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Opinions on a new level

 
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pixel

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Since: Nov 23, 2004
Posts: 1



(Msg. 1) Posted: Tue Nov 23, 2004 7:20 pm
Post subject: Opinions on a new level
Archived from groups: rec>games>computer>doom>editing (more info?)

Is anyone interested in maybe checking out a new Doom 2/Boom level
I've been working on? Offering up your opinions and or suggestions for
making it better.

I'm off all week and got bored so I cranked up Deepsea and started
working on a level that I first began a couple years ago. A few of the
regulars here checked that one out. It was a huge level that I had cut
and pasted a bunch of old levels into but I revamped it and dumped all
the old stuff and only kept the beginning of the level which was new
and most people seemed to like.

If anyone is interested, let me know and I'll upload it to
alt.binaries.doom.

Regard,
David Bruni
http://home.houston.rr.com/dbruni/

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John Gaughan

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Since: Apr 09, 2004
Posts: 31



(Msg. 2) Posted: Tue Nov 23, 2004 7:20 pm
Post subject: Re: Opinions on a new level [Login to view extended thread Info.]
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pixel wrote:
> Is anyone interested in maybe checking out a new Doom 2/Boom level
> I've been working on? Offering up your opinions and or suggestions
> for making it better.

Of course. We r.g.c.d.e regulars love testing Doom levels Smile

> If anyone is interested, let me know and I'll upload it to
> alt.binaries.doom.

You might want to consider stashing it in whatever web space you have
available. The S:N ratio of the binary newsgroups is fairly low, making
it tedious to find real posts.

I would consider hosting a public FTP server for this newsgroup, but
this newsgroup is usually a bit slow for that. I think most of us have
dedicated web hosting or at least a 5-10 MB ISP account anyway.

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

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John Gaughan

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Since: Apr 09, 2004
Posts: 31



(Msg. 3) Posted: Tue Nov 23, 2004 11:30 pm
Post subject: Re: Opinions on a new level [Login to view extended thread Info.]
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I put the map up here:
ftp://ftp.johngaughan.net/pub/rgcde/bruni.zip

It might be in alt.binaries.doom but given the activity in that group,
good luck finding it.

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

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Since: Apr 09, 2004
Posts: 31



(Msg. 4) Posted: Tue Nov 23, 2004 11:39 pm
Post subject: Re: Opinions on a new level [Login to view extended thread Info.]
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I think you need more detail. Rooms seem to be too rectangular and there
is not enough variation in height of floor and ceiling. It is not bare,
there is just not enough in my opinion. Also, try varying the lighting
more. Detail involves adding lighting gradients as well, so definitely
focus on more detail.

As far as gameplay is concerned, try making the player fight for his
rewards (ammo, health) more.

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

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Since: Nov 24, 2004
Posts: 1



(Msg. 5) Posted: Wed Nov 24, 2004 2:07 am
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On Tue, 23 Nov 2004 18:31:47 -0600, John Gaughan
<john.TakeThisOut@johngaughan.net> wrote:

>pixel wrote:
>> Is anyone interested in maybe checking out a new Doom 2/Boom level
>> I've been working on? Offering up your opinions and or suggestions
>> for making it better.
>
>Of course. We r.g.c.d.e regulars love testing Doom levels Smile

Great. I'm glad to see there's still some diehard Doomers out there.

>> If anyone is interested, let me know and I'll upload it to
>> alt.binaries.doom.
>
>You might want to consider stashing it in whatever web space you have
>available. The S:N ratio of the binary newsgroups is fairly low, making
>it tedious to find real posts.

Ideally, that would be what I'd do, but I don't have my web page setup
with an FTP and it's been almost 5 years since I messed with it. It
would be a lot easier for me to upload it to alt.binaries.doom. I just
retrieved all the headers in that group and it was less than 200.
Mostly MP3's for some reason and bs.

I'm sure you're one of the regulars who tried this level a couple
years ago, so you'll recognize the beginning. I kept it and dumped the
rest and I've been trying to come up with something new and
interesting.

I've been playing Eternal Doom trying to get some inspiration. For
some reason it keeps crashing and causing my computer to reboot after
10 minutes or so. Not sure why it's doing that. I'm running Win 2000.

Regards,
David Bruni
http://home.houston.rr.com/dbruni/
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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 6) Posted: Wed Nov 24, 2004 5:20 am
Post subject: Re: Opinions on a new level [Login to view extended thread Info.]
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pixel wrote:
>Is anyone interested in maybe checking out a new Doom 2/Boom level
>I've been working on? Offering up your opinions and or suggestions for
>making it better.

Indeedy do. Been a while since I've played, need to get back into practice.
I'll also kick Rez, see if he's interested.

Len

--
Pointless sig file.
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Replace "Doom!" with "Hotmail" to send e-mail.
End pointless sig file.
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David Damerell

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Since: Apr 06, 2005
Posts: 1031



(Msg. 7) Posted: Wed Nov 24, 2004 1:43 pm
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pixel <here.RemoveThis@home.com> wrote:
>Is anyone interested in maybe checking out a new Doom 2/Boom level
>I've been working on? Offering up your opinions and or suggestions for
>making it better.

Yes, but...

>If anyone is interested, let me know and I'll upload it to
>alt.binaries.doom.

.... that would have been incredibly annoying and I'm grateful to John for
making alternative arrangements.
--
David Damerell <damerell.RemoveThis@chiark.greenend.org.uk> flcl?
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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 8) Posted: Wed Nov 24, 2004 8:12 pm
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John Gaughan wrote:
>> If anyone is interested, let me know and I'll upload it to
>> alt.binaries.doom.
>
>You might want to consider stashing it in whatever web space you have
>available. The S:N ratio of the binary newsgroups is fairly low, making
>it tedious to find real posts.

Indeed. I stopped following a.b.d a long time ago.:\

Len

--
Pointless sig file.
http://www.archonrealm.com | http://archonrealm.tripod.com
Replace "Doom!" with "Hotmail" to send e-mail.
End pointless sig file.
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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 9) Posted: Wed Nov 24, 2004 8:20 pm
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John Gaughan wrote:
>I put the map up here:
>ftp://ftp.johngaughan.net/pub/rgcde/bruni.zip
>
>It might be in alt.binaries.doom but given the activity in that group,
>good luck finding it.

Was almost crowded out in mine. I didn't get to this message before uploading
it myself, but if you need a cheapass mirror, it's also at:
http://www.archonrealm.com/bin/newwad.zip

Len

--
Pointless sig file.
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Replace "Doom!" with "Hotmail" to send e-mail.
End pointless sig file.
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Len Pitre

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Since: Dec 02, 2004
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(Msg. 10) Posted: Wed Nov 24, 2004 8:27 pm
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Tim Williams wrote:

>Patchwork Empire is a neat idea as well, where is that Len(?)?

No idea where that little bastard is.Smile

Thanks for the compliment. I never did finish it, but I was rather proud of
the levels I did finish. For all they're derivative they're hard work. I had
to go through the levels to be patched repeatedly to get the "feel" for them
and what parts would mesh before I started work. Sometimes they didn't, and
some stuff got heavily revamped. Some came together great, though.

Len

--
Pointless sig file.
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David Damerell

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Since: Apr 06, 2005
Posts: 1031



(Msg. 11) Posted: Thu Nov 25, 2004 12:13 am
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John Gaughan:
>As far as gameplay is concerned, try making the player fight for his
>rewards (ammo, health) more.

The distribution is very odd there. There's tons of ammo all over the
place - the player is basically never worried - but finding the first
armour demands luck or prior knowledge. Then there's a megasphere, a
supersphere, and a blue armour all in 2 rooms next to each other.

The architecture's all either cyclopean or teeny-tiny. Doom to me is a
game of maneuver; that demands spaces small enough that the constraints
matter, but not so small that maneuver is impossible.

Monsters high up enough that they must be attacked from an unsuitably long
range is always a recipe for frustration.

Monsters that must maneuver to attack you - pinkbeasts, invisibeasts, lost
souls - don't work well when stuck on the other side of lines monsters
cannot cross.

I'd look more to the architecture and balance of Doom 1 - OK, with more
monsters - than this huge scale stuff with piles of medkits or ammo all
clustered together. In particular, without the SSG or huge numbers of
rockets, individual barons and even tomatos become more of a challenge and
less meat on the table.
--
David Damerell <damerell RemoveThis @chiark.greenend.org.uk> Kill the tomato!
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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 12) Posted: Thu Nov 25, 2004 4:22 am
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David Damerell wrote:

>>As far as gameplay is concerned, try making the player fight for his
>>rewards (ammo, health) more.
>
>The distribution is very odd there. There's tons of ammo all over the
>place - the player is basically never worried - but finding the first
>armour demands luck or prior knowledge. Then there's a megasphere, a
>supersphere, and a blue armour all in 2 rooms next to each other.

Odd, yeah, but if you're cheap on rad suits (use one on the dead-end pool,
then nip over to the other area before it gives out, leaving one suit for
later) and you can always go back for it. Actually, it's not a long run
anyway....

Len

--
Pointless sig file.
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End pointless sig file.
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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 13) Posted: Thu Nov 25, 2004 4:25 am
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pixel wrote:
>Is anyone interested in maybe checking out a new Doom 2/Boom level
>I've been working on? Offering up your opinions and or suggestions for
>making it better.

Very nice carnage-wise, I had fun with it. Despite the obvious unfinished
zones (useless dead ends, the dead teleporter, no way out if you leap off the
bridge), it was fun. However, if you want to keep the basic layout, I wouldn't
go too deeply into detailing. It'd take forever, and the level design is
pretty decent as-is. Nothing pretty, but a good arena for some monster
decimation.

Len.


--
Pointless sig file.
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David Damerell

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Since: Apr 06, 2005
Posts: 1031



(Msg. 14) Posted: Thu Nov 25, 2004 1:20 pm
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Len Pitre <I_am_the_archon@Doom!.com> wrote:
>David Damerell wrote:
>>The distribution is very odd there. There's tons of ammo all over the
>>place - the player is basically never worried - but finding the first
>>armour demands luck or prior knowledge. Then there's a megasphere, a
>>supersphere, and a blue armour all in 2 rooms next to each other.
>Odd, yeah, but if you're cheap on rad suits (use one on the dead-end pool,
>then nip over to the other area before it gives out, leaving one suit for
>later) and you can always go back for it.

I never picked any health or armour up after the megasphere, actually -
didn't need it. The hordes of monsters are singularly ineffective; the
melee monsters that can't reach you are most obviously crippled, but the
sergeants can be engaged at long range thanks to the ammo glut, and the
tomatos are typically found in vast open spaces where their fire is easily
evaded.

Also, the rad-suit area is the classic choice of two directions with no
information. Bleh. Yeah, I know E3M7 does it, but it's still annoying.

I have a feeling the radio-goo is more than the weakest strength -
generally I don't see any reason to do that.
--
David Damerell <damerell RemoveThis @chiark.greenend.org.uk> Kill the tomato!
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Len Pitre

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Since: Dec 02, 2004
Posts: 45



(Msg. 15) Posted: Sat Nov 27, 2004 2:06 am
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David Damerell wrote:

>Also, the rad-suit area is the classic choice of two directions with no
>information. Bleh. Yeah, I know E3M7 does it, but it's still annoying.

Though you could get some basic layout info while walking across the bridges.

Len

--
Pointless sig file.
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