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Author Topic: [Maps] CSCM Pack. V5c + Remixed maps (Under new management)  (Read 279459 times)

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December 01, 2010, 11:48:35 PM
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Offline Messatsu

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December 02, 2010, 12:41:07 AM
Reply #1

Offline Disco

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Re: DM Levels from yesteryear
« Reply #1 on: December 02, 2010, 12:41:07 AM »
Pretty good, here are a few thoughts

1. I would change the map code to something a little more signature-esque. Even MMKDM1 etc would be better

2. The music in MMDM1 isn't remotely 8-bit, I feel like a version you had going before was though.

3. I know you just modded these maps for MM8BDM but maybe add another entrance or two to that fortress thing

December 02, 2010, 02:14:42 AM
Reply #2

Offline Messatsu

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Re: DM Levels from yesteryear
« Reply #2 on: December 02, 2010, 02:14:42 AM »
Quote from: "Disco"
Pretty good, here are a few thoughts

1. I would change the map code to something a little more signature-esque. Even MMKDM1 etc would be better

2. The music in MMDM1 isn't remotely 8-bit, I feel like a version you had going before was though.

3. I know you just modded these maps for MM8BDM but maybe add another entrance or two to that fortress thing
1.) Yup, prolly going to change the map names and titles going forward.  
2.) Oh yes, the music in the first stage is not staying.  I may or may not change the second stage, waiting on feedback on that.  
3.) The castle has two floor entrances (front and back) and many more if you have item-1 or rush coil.

December 06, 2010, 04:41:09 AM
Reply #3

Offline Messatsu

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Re: [Maps] Need feedback on DM map pack
« Reply #3 on: December 06, 2010, 04:41:09 AM »
Depreciated
Made a bunch of changes on the first two maps based on feedback and converted another two.  With the total of maps now at 4 I feel comfortable saying that this is near the final version assuming nothing is really broken.  I'm looking for as much feedback as possible on this since I'm considering making it a part of my servers (or one of them anyway).  I have a test server available to try this out in deathmatch. (DW's test server) Please let me know what you all think.

http://www.mediafire.com/?netv52j3alw2b5u

Map names are :
DWDM1
DWDM2
DWDM3
DWDM4

December 06, 2010, 06:55:48 PM
Reply #4

Offline tsukiyomaru0

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Re: [Maps] Need feedback on DM map pack
« Reply #4 on: December 06, 2010, 06:55:48 PM »
Here are some flaws i found:

Note: in that same room, there's ANOTHER hall of mirrors, hidden behind another "boss door" that is narrower and leads outside too.


The effect, even though is a flaw, looks awesome. Keep this one, I guess


Uh... No comment.

December 06, 2010, 08:04:11 PM
Reply #5

Offline Messatsu

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Re: [Maps] Need feedback on DM map pack
« Reply #5 on: December 06, 2010, 08:04:11 PM »
Whoa. Those are some weird glitches.  Strangely enough I don't actually see them like that.  The hall of mirrors is actually a sky on my end.  Must be an option somewhere that does that.  Gonna have to look.

December 06, 2010, 08:14:59 PM
Reply #6

Offline tsukiyomaru0

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Re: [Maps] Need feedback on DM map pack
« Reply #6 on: December 06, 2010, 08:14:59 PM »
Quote from: "Messatsu"
Whoa. Those are some weird glitches.  Strangely enough I don't actually see them like that.  The hall of mirrors is actually a sky on my end.  Must be an option somewhere that does that.  Gonna have to look.
If memory serves me well, there's an Open GL option that stretches textures. That option, however, can disfigure the texture, if it is to cover a large area. Maybe that's on?

December 06, 2010, 08:18:58 PM
Reply #7

Offline Mr. X

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Re: [Maps] Need feedback on DM map pack
« Reply #7 on: December 06, 2010, 08:18:58 PM »
Sometimes, things that appear as sky to OpenGL users appear to be hall of mirrors for software users.  The solution is to make a sector that surrounds the sky area and set the ceiling height to the same as the floor height.  Here's a screenshot that better explains what I mean.

(click to show/hide)

December 06, 2010, 08:19:29 PM
Reply #8

Offline TERRORsphere

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Re: [Maps] Need feedback on DM map pack
« Reply #8 on: December 06, 2010, 08:19:29 PM »
Test your maps in software before releasing them.

December 06, 2010, 09:47:31 PM
Reply #9

Offline Messatsu

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Re: [Maps] Need feedback on DM map pack
« Reply #9 on: December 06, 2010, 09:47:31 PM »
Quote from: "Mr. X"
Sometimes, things that appear as sky to OpenGL users appear to be hall of mirrors for software users.  The solution is to make a sector that surrounds the sky area and set the ceiling height to the same as the floor height.  Here's a screenshot that better explains what I mean.

(click to show/hide)
Ah thanks dude.  That makes sense.  Much appreciated!

Quote from: "tsukiyomaru0"
If memory serves me well, there's an Open GL option that stretches textures. That option, however, can disfigure the texture, if it is to cover a large area. Maybe that's on?
I think you're running in software man. As soon as I switched from opengl to software I experienced exactly the same issues as you were describing.  Stretched textures alone doesn't do it.

Quote from: "DoomThroughDoom"
Test your maps in software before releasing them.
I did test them, but I knew I'd miss things hence why I'm asking for feedback and not claiming this is a release.

December 07, 2010, 12:37:01 AM
Reply #10

Offline TERRORsphere

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Re: [Maps] Need feedback on DM map pack
« Reply #10 on: December 07, 2010, 12:37:01 AM »
But you didn't test them in software.

December 07, 2010, 02:03:50 AM
Reply #11

Offline tsukiyomaru0

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Re: [Maps] Need feedback on DM map pack
« Reply #11 on: December 07, 2010, 02:03:50 AM »
Quote from: "DoomThroughDoom"
But you didn't test them in software.
DTD, please, don't be a jerk at Messatsu, K? Not everyone is professional as you may expect, and everyone is prone to make mistakes, like the Hall of Mirrors that can only be found as a spectator in Cutmanmike's Wily Castle Entrace.

December 07, 2010, 02:08:04 AM
Reply #12

Offline Ivory

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Re: [Maps] Need feedback on DM map pack
« Reply #12 on: December 07, 2010, 02:08:04 AM »
What DTD means to say is you should test your maps to make sure they look correct in both Open GL AND Software mode. I made the same mistake once in a submission for GvH, and now I check both renders to make sure there are no issues with the map.

Also, there are lots of HoM's in MM8BDM that only spectators can see, and who cares if a spectator can see them? as long as the players actually playing the game can't view them, that's what really matters.

December 07, 2010, 02:24:00 AM
Reply #13

Offline Messatsu

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Re: [Maps] Need feedback on DM map pack
« Reply #13 on: December 07, 2010, 02:24:00 AM »
Quote from: "Ivory"
What DTD means to say is you should test your maps to make sure they look correct in both Open GL AND Software mode. I made the same mistake once in a submission for GvH, and now I check both renders to make sure there are no issues with the map.

Also, there are lots of HoM's in MM8BDM that only spectators can see, and who cares if a spectator can see them? as long as the players actually playing the game can't view them, that's what really matters.
Yea. I had no idea the software renderer could have issues like that.  I toyed around with Doom Legacy before Skulltag and the OpenGL renderer was loaded with bugs if the level wasn't created correctly.  I didn't even think the other way was possible.  I'm still learning this stuff.

December 07, 2010, 02:31:40 AM
Reply #14

Offline tsukiyomaru0

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Re: [Maps] Need feedback on DM map pack
« Reply #14 on: December 07, 2010, 02:31:40 AM »
Quote from: "Ivory"
Also, there are lots of HoM's in MM8BDM that only spectators can see, and who cares if a spectator can see them? as long as the players actually playing the game can't view them, that's what really matters.
They can, with Rush Jet.