DOOM - Nightmare from Hell

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
BJ Vynz
 
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RE: DOOM - Nightmare from Hell

#21

Post by BJ Vynz » Sun Mar 10, 2013 7:17 am

Do I assume correctly in believing that if the maps were good then the whole R667 stuff wouldn't matter?
I mean after all, that's why their library exists in the first place, to be used right?

Anyway most screenies there seem to show that the light level is basically the same everywhere. You should also avoid rooms that seem to promote a single color like grey and brown, and you can't go wrong with adding a few floor raises.
I think it would help to take some time examining Doom1's first episode, and see how this can build up on that sort of design.

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agaures
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RE: DOOM - Nightmare from Hell

#22

Post by agaures » Sun Mar 10, 2013 7:41 am

BJ Vynz wrote: Do I assume correctly in believing that if the maps were good then the whole R667 stuff wouldn't matter?
I mean after all, that's why their library exists in the first place, to be used right?

Anyway most screenies there seem to show that the light level is basically the same everywhere. You should also avoid rooms that seem to promote a single color like grey and brown, and you can't go wrong with adding a few floor raises.
I think it would help to take some time examining Doom1's first episode, and see how this can build up on that sort of design.
No people don't solely hate it by the maps, and using R667 stuff is fine. But just using R667 stuff, and alot of it, doesn't look that great. It's just that it doesn't look like anything really new.
Last edited by agaures on Sun Mar 10, 2013 7:42 am, edited 1 time in total.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

BJ Vynz
 
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RE: DOOM - Nightmare from Hell

#23

Post by BJ Vynz » Sun Mar 10, 2013 8:10 am

agaures wrote: No people don't solely hate it by the maps, and using R667 stuff is fine. But just using R667 stuff, and alot of it, doesn't look that great. It's just that it doesn't look like anything really new.
Yeah that's all I meant. The R667 stuff can't be what you relly on to get people's attention, but rather good maps or interesting new content of some sort.

I hope these maps get revision. They can be built on from what's already there. Add varying heights, light levels, texture combos, and you've got yourself nice vanilla maps.

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The_Spartan
 
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RE: DOOM - Nightmare from Hell

#24

Post by The_Spartan » Sun Mar 10, 2013 11:36 am

W1D3A55 wrote:
Ijon Tichy wrote: dear god those maps

yeah I can safely say the project will be torn to shreds on the maps alone
Agreed. Clrearly whoever made those maps has no idea about detailing, texture choice or dimensions.

Also, prety ugly hud (I know its from alpha doom but cmon, choose or make something that looks decent), mehish weapons (3rd screenshot is full of wat for that gun), and honestly looks like a rip and tear souce project.
Come on, i told you that they are not detailed yet! We'll about the hud later, i don't like the statusbar too.

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Zeberpal
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RE: DOOM - Nightmare from Hell

#25

Post by Zeberpal » Sun Mar 10, 2013 12:09 pm

Those screens look very impressive to me. I'm serious. People're so used to see overdetailed maps, that they don't find it's beauty in deliberate simplicity.
Image ImageImage

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The_Spartan
 
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RE: DOOM - Nightmare from Hell

#26

Post by The_Spartan » Fri Aug 30, 2013 12:59 pm

Hi guys, after a long time, i'd like to report you some news. We've been working a lot of time on this project and we've never left it, improving it and adding things under your suporvisioning and following your hints. We've added loads of new objects, monsters, textures and 3D models, and telling you all of them would be impossible. We're trying to put as much 3D Models as possible, to give you a more engaging experience. You had all complained about detaling, texturing, and more in general, about map design. Well, as much as we could, we've detailed the maps using 3D Floors, Dynamic Lights, and more realistic decorations.

We're getting very very closer to the release of the first demo, which will include a few maps of the first episode. All we need now is some map revisioning, HUD revisioning, but we're halfway there. Also, we've added some new music for the levels and sounds for other stuff: the only problem is that they're taking too much space in the pk3 (so if anybody knows a music format that would save space, just tell us).

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Last edited by The_Spartan on Fri Aug 30, 2013 1:01 pm, edited 1 time in total.

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