Thank you for your replies @JadingTsunami and @Cuppykeks . I've decided to go with your suggestion of manually building the resource WAD in Slade.
Posts made by kvsari
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RE: Methods to create resource WADs
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Methods to create resource WADs
I would like to know of other peoples methods for creating resource WADs. My main mapping experience has been participating in community projects such as the DBP's (and one here) and releasing one short 3 map WAD myself. While working on my simple 3 map WAD (Spawn Cell), I had great trouble putting everything together in Slade. What I envision is to make a resource pack for myself with all the textures I'll need, custom DeHackEd stuff and then carry out the mapping.
So for making resource WADs, how do you go about it? Do you use DoomTools, do you bash everything together in Slade, do you use DEH9000 or edit the DeHackEd by hand? I'm not so much asking about which graphical editing tools you use (althought I am interested to hear about it), but which methods/tools are used for organizing and building the resource WAD once all graphics, sprites and sounds have been found or created.
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RE: Amorphous Euphoria Vol. 2 - Preparatory Potluck
Would something like this suit the project? https://soundcloud.com/oracle666/celadon-haze-arael-remix
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RE: Spawn Cell
Update to RC2.2. Top post also updated.
Changelog;
ALL
- Fixed various textures that weren't animating by re-introducing the swan table.
MAP01
- Sprinkled barrels.
- Changed grate door to "U" section to be red keyed on the other side locking player in.
- Added some bullets to flooded underground section.
- Made the annoying hell knight pop-up happen before the player ascends onto the machine block.
- Added monster block lines to prevent imps from wandering behind buildings.
- Reduced damage of nukage.
MAP02
- Added armour bonuses to help indicate which platforms to jump onto.
- Slightly re-arranged some ammo so as not to double up on the armour bonuses.
MAP03
- Fixed unintended route which skipped a linedef that raised the imp pit.
- Added more of those bone pillars to make the big fight in the first eye-switch a lock-in battle.
- Fixed the red columns so bumping into them at speed in -cl 2 doesn't clip into the megasphere/cell-charge-pack stored within before IoS reveal.
Not changed;
MAP02/MAP03
I really don't know how to make navigation easier without re-doing the whole thing. Sure lighting and bonuses help but I think the problem is a deeper structural one. I don't mind the "you need to remember where you've been" style of gameplay, so there must be a way to execute it much better than I have done so in these two maps. For next time.RC2.1 is not uploaded because it's an internal step to not lose progress on changes whilst stumbling about in slade trying to fix the animated textures.
I want to upload to idgames soon (one week) so if there's no showstopper bug...
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RE: Novel in Doom format
Just finished Three's a Crowd. What a high quality WAD! This is what I was talking about. Each map tells its own story and a part of the overarching story. Every map is different and not a single slot is wasted on filler (in my opinion). My favourite level would have to be MAP29 Sheer Poison. Not because I think it's the funnest (I hate the constant damage) but because it clearly communicates through the gameplay itself and the map geometry (where you start in a fake warehouse but really you're in hell), that the IoS is done playing around and is really trying to kill you this time. Combined with the music it gives a sense of hopelessness. That death is inevitable and that your struggles are almost over; give up, you'll die anyway, soon you can sleep. This level communicates a sense of sadness due to the inhospitable environment coupled with the cruel deception at the start. The last level, MAP30, is the only IoS fight I've encountered which isn't a let down. The strength of the multi-map build-up of the IoS and the sacrifices of the Doomguys gives gravitas to this enemy (without relying on the spawner!).
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RE: Novel in Doom format
Three's a Crowd is kicking my ass! I'm finding this wad to be quite difficult. @joe-ilya, are you punishing me for Spawn Cell?
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Novel in Doom format
I think there is a nascent kind of overarching WAD type in Doom which in my opinion is exemplified by some of Impies releases. We all know him for his Dynamite Duchess trilogy but I'm referring to his excellent Splatterhouse TC and his Strange Aeons.
This WAD type would be what I call "A novel in Doom format". There are some other WADS out there that I think would fit the bill.
The main features of a novel in Doom format would be its cohesion between maps creating a sense of journey. This is best accomplished by a single mapper who would have to be quite skilled as there'd need to be some variety to the maps. Also, apart from the intermission screens, the WAD must be in the "show, don't tell" form of storytelling. Thus the geometry of the maps, their themes, features, enemy placement and enemy types (and daresay more) would all convey a non-verbal story which is internally consistent and progresses from map to map.
What about text? This is tricky and I hazard that the less text the better since the primary mechanism of story conveyance must be in the gameplay itself. Thus the text, if any, must play second fiddle to the map and the monsters within. And here is where the skill would come in, to have a strong story without explicitly signalling that presense of one with walls of text.
Does anyone else have any thoughts or criticisms about this? Are there other WADs out there you think embody the "A novel in Doom format" concept?
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RE: Lazarevenant (13 high quality maps in 1 month)
Levels 6 to 7 where nice and fun. Very roomy for zooming about. Combat was fun. I did find the levels a little on the bare side. But those fish! And the fishing boats. So cute. I love it!
kvsari_lazarevenantlvl06to08.lmp
Level 8 was one tough level for me. I liked it (but hated the crusher section especially when I though of being clever and saving the berserk for later only for you to block my way, good work! 10/10). Aesthetically I think this level is very strong with the sunken ruins and the fishing boats floating above baiting you with the key on a hook. It's so atmospheric. I also like how no music plays (unless this is unintentional) as it adds to the suspense of the level and fuels its exploratory nature. Having background music thumping away would ruin its non-linearity. An enjoyable, slow paced level.
Now for criticisms. This is the kind of level I'd play with saves. If the levels in this wad are going to continue getting tougher I'm in for a bad time (or I'll have to improve). The one thing I found most lacking was armour. Please throw in another two green armours. That would make things much easier health wise.
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RE: Spawn Cell
Thank you very much for playing.
I'm slowly working on v2. Very slowly. Map02 seems like a real pain for others (I know exactly where to go but I made the map so... real beginner mistake). I think I need to reduce the number of Masterminds...
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RE: Lazarevenant (13 high quality maps in 1 month)
Here's MAP05 finished. Very nice map. The ambush in the marble block-house gave me the willies when I ran out rockets for the ArchVile. I was being very cautious at the ruined house where I died in the last demo. I'll play some more later. I played DBP36 and enjoyed it so I'm looking forward to the Aquatic Wonder portion.
If I may offer one criticism; the music, although fitting is a bit loud. If this is a problem on my end please ignore it but if not, it means I have trouble hearing monsters and I take some dumb damage for that (chances are I'd take dumb damage anyways).
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RE: Lazarevenant (13 high quality maps in 1 month)
I decided to give this mapset a try. I've only played the first five levels. Please find attached the FDA.
kvsari_lazarevenant_lvl01to05.lmpI find the levels so far to be visually pleasant and to play well. There's plenty of room to maneuver, enough ammunition and health yet sparing with the armour. Unless I've missed the SSG, its absence ensures that fights with even pinkies remain dangerous. I think the difficulty level is just right and it makes sense that this is a good IronMan WAD. The first five maps so far make me feel like if I was concentrating super hard without any distractions and with a bit of luck (and the difficulty doesn't ramp up any much higher because I'm really not that good at this game) that I just might be able to beat it.
My favourite parts so far are the overgrown library with the cylindrical bookshelves and the "riptide" ledge hopping. I also like the waves in the water.
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RE: Spawn Cell
Thank you very much for playing! Here I thought MAP02 was my best one. Your criticisms make sense now in hindsight. I really appreciate your feedback.
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Spawn Cell
Spawn Cell
UAC is at it again! They've recovered samples from the IoS and begun to run their usual biological experiments on it. Something like generating their own expendable workforce without having to worry about safety inspections or unions. It doesn't work out. You have to go in there and shut down their mad experiment.
Now on idgames!
Spawn CellThis is my first WAD, but not my first map. I have no idea what I'm doing. Please let me know what you think.
Tested in DSDA on Complevel 2.
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RE: The Heretic Project (Quest Name Pending)
Thanks for the feedback. Unfortunately I don't have the time to work much more on this map especially with widening the gap between the lava falls and the floor. I therefore withdraw my submission. Good luck to you all.
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RE: The Heretic Project (Quest Name Pending)
Please find attached my submission, I call it Furnace; [kvsari]_furnace_v1.wad
Please let me know what you think.
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RE: The Heretic Project (Quest Name Pending)
@Cuppykeks
I updated to latest Crispy-Heretic by the link you provided. This fixed some of the BSP explosion errors. But the serious problem area was still there. So I gave Vigilant BSP a try and it works (so far), the glitches went away. -
RE: The Heretic Project (Quest Name Pending)
@Cuppykeks
Thanks for that. Do you know if the problem is caused by the size of the map boundaries or the number of linedefs?