Not a mother's day post; though I do love her, she doesn't know I like ponies.
So I've received a few offers of help from various people, and I realized I never asked for what I needed (if you know what you're doing, I didn't add any textures to the open beta wad except for a few more posters, so you can use those assets or wait until I finish Open Beta 2 for the updated wad, then just send me the map in a wad just like it's a doomII mod wad, and SLADE lets me just copy-paste it over). But for the majority of people who don't, I decided I should do a walkthrough of how I build a map from scratch paper to finish.
Well, my browser decided to crash as I was writing the blog (complete with screenshots). That's fine, I still have them saved. Then Doom Builder decided to crash. That was not fine, as I hadn't saved my map yet (it takes forever to save and I'm fairly impatient, because the program decides to rewrite the entire file every time you save instead of just rewriting the parts that changed, and the .mp3s in the wad really make it huge).
So map-making insider's look comes... later. When I'm not annoyed with technology.
Just a few observations and questions I have for you. If anything is wrong let me know.
ReplyDeleteIWAD - Chex Quest 3 (chex3.wad)
Resource wad - Rarity.wad
(lots of duplicate resources with chex3.wad)
You should be loading rarity.wad on top of chex3, instead of replacing the resources in it.
You can make this automatic for average users when you release the game by using the "pullin rarity.wad" command in the autoexe.cfg. Then just include both chex3.wad and rarity.wad on release.
Then when you are working in DB you can just load rarity.wad as a resource, which will help keep the size down.
Map format - Doom in Hexen
I'll be using the naming convention Map## when I send anything, so if you decide to use the map you can load it in and rename it as you see fit without worrying about overwriting your maps in E#M# format.
As for map layouts, I'm not sure what you want. Just parts of the hive that aren't boss levels?
I'm guessing any monster you included in beta01 is allowed to be placed anywhere, as they aren't bosses (like chrysalis would be)
Also, are ACS scripts and custom flats/textures allowed?
Sorry about the long post and crap, but I am eager to start mapping.
-Jadwick
Heh... That would make sense, but I modified chex3.wad itself at first because I didn't know any better :sheepish: So rarity.wad is the only thing I load.
DeleteThat would make sense...
Map-wise, pretty much anything goes. The only rule I'm trying to follow is make it hive-like, so not many straight lines for walls. Other than that, go crazy (but if you put slime, it needs to be nukage damage, because if it's hellslime the obituary will read "Rarity stood in awe of the Rainbow Factory". Also, you have the three keycard doors, plus the blue skullkey is the FimFiction.net door, so you have four to choose from.)
Monsterwise, yes. You'll be doing levels in episode two, so in addition to what monsters are there already, you'll also have chaingunners, revenants, pain elementals, and probably mancubi. (The spectres are the bumblebees, the ones that fly; and stealth imps are the flying spitters. Knights are Bon Bon Barriers and don't move, while Barons are Fake-ras and do.)
The only other thing to point out is the monsters (except chaingunners) don't drop ammo, and sergeants and imps drop armor bonuses, so you'll have to be sure to compensate for that. I'm sure you already thought of that already, though.
ACS scripts are more than allowed and I will love you forever if you put them in I mean yes, they're fine. Custom textures are great, too. (Texture cnaughty is a bit of an easter egg and should only be placed once per level and not in an obvious place.)
Thanks! I really appreciate the help!
Whats crackin'?:D
ReplyDelete~Vandanator
Another computer crash, but I recovered just fine. I just bought a new flash drive dedicated solely to the Raridoom project, and I decided that I would break it in by recording the creation of a level, E2M3, from concept to final testing, and then posting it here. Bandicam won't switch back and forth between zdoom and Doom Builder, though, so I might not be able to playtest it until the end (recording a new session).
DeleteHey, I'm getting sick of not delivering anything, so I figured I'd better post something relatively large this time.
Sweet, well not sweet but sweet... you know what i mean.
ReplyDelete~Vandanator