I don't do it out of laziness because I know how to use GZDoom Builder well enough to make an "OK" level, but when I notice that it took me 3 hours and I barely finished the first two rooms I just give up. I think a good level by today's standards requires several weeks of work if you can set aside a couple of hours a day, and that is just too much for me.
I just drew out a sector to test that restriction and wow that's not a lot of space.
I'll check out the map pack in a sec but I guess most levels will either just be very short or very vertical?
I have no idea how I'd start making a map for this.
Well, you can't make a very "vertical" map since you can't put a floor above another floor, but with that space you can do a lot of stuff:
Switches that open doors on the other side of the map to a switch that opens a door on the other, other side of the map so you backtrack past a newly opened monster closet to press the switch that lifts you up to a floor that used to be a wall that separated two clearings and you follow it to press another switch that brings you underground to another ambush and yadda yadda, the trick is to maximize the space.
Just looking at that first map and it looks very cool.
I think I'm still firmly a beginner mapper because some of these stairway and rock formations have just never occurred to me despite their simplicity.
I think I also have difficulty gauging a correct number of enemies/things in a room. This might just be an experience thing, idk
One fun thing is creating levels for that version of PRBoom with ray tracing. The fun part is that you have to completely ignore the engine's sector-based lighting and use real-world solutions like placing windows in the right places, lamps, torches, textures that emit light, etc.
seeing stuff like that corner platform make me want to make this 3rd map in udmf format for the 3d floor stuff.
How easy is it to make that kind of thing in that format? Do you still need to do hacky sector referencing to do stuff like bridges and whatnot?
It inspired me to try doing Lumbridge, but I quickly found myself confounded by getting the proportions right. Do you somehow extract the map data or just eyeball it really well? Also, are you importing the props or are they all brushes?
in varrock, most of the props were either brushes converted to props or props stolen from ttt_lumbridge that some guy made
in draynor manor, i've actually gotten around to exporting and importing the models from the game itself.
For proportions, I just roughly measured each tile to be around 56 hammer units, but 64 could probably be safer.
The interface doesn't seem too bad but something about trying to map in it seems a bit nightmarish compared to doom.
I think I'm too used to the engine handling stuff like walls for me
I did for a time. I made three maps (they weren't that good). I liked parts of it but overall I found it to be an annoying experiance. I guess I should have gotten into it at a younger age when I had more time. Right now I'm just trying to get more writing/reading done so I can't spend as much time on mapping as I would like to get over that begginners hump. If I ever finish any of my projects and have some time I might get back into mapping. I do love pissing off my friends with them.
Reminds me that I need to get better with connecting my rooms.
Coming up with interesting room shapes and sizes is one thing, coming up with interesting ways of connecting them is another. I've tried going over the original doom levels to try and understand it but I can't really grasp it so I often end up with boring rectangles connecting everything.
Picrel is my current design for my third map but I feel like I should either fix the corridors or come up with something a bit bigger for the final map in the set.
Not anymore. I used to make them on my old laptop because I had DB2 installed and it was fun.
Now on the new PC I haven't even installed doom because it's a whole mess of different WADs, source port dick swinging and I can't do a believable arizona desert like in Half Life.
Would that not be when you start trying to use custom/different textures and models to change things up?
I guess some of that would be too much effort depending on how much you want to move away from the default
I don't do it out of laziness because I know how to use GZDoom Builder well enough to make an "OK" level, but when I notice that it took me 3 hours and I barely finished the first two rooms I just give up. I think a good level by today's standards requires several weeks of work if you can set aside a couple of hours a day, and that is just too much for me.
well, for mapping i recomend to make a concept sketch for easier mapping.
no, because zandronum is fricking dead
Was zandronum that big?
I think most maps made now are just for singleplayer stuff or challenge runs right?
>I think most maps made now are just for singleplayer stuff or challenge runs right?
played mostly by the same three troons
that sucks if troons are taking over mapping, I just do it now and then because I think it's neat
zandronum was fun before everyone started playing those lame megaman maps
I do sometimes cause it's fun but I don't think I've finished a single map I've started on
Don't worry anon, I'm the same.
I started this 3 map set this time last year
This would make an interesting pinball machine
Well I suppose with the way you're meant to route through it you are kind of pinging back and forth lol
I join in on /vr/ mapping project sometimes
What are those like?
Never joined in on a mapping project before, I just picked up doom mapping because it seemed kind of fun
They're pretty fricking good.
2048 units is great.
https://rentry.org/8ca3061522e0
I just drew out a sector to test that restriction and wow that's not a lot of space.
I'll check out the map pack in a sec but I guess most levels will either just be very short or very vertical?
I have no idea how I'd start making a map for this.
Well, you can't make a very "vertical" map since you can't put a floor above another floor, but with that space you can do a lot of stuff:
Switches that open doors on the other side of the map to a switch that opens a door on the other, other side of the map so you backtrack past a newly opened monster closet to press the switch that lifts you up to a floor that used to be a wall that separated two clearings and you follow it to press another switch that brings you underground to another ambush and yadda yadda, the trick is to maximize the space.
Just looking at that first map and it looks very cool.
I think I'm still firmly a beginner mapper because some of these stairway and rock formations have just never occurred to me despite their simplicity.
I think I also have difficulty gauging a correct number of enemies/things in a room. This might just be an experience thing, idk
One fun thing is creating levels for that version of PRBoom with ray tracing. The fun part is that you have to completely ignore the engine's sector-based lighting and use real-world solutions like placing windows in the right places, lamps, torches, textures that emit light, etc.
Trippy as frick
seeing stuff like that corner platform make me want to make this 3rd map in udmf format for the 3d floor stuff.
How easy is it to make that kind of thing in that format? Do you still need to do hacky sector referencing to do stuff like bridges and whatnot?
I just think runescape maps would be great for TTT
Are you the guy that did Varrock Palace? That shit was kino.
I am, glad you liked it anon
It inspired me to try doing Lumbridge, but I quickly found myself confounded by getting the proportions right. Do you somehow extract the map data or just eyeball it really well? Also, are you importing the props or are they all brushes?
in varrock, most of the props were either brushes converted to props or props stolen from ttt_lumbridge that some guy made
in draynor manor, i've actually gotten around to exporting and importing the models from the game itself.
For proportions, I just roughly measured each tile to be around 56 hammer units, but 64 could probably be safer.
Thank you senpai, I will endeavor to not use this knowledge for evil.
be as devilish as you desire as long as you make good content
What kind of mapping is this? Is it custom runescape stuff or is it runescaped themed stuff for something else?
runescape maps in source engine games
that's fricken neato anon
link?
https://steamcommunity.com/sharedfiles/filedetails/?id=2380729792
Underground Pass map when
maybe when that guy publicly releases his full world geometry extractor for runescape I cant be bothered to touch the funny caves
WTF
I definitely thought about it as a deathrun map though so maybe someday
I'm currently working on a set of maps for the Turok 1 remaster.
I wanna also start a map for T2.
Is that in unreal 1 or 2? What's mapping for those games like, I have no idea what tools you would use
Turok 1 and 2 have a level editor/maker.
Google kex editor.
The interface doesn't seem too bad but something about trying to map in it seems a bit nightmarish compared to doom.
I think I'm too used to the engine handling stuff like walls for me
It's pretty simple once you get the hang of it.
What becomes a pain is coming up with ideas for a map.
I did for a time. I made three maps (they weren't that good). I liked parts of it but overall I found it to be an annoying experiance. I guess I should have gotten into it at a younger age when I had more time. Right now I'm just trying to get more writing/reading done so I can't spend as much time on mapping as I would like to get over that begginners hump. If I ever finish any of my projects and have some time I might get back into mapping. I do love pissing off my friends with them.
Reminds me that I need to get better with connecting my rooms.
Coming up with interesting room shapes and sizes is one thing, coming up with interesting ways of connecting them is another. I've tried going over the original doom levels to try and understand it but I can't really grasp it so I often end up with boring rectangles connecting everything.
Picrel is my current design for my third map but I feel like I should either fix the corridors or come up with something a bit bigger for the final map in the set.
Not anymore. I used to make them on my old laptop because I had DB2 installed and it was fun.
Now on the new PC I haven't even installed doom because it's a whole mess of different WADs, source port dick swinging and I can't do a believable arizona desert like in Half Life.
I was trying to make quake maps for some time since TrenchBroom is a great editor, but I am just so sick of the look of quake itself.
Would that not be when you start trying to use custom/different textures and models to change things up?
I guess some of that would be too much effort depending on how much you want to move away from the default
GORGIASS
terry wads improved doom 1/2