gaughan
http://www.johngaughan.net/
john.RemoveThis@johngaughan.net
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