Ekos first map updated.

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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RE: 1st map ever created by EKO

#21

Post by ibm5155 » Thu Nov 19, 2015 4:09 pm

This will too offtopic so delete this later...
"If you're posting your release here:
•Threads for projects require a description. Updates and releases also need at least one or more of the following: a download link, screenshots, and/or video. If a thread does not meet these requirements it may be immediately locked and the author may receive a warning."
Does it mean it requires at least one download link or a screenshot right?
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RE: 1st map ever created by EKO

#22

Post by Sean » Thu Nov 19, 2015 4:14 pm

ibm5155 wrote: This will too offtopic so delete this later...
"If you're posting your release here:
•Threads for projects require a description. Updates and releases also need at least one or more of the following: a download link, screenshots, and/or video. If a thread does not meet these requirements it may be immediately locked and the author may receive a warning."
Does it mean it requires at least one download link or a screenshot right?
It implies it must have either a download link, screenshot(s), or video.
I think it should be changed so it MUST have screenshots, optionally download link and/or video.
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RE: 1st map ever created by EKO

#23

Post by Tiger » Thu Nov 19, 2015 4:30 pm

ibm5155 wrote: some people act as if your first map required to be an total chaos mod '-'...
Absolutely not - and you seem clueless to believe such a thought. There's a difference between randomly connecting edges to vertices right as soon as you install some map editor, and making a very simple map design. If you prefer that everyone just randomly connects edges and submit that as 10/10 "OMG I LOVE THIS!!", then you are missing the point of basic designing. The first map does NOT have to be ground breaking or Cacoward material, no one should ever expect this and no one should bother with that standard when starting out for the first time. However, someone releasing their first map or project, the individual or individuals should have put thought into playability, map flow, and testing. This map simply lacks all of those thoughts. The map could have a really piss-poor detail work, but the map itself could still survive if it is well thought out. Unless you believe that basic first starter maps that are reasonably playable are now 'total choas' material?
ibm5155 wrote: Also, there's no need to put screenshots if the map is short, as long as the author insert a download link (it's on the rules :p)...
It would be curtesy for the readers. But thinking for the author, I would advise him or her to redo the map or make something new that is much more improved and reasonable.

ibm5155 wrote: The map is quite big and "detailed" for a first map
Stop right there. This map isn't exactly 'quite big', it's ridiculously big. Want to beat this map? Just run, don't bother with the enemies - just run and grab the keys and maybe noclip out of pits that are not clear if they are for progression or if they are traps (this is really fun!!! no it isn't). Additionally, what 'detailed' is in this map? The ceiling that has the author's signature when you first start the map or terrible lighting that hides the jumping platforms - which you need to jump across for progression?
ibm5155 wrote: at least, mapping is easier now with gzdoom builder than doom builder 1 on my time
Nonsense. Doom Builder [1.68], Doom Builder 2, Doom Builder 64, GZDoom Builder, Slade, DoomEd, etc can NOT make the map playable for you automatically. Detailing might be much easier now with minimal chance of vertices magically breaking for no reason, but it doesn't make your map layout playable - this is the authors job and should never be ignored.

And yes, I have messed with Doom Builder 1.64 and Doom Builder 1.68, so I know exactly how it works.
Last edited by Tiger on Thu Nov 19, 2015 4:32 pm, edited 1 time in total.

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RE: 1st map ever created by EKO

#24

Post by ibm5155 » Thu Nov 19, 2015 6:14 pm

They can not make the map playable, but, it's alot easier to deal with new stuff like dynamic lights, 3D floors, slopes, 3D models, texture rotation,... ( I still remember my second map, I tried to make 80 3d floors stairs in doom builder 1, uh, tha cost me alot of time loading skulltag to check if everything is ok and if the player wouldn't get stucked :S)
It'll not make the map better, it'll just save time.

for me it's still a detailed map for a first map, alot of the maps that I see has alot of broken sectors because people (including me) didn't knew how to deal with it, they were just like drawing the entire scene in a single sector :lol: (and I did that on my first map :( )
Sean wrote: I think it should be changed so it MUST have screenshots, optionally download link and/or video.
Indeed
Last edited by ibm5155 on Thu Nov 19, 2015 6:16 pm, edited 1 time in total.
Projects
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: 1st map ever created by EKO

#25

Post by Tiger » Thu Nov 19, 2015 11:20 pm

ibm5155 wrote: They can not make the map playable,
I highly disagree with your statement, but if this is what you believe - then its on you.


For the author's benefit, I've been told to write down a list of what annoyed me with this map, so here it goes:
  • Inconsistent lighting
  • Terrible monster placement and mostly not engaging - - at all; you can simply just run through the map and that's it. Really, that's it.
  • The pits are not clear as to what is really progression and what is a trap.
  • Long - long - long - long - long - long doors.... you don't need a door that is larger than 2024 map units high. Seriously, stop it. This map doesn't need it, and you shouldn't use it.
  • Extremely linear map design
  • Platform jumping that has a default lighting that - I guess is 0 out of 256. I was only able to survive this by using a dynamic lighting from a rocket. Don't do this.
  • Back tracking; it's annoying - keep it minimal.
  • Inconsistent monsters; why is there SS Nazis in this map?
  • The story you provided at the original topic is rather cheesy and simply un-needed for this.
  • It would be nice if you focused on Doom2 or default resources implemented for you map. I guess this is a grey area
  • lighting hides progression; it's like finding a secret - but only just to make progress on the map...
  • Map seems to have an identity crisis; what is this map trying to be?
  • Texturing inconsistency
  • Minor detailing; though this can be optional for your first time. Get the basics down before jumping to the next phase of designing.
I am sure there is more, but that is all I can remember off hand.

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RE: 1st map ever created by EKO

#26

Post by Eko » Fri Nov 20, 2015 5:14 am

I updated the map


Erase this treath if you want.....

The updated version looks kibda the same.. Just has alot alot and alot of rnemies
How to delete this post ???
Last edited by Eko on Fri Nov 20, 2015 5:19 am, edited 1 time in total.

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RE: 1st map ever created by EKO

#27

Post by Tiger » Fri Nov 20, 2015 6:37 am

Here's some more advice, plan the maps layout by using graphing paper (grid is even better, if you're around a Hobby Lobby store). Though, standard scratch will be okay, however you're on your own with the connectivity when you import it to the map editor. If you plan first, you can be able to determine how you can make the map better and understand the flow of it. This step, once you get used to it, will help you greatly on constructing the map and easily change it to make it better.

Also take a gander at this links: I am sure there is A LOT more, but these are a good start.

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RE: 1st map ever created by EKO

#28

Post by Shane » Fri Nov 20, 2015 6:53 am

oh boy, I love stories where people have time to transmit an emoticon before dying.

Think it's possible for a small team of english speakers to help out various non-speaking english mappers with translation to be made? Not saying that they must learn the english language inside and out, but if they are to make something that has a story and it is in english then it should at least be proof read and fixed.

I played this map, the entire map, and I think you and that metalguy should switch places because this map is more fitting for zdw than what he made.

Any case let's review shall we?

I played this in doom2 and not brutal doom because reloading weapons in doom is the dumbest idea ever conjured up by mankind, plus something something bad taste. I also put this on the ultra violence difficulty because I'm a man.

There is no need to do a step by step of what I did because the entire layout is pretty basic. Most of the rooms have some really tall ceilings and wide open space with little to no enemy placement, and the fact I was given a chaingun at the start made most of these rooms virtually 0 challenge with the 2 shot burst killing any immediate threats. Some of these pits in here, they are a bit... Deep, in fact a bit too deep, like the first one I encountered I looked straight down (in opengl) and saw 9 cacos so I just stood back, let them come up, then jumped down forcing them to back track all over again. I am given a lot of items all over this map, way too many health bonuses and armor bonuses especially since I can grab a megasphere at the very beginning and never drop down past 150 health and armor. Backpacks aren't the best source of ammo, it was because of this I used the berserk pack given to me at the beginning to kill anything that wasn't hitscan. Should mention that with the massive size to all these rooms, bypassing enemies would be incredibly easy to pull off, but I instead decided to kill everything because what fun is there in just running?

Visually speaking the cave part was looking just fine until I opened my first man-made cave door and stepped through to find some rather disgusting use of LITE3 and the compblue textures. Focusing on the room with the DBRAIN4 tattooed all over the place, there are many long drop death pits here making the maneuvering around the thousands of explosive barrels placed all over this map to be all the more annoying. The path in this room is also difficult to find, as in I couldn't tell which side of this incredibly long room I was suppose to be on in order to make it up to the comp blue area. Perhaps raising the cliff side that leads over there would help alleviate this issue, as everything in this room is essentially a flat surface minus the death pits. I could go on as lots of areas in this map just rub me the wrong way, but it's a first timer's map so I shouldn't judge too harshly on the details.

Gameplay wise this map was just way too easy to complete. There was absolutely nothing bigger than the single baron of hell and most of the challenge was self inflicted because I was trying to kill things with my fist. I got a rocket launcher, plasma gun, and a bfg, but I never used any of them as habitually I save ammo for all of them in case of emergencies. The only challenge given to me by the mapper was avoiding the partial invisibility spheres, this is 2015, now a'days that sphere is the *most* annoying powerup because it makes dodging that much harder with projectiles flying in opposite directions, it's only meant for players who are absolutely brain dead and can only stand still while they attack.

All in all this isn't such a bad map, it was a refreshing pace after playing all those survival wads with tight corners, cheap traps or otherwise sickening layouts not designed for more than 1 person. It wasn't exactly good either being the fact that it was incredibly easy to get through, the 4 years it takes to cross a single room got pretty dull after a while, cheap powerups, and way too many explosive barrels. Keep at it at least and if you want to include a story with your future projects I highly recommend you find someone who can speak proper english and have them proof read it.
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RE: 1st map ever created by EKO

#29

Post by Eko » Fri Nov 20, 2015 8:13 am

So. .. More enemies?.

Ok :)
Thanks for all the comments. :)
Last edited by Eko on Fri Nov 20, 2015 8:14 am, edited 1 time in total.

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RE: 1st map ever created by EKO

#30

Post by ibm5155 » Fri Nov 20, 2015 10:06 am

I agree Shane and tiger's review.
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RE: 1st map ever created by EKO

#31

Post by Gustavo6046 » Sat Nov 21, 2015 9:20 am

Ok for a first map. They don't mean more enemies, I mean, not only more enemies. Now you put a lot of enemies. Unless you're doing slaughter maps, put enemies according to the map's size. That is. the larger the map, the more enemies. Also position them where they block progression.
The best thing about this is that there is no startan craziness anywhere in the map!

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RE: 1st map ever created by EKO

#32

Post by Eko » Sun Nov 22, 2015 5:28 am

Whats startan ???
By the way i updated the map.
Last edited by Eko on Sun Nov 22, 2015 5:28 am, edited 1 time in total.

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RE: 1st map ever created by EKO

#33

Post by Fabysk » Sun Nov 22, 2015 5:44 am

Eko wrote: Whats startan ???
'STARTAN1' is the default texture when making new maps in (GZ) Doom Builder. Experiment with different textures to see what best fits room(s)/map(s).
As a reminder, you are allowed to have people beta test your map(s) before making a final release.
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RE: 1st map ever created by EKO

#34

Post by Eko » Tue Nov 24, 2015 5:12 am

Please delete this post


Im about to upload my final version

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RE: 1st map ever created by EKO

#35

Post by Samuzero15tlh » Tue Nov 24, 2015 11:31 am

Why you want to delete it? You can just replace the link and wait for more comments.
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Ekos first map updated.

#36

Post by Eko » Tue Nov 24, 2015 10:31 pm

https://drive.google.com/file/d/0BzpMLe ... cslist_api

I dont know how to post pics. :(

But you can download it and if you dont like it just erase it...

Im working in a second map already.

Wish me luck.

See ya.

(im not the best map maker bit at least i try to create the land scapes i have in my head)

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RE: 1st map ever created by EKO

#37

Post by The Toxic Avenger » Tue Nov 24, 2015 10:54 pm

If it's an update you don't need to make an extra thread.

Merged.

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RE: 1st map ever created by EKO

#38

Post by Empyre » Tue Nov 24, 2015 11:35 pm

Eko wrote: I dont know how to post pics. :(
The Print Screen button on your keyboard will make a screenshot appear in your zandronum folder. It will be a file with the file name Screenshot_Doom_<date>_<time>.png. I recommend you edit it to a smaller size, for example: I edit my 1920x1080 screenshots 50% smaller, making them 960x540. Then upload it to Imgur or some place like that. In the forums use the img tag like this, except with square brackets replacing the curly brackets: {img}image-link-here{/img}.

Also, put your wad or pk3 into a zip file and then upload it to Dogsoft. It is a site dedicated to hosting wad files, and wadseeker and getwad will look there for wad files for players joining a server.
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RE: EKO. suspicious cave level. UPDATED! PICS PICS PICS PICS

#39

Post by Eko » Sun Nov 29, 2015 11:10 pm

Delete this post please
Delete this post please coa im going to create a new post with new maps.

This post should be removed please.
Last edited by Eko on Sun Nov 29, 2015 11:13 pm, edited 1 time in total.

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RE: delete post please.

#40

Post by The Toxic Avenger » Mon Nov 30, 2015 12:30 am

I told you once I'm not deleting this. It's a valid release, it stays.

EDIT: I can't even recover the original post. I'll dump it but not without repercussion.

If we don't trash it for you after two requests (which you wanted for invalid reasons), do not demolish your OP to get us to. We will simply restore the post again.
Last edited by The Toxic Avenger on Mon Nov 30, 2015 12:47 am, edited 1 time in total.

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