My map for Skulltag

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metroide34french
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My map for Skulltag

#1

Post by metroide34french » Sun Mar 17, 2013 11:36 am

Hello all and all I am trying to create my first map and it will nomer (dd).
This map is still under construction.
But I set against video

Link (http://www.youtube.com/watch?v=yuutnjzp-hs) veiled and i hope that you will like this video :biggrin:

Metroide34french :smile:

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RE: My map for Skulltag

#2

Post by ibm5155 » Sun Mar 17, 2013 1:20 pm

Wow, It looks great for a first map O_O
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RE: My map for Skulltag

#3

Post by -Jes- » Sun Mar 17, 2013 1:23 pm

Not bad. However, you should probably replace the skulltag monsters with vanilla ones - otherwise your map will require the use of skulltag_* files.

metroide34french
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RE: My map for Skulltag

#4

Post by metroide34french » Sun Mar 17, 2013 2:09 pm

-Jes- wrote: Not bad. However, you should probably replace the skulltag monsters with vanilla ones - otherwise your map will require the use of skulltag_* files.
uh what is the monster vanilla?

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RE: My map for Skulltag

#5

Post by -Jes- » Sun Mar 17, 2013 2:11 pm

Doom 2 monsters. NOT skulltag monsters like dark imp, belphegor, super shotgunner.

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RE: My map for Skulltag

#6

Post by metroide34french » Sun Mar 17, 2013 2:23 pm

-Jes- wrote: Doom 2 monsters. NOT skulltag monsters like dark imp, belphegor, super shotgunner.
Mm ok then I understood

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RE: My map for Skulltag

#7

Post by katZune » Sun Mar 17, 2013 2:41 pm

as ibm said, it's very good for be your first map but i recommend you upload images, because its more easy and quick than see a video

Good Luck :D
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RE: My map for Skulltag

#8

Post by Qent » Sun Mar 17, 2013 4:32 pm

-Jes- wrote: Not bad. However, you should probably replace the skulltag monsters with vanilla ones - otherwise your map will require the use of skulltag_* files.
Nah, we need more maps to use the Skulltag monsters. But you can copy them into your WAD it you want. (Ultimately that is the preferred way.)
Last edited by Qent on Sun Mar 17, 2013 4:32 pm, edited 1 time in total.

metroide34french
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RE: My map for Skulltag

#9

Post by metroide34french » Sun Mar 17, 2013 7:46 pm

katZune wrote: as ibm said, it's very good for be your first map but i recommend you upload images, because its more easy and quick than see a video

Good Luck :D
thank you there is nothing to :biggrin:

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RE: My map for Skulltag

#10

Post by mr fiat » Sun Mar 17, 2013 9:06 pm

not bad for a first, however there is very little height variety which makes it look like a bunch of corridors. also id recommend not to use the ss nazi monster on maps that aren't wolfenstein themed.

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RE: My map for Skulltag

#11

Post by Doomkid » Mon Mar 18, 2013 12:43 am

This map feels like a solid map from ~15 years ago. I agree with mr fiat, something as simple as turning some corridors into stairways or the addition of elevators can go so far in making a level more interesting.
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RE: My map for Skulltag

#12

Post by metroide34french » Fri Mar 22, 2013 1:43 pm

doom_kid92 wrote: This map feels like a solid map from ~15 years ago. I agree with mr fiat, something as simple as turning some corridors into stairways or the addition of elevators can go so far in making a level more interesting.
but I'm doing the lift, an infirmary, a teleporter and even hell, but hell good is still working

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Dusk
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RE: My map for Skulltag

#13

Post by Dusk » Fri Mar 22, 2013 2:11 pm

The map kind of seems overall very flat and consists of a linear room-corridoor-room layout which is just boring. The light contrast is good but you should look into more interconnectivity in your layout, larger, more spacious rooms, less doors and more outdoor areas. Try to use windows, with them at least you can look into areas you will go into which already add to the layout as well as combat.

Try also use more dynamic space with the use of more movers, right now all you have are doors. Moving floors/ceilings, crushers, stair builders, and so on. Also marquees seem very underused these days.

Further, try to avoid the use of skulltag_data as it's not of the best quality and isn't even autoloaded anymore. If you need textures, I suggest checking this and this.

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RE: My map for Skulltag

#14

Post by metroide34french » Fri Mar 22, 2013 11:56 pm

Dusk wrote:Further, try to avoid the use of skulltag_data as it's not of the best quality and isn't even autoloaded anymore. If you need textures, I suggest checking this and this.
Mm I do agree Skulltag put more data but you can against me put the link to where I could put new monsters? it would be nice?

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RE: My map for Skulltag

#15

Post by Qent » Sat Mar 23, 2013 1:24 am

http://realm667.com/index.php/repositor ... inmenu-105

But unless you can manipulate sprites and DECORATE yourself, you're probably better off keeping skulltag_data, IMHO.

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RE: My map for Skulltag

#16

Post by metroide34french » Sat Mar 23, 2013 11:19 am

Qent wrote: http://realm667.com/index.php/repositor ... inmenu-105

But unless you can manipulate sprites and DECORATE yourself, you're probably better off keeping skulltag_data, IMHO.
mm I understand and thank you for the link

Metroide34french
Last edited by metroide34french on Sat Mar 23, 2013 2:46 pm, edited 1 time in total.

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RE: My map for Skulltag

#17

Post by metroide34french » Sun Mar 24, 2013 11:05 am

uh I have bad news to tell you

Metroide34french
Last edited by metroide34french on Sun Mar 24, 2013 11:06 am, edited 1 time in total.

thebestmlTBM
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RE: My map for Skulltag

#18

Post by thebestmlTBM » Sun Mar 24, 2013 11:37 am

metroide34french wrote: uh I have bad news to tell you

Metroide34french
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RE: My map for Skulltag

#19

Post by someoneelse » Sun Mar 24, 2013 11:47 am

Oh, come on, what's so bad about using skulltag resources? It's not a mod that will be played thousands of times in hundreds of combinations, just a map, and skulltag monsters and weapons ARE fun.

Map seems bugfree, a bit cramped (would be annoying to play online) and yes, very flat. Well, and the big resource of skulltag_data seems to be only used with three monsters, two textures and one statue... Maybe using only normal textures and monsters would be better? And if you want to use these monsters, make them make a difference. Also, a small cartoonish Nazi near a bit more realistic SSG Guy looks very silly. If you want Nazis, use other room for them so they'd make sense...
(btw, making two posts in a row and not editing one and writing your signature under every post is unnecessary).
Last edited by someoneelse on Sun Mar 24, 2013 11:52 am, edited 1 time in total.
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metroide34french
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RE: My map for Skulltag

#20

Post by metroide34french » Sun Mar 24, 2013 6:14 pm

by cons I have a problem how do you that is the new monsters in doom builder 2 without skulltag_data?

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