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/vr/ - Retro Games

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>> No.3570858 [View]

>>3568909
Yo, can you replace "sm_v03" in "OUR WADS" to just be Tabula Rasa?

sm_v03 is incorporated in Tabula Rasa

>> No.2306159 [View]
File: 230 KB, 404x600, Clipped Doom.jpg [View same] [iqdb] [saucenao] [google]
2306159

Just gonna ask before the new thread if anyone has had a chance to run through map05 of Tabula Rasa and can comment on the final encounter.

I know one anon said the process for opening the exit was a little vague, and with all the pressure I've added, if that's the case then I'd like to make it a bit clearer.

Yuh, lemme know what's up.

>> No.2304798 [View]
File: 229 KB, 630x475, Special Snowflakes.jpg [View same] [iqdb] [saucenao] [google]
2304798

>>2304784
That's cool with me. Ya know, as long as people have fun with my map I'm cool with it.

And just throwing this out there as well, my next project is working on a couple/few maps for Demonsteele that puts a focus on large amount of enemies (with good placement), level design that takes advantage of the movement system, and also gives the guns some spot-light. You won't need to use guns, ever, but there are spots where it'd be way easier to use guns to keep up that fat style meter.

>> No.2304781 [View]
File: 219 KB, 500x500, Next Gen Dogs.jpg [View same] [iqdb] [saucenao] [google]
2304781

So I've worked a hot bit on Tabula Rasa, fixing my dumb shit and cheese to create a hot and sticky fun-fest, or at least that was my goal.

A lot of textures have been changed for map04 and there shouldn't be any super bad game breaking problems. If you've already played through the Tabula Rasa then you're probably not missing any huge changes besides for the final encounter and some changes to map04; unless you want to play through it again then by all means go for it. The only other things I'll be changing are some textures so this'll be one of the last iterations of Tabula Rasa.

Enjoy, my nigs.
>http://www.best-ever.org/download?file=tabula_rasa.wad

>> No.2299071 [View]

>>2299039
Misunderstood. There is no way to go back, the text is to help indicate it's an exit, a finale. I put in a fail-safe so if the player activates the wall and backs out then there's still a way to reset the whole process. I'm not sure about adding in a button to get back out since I feel like I force the player to visit all the areas beforehand.

All the other stuff has been fixed though, as in the secrets, stuck monsters, mile high corpse blocking, pointless tags, and player starts. The theme is supposed to flip-flop between hell and techbase, and the STARTAN textures are placeholders.

Still though, I appreciate the feedback.

>> No.2299063 [DELETED]  [View]

>>2299015
>>2299039
I've fixed all the things listed, and there is a way to get back in. A sector is raised with the wall with a button to lower the wall again that resets the whole thing. I personally tested this to make sure it worked, and if it doesn't, then I'll have to re-test it a few more times.

The "please don't leave" was a test of text since I'm still re-working map04.

>> No.2299021 [DELETED]  [View]

>>2299015
I've come down with the flu and still tried to work on the maps.

Results not good.

>> No.2298774 [View]
File: 259 KB, 1280x749, Mancubi_Wallpaper.jpg [View same] [iqdb] [saucenao] [google]
2298774

>>2297204
The damaging floor was left over from a little experiment before I turned it into a teleport destination. With the cyberdemon targetting the monster, I wanted that to be an option to avoid fighting the cyber himself; however, I have now added more enemies to that initial chamber as well as adding more monster closets to the final area because it's just not a final encounter unless you're being completely overwhelmed.

Finally, gaps aren't supposed to be hard to get across. I made them easy to get across on purpose.

>> No.2296116 [View]
File: 18 KB, 150x150, original-mosaic-drawing-tribal-doddle-ethnic-pattern-seamless-background-with-geometric-elements-used-clipping-mask-for-easy_207716293.jpg [View same] [iqdb] [saucenao] [google]
2296116

If anyone wants to lambaste my map05 of Tabula Rasa then that'd be appreciated.

The previous basting helped to fix a lot of problems with texturing/doors/general fuck-uppery as well as making some changes to make the maps more active and less campy.

I appreciate all the excellent criticism, even if you guys sometimes take awhile to say if you liked it or not. Thanks guys.

>> No.2293521 [View]
File: 309 KB, 1600x900, sample text.png [View same] [iqdb] [saucenao] [google]
2293521

>>2293503
I'm not gonna do it simply because HAVE FUN seems to jump out more at people, but now I'm adding text in other areas; sometimes completely small in innocuous areas.

Also, more doors that stay open after one press. It's a good thing.

>> No.2293476 [View]

>>2293468
>http://temp-host.com/download.php?file=sq52pk
>that "my first map" texture work
>horrible cut-off at corners, using un-aligned ceiling textures
>flooding with the same metal everywhere
>that horrible clashing of colors

It's all so gross. I'm going to need to redo a hot few of the textures, but I liked the way it looked gameplay-wise. You definitely gave me some ideas for making the doors less campy. One thing though: I can't find the nazi. I've never used SS before, so if it's in there then it's supposed to be something else but I can't find him.

I'm also thinking of changing HAVE FUN to SAVE NOW

>> No.2292213 [View]

>>2292092
>>2292141

Everything should be fixed in both map02 and map03 as well as changing the lift's texture in map03 to a more recognizable lift texture.

>> No.2292032 [View]
File: 1.01 MB, 1200x680, Doomulous.png [View same] [iqdb] [saucenao] [google]
2292032

>>2292020
>first observation: a bunch of unknown texture errors dumped to console. seemed harmless though.
That's weird. I don't know what would cause that since everything is basic textures and vanilla stuff.

>this one's a bit of a switch quest. you press buttons and have no idea what they do. embarrassingly i get lost for about two minutes at one point.
I wanted it to be a bit of wander for the first switch yet have a couple streamlined to make it easier to navigate; although it might just seem streamlined to me because I built it.

>there are quite a lot of incorrectly pegged doortracks.
I'd been having a problem with unpegged doors not doing what they're supposed to when I made that one. It's on the list.

>i don't know why sector 237 feels the need to descend so far into the floor. i thought this was a clever way of hiding a secret, but it was not.
This is a problem with me experimenting with trying to get a simple lift to work, except it turned out to be a huge hassle that wasted a couple hours trying to get anything to work. I'll probably replace it with a set of stairs, or like you said, place one of the secrets there.

I really appreciate feedback like this. Not only does it help me fix the technical problems, but it'll also help me to enhance the gameplay. Thanks again man.

>> No.2291792 [View]

>>2291787
The new version is up now. It contains fixes to graphical flaws as well as updated linedefs for people who circumvent certain areas as well as fixing dumb doors.

You'd be surprised how often I mistake S1 for D1.

>> No.2287701 [View]

>>2287598
>>2287564
>>2287562

I appreciate it guys. This kinda stuff I'm fixing as soon as it's brought to my attention.

>> No.2287535 [View]

I'm gonna stop now before I mess anything else up.

Have fun with the map, and let me know if anything else pops up like that or general feedback or whatever. It was a test of trying out several different areas, and sometimes things had to be cobbled together because my knowledge was limited; like how I didn't know about the lowering sky trick until an anon was giving mapping tips to someone else, so all the buildings on map02 don't actually have "doors."

>> No.2287517 [DELETED]  [View]

>>2287514
It was a simple mistake of pulling the same named map from two different places, and anon >>2287504 over here decided to be a funny dick about it.

>> No.2287504 [View]
File: 126 KB, 640x480, Have Fun.png [View same] [iqdb] [saucenao] [google]
2287504

>>2287485
>>2287476
>>2287470

Ok, I'm dumb again and uploaded a test version of it that isn't set up correctly. Whoever downloaded it, spritenoob and anyone else, just delete it. I really feel super dumb about this since the starting point isn't in the right place.

Sorry, my bad. This is one thing I was trying to avoid by doing a bunch of tests. The link should be fixed now and give the correct version. Again, my bad.

>http://www.best-ever.org/download?file=tabula_rasa.wad

>> No.2287473 [DELETED]  [View]

>>2287468
>>2287470

And I'm retarded, clicked the wrong thing. THIS is the link to the wad.

>http://www.best-ever.org/download?file=tabula_rasa.wad

>> No.2287468 [DELETED]  [View]
File: 126 KB, 640x480, Have Fun.png [View same] [iqdb] [saucenao] [google]
2287468

Ok guys, here it is... the official /vr/ release of my first wad entitled: "Tabula Rasa."

>straight up vanilla wad so should work with any sourceport
>no custom music, I don't think you guys will mind
>made for normal mode, hard mode has additional enemies on all levels
>focus on chaingun + plasmagun on later levels

It's called "Tabula Rasa" because each level was my first attempt at different themes/layouts, and because since this is my first wad, it's the first mark on my fresh mapping slate. It took me awhile of working on and off to get this finished, and I didn't want to release any of it until I felt it was done. I've posted screenshots of different parts, but I'm re-using this one because I don't want to give anything else away.

I hope you guys enjoy it. Have fun.
>http://www.best-ever.org/wadinfo?name=tabula_rasa.wad

>> No.2103684 [View]

>>2102726
It's the Doom engine in vanilla format. My first two maps were in full vanilla, so I thought I'd round them out with a couple others to get some more experience on architecture/encounters in maps. Next I'll be working with z(Doom in Hexen).

>> No.2102025 [View]
File: 2.86 MB, 1952x3264, IMAG0080.jpg [View same] [iqdb] [saucenao] [google]
2102025

Ok guys, I'm incredibly close to releasing my five level wad entitled: Tabula Rasa, because they were built as I was figuring out more and more features/ways to create interesting level. In short, its some loosely progressive levels designed for both pistol and progressive starts. Also, "hard mode" is actually a lot harder than the standard playthough with replacing/adding tougher enemies while also removing some stimpaks, medikits, and most other health items.

It's decently long, and I know there will be some gripes about how I used certain textures in weird ways, but that wasn't the point. The point for me was to push my knowledge of mapping as well as experiment with different level styles and arrangements. Additional detail is put into encounters so they're not such sorta surprisingly, but more down right ambushful to keep more experienced players in their toes.

Also, this is the wad with heavy focus on glorifying the chaingun and plasma rifle; there will be the other weapons too, but the chaingun can carry you through a plethora of encounters. Well, I've been rambling too much about my first level wad, but it's coming together in such a way that multiple playthroughs lead to different encounters without feeling like you're railroads through the whole level. Anyway, hope you guys enjoy it.

ETA for Completion: 5 - 7 days, and it'll be sooner if I have an explosion of inspiration.

>what map project are you working on anon?
>we're all excites to hear about them
>its more fun to see what each person brings to the table

>> No.1488829 [View]

>>1488804
Thanks, I wish I had some more constructive criticism than the first go who played it and pointed out all the tiny mis-aligned textures, as well as (in my opinion), nit-picking textures that I had used as the bottom of a chair, and repeating too much of a texture that was meant to be repeated, and having doors that were one increment too big to be perfect.

I'm ranting, but even that was a nice compliment, thank you. I tried to make it non-linear but still keep the player moving in a general direction.

>> No.1488802 [View]
File: 108 KB, 309x266, Quakerguy_SPOON AND EAT.jpg [View same] [iqdb] [saucenao] [google]
1488802

>>1488537
>>1488553
The dark parts are supposed to add a slight sense of fear because, "oh shit, it's hard to see," yet I tried to balance it out with hard lighting contrast. Once you got the main base, though, it became a lot brighter. Imagine as collecting the first key as turning on the power server for that area of the space station.

It's just one level of a supposed 3-4 level wad, plus it was my first, so I definitely don't expect MOTYAY or anything. Hell, I only hope people enjoy the experience.

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