Wirehead Studios

Wirehead Modifications => General Development ('Laced Neptune') => Topic started by: Devlar on 2003-02-14, 05:36



Title: Sever The Sphinx Final (Come and Get it)
Post by: Devlar on 2003-02-14, 05:36
http://www.infosprite.com/modules.php?name...download&cid=16 (http://www.infosprite.com/modules.php?name=Downloads&d_op=viewdownload&cid=16)

For screenies http://devlar.topcities.com/devsever.htm (http://devlar.topcities.com/devsever.htm)

Hopefully I'll be able to start work on my next one pretty soon, most likely not a remake


Title: Re: Sever The Sphinx Final
Post by: Phoenix on 2003-02-16, 07:19
Got it, the lighting looks much better.  I love this map!  Can't wait to add this baby to mappack 3! :wub:


Title: Re: Sever The Sphinx Final
Post by: Devlar on 2003-02-16, 09:46
Thank you, its good to hear it wasn't for nothing

Now, can anyone tell me another doom map with good connectivitiy?


Title: Re: Sever The Sphinx Final
Post by: Daedalus on 2003-02-16, 10:50
Icon of sin? Dead Simple?

Both good maps, and I have some ideas for some cool features for Icon. Heh, maybe the giant head wont shoot those skullboxes anymore, but now it shoots, ROCKETS! bwaahhaha


Title: Re: Sever The Sphinx Final
Post by: Devlar on 2003-02-16, 12:49
Icon of sin is a physical impossibility to create in Quake 3, there is no use button, it would not work

Dead simple has been done more times than Crappy Slasher Flicks


Title: Re: Sever The Sphinx Final
Post by: Daedalus on 2003-02-16, 12:55
why do you need a use button? heh, just make automated buttons or something

improvisation is the word of the day :)  :thumb:


Title: Re: Sever The Sphinx Final
Post by: Devlar on 2003-02-16, 13:24
The problem is the lifts go up and down because you press the use key, now lifts in quake 3 go up and down automatically, thus making it incredibly unpredictable


Title: Re: Sever The Sphinx Final
Post by: Daedalus on 2003-02-16, 14:34
Hmmm, i suppose you could make so that the "skull switch" at the back of the level needs to only be activated once, and after that the lift periodically raises and lowers by itself... it'd be a good place for a bfg :)
and it'd also be fun seeing all those fights for who's going to stay on the lift

i dunno, i suppose it can be done, it'll just need figuring out


Title: Re: Sever The Sphinx Final
Post by: Devlar on 2003-02-16, 22:05
Can you throw me a map that isn't a novelty though? I mean Icon of Sin is ultimately like Dead Simple a big box


Title: Re: Sever The Sphinx Final
Post by: Daedalus on 2003-02-16, 22:30
again, the "big box" thing can be improvised... the area on the "floor" of the arena is very boring, you could insert basements and corridors leading off from there

heh, i could have a field day going rampant with my imagination on this map :D


Title: Re: Sever The Sphinx Final
Post by: Devlar on 2003-02-16, 22:41
Then go for it! I've seen what your capable of i doubt it would be too much of a challenge.

I need a unalterable map, or at least not too alterable, cause I want to put together a tutorial for making doom to scale


Title: Re: Sever The Sphinx Final
Post by: Daedalus on 2003-02-16, 22:55
hmmm, i might, but getting the bloody giant head texture is going to be hard :D

plus, im doing this at the moment : http://sentience.b0x.com/gladiator.jpg (http://sentience.b0x.com/gladiator.jpg)
so, i might wait until thats finished


Title: Re: Sever The Sphinx Final
Post by: Devlar on 2003-02-16, 23:39
So is anyone going to throw me a bone or am i going to have to play through all 4 episodes of Ultimate Doom, then Doom 2 and the the 2 episodes of Final Doom to find a map I like?


Title: Re: Sever The Sphinx Final
Post by: Daedalus on 2003-02-17, 00:03
Dont forget The Master Levels :)


Title: Re: Sever The Sphinx Final
Post by: Devlar on 2003-02-17, 00:22
Those weren't in my Collectors Edition CD


Title: Re: Sever The Sphinx Final
Post by: ConfusedUs on 2003-02-17, 03:23
If you can make an ACCURATE version of Dead Simple, I can almost guarantee it being in the next mappack. Hell, scratch the 'almost'.

If it has the same layout, every powerup, and every weapon from the original, without adding any stupid gimmicks just because, we'll play the hell out of it. Don't worry about improving on it. So it's a box map...we don't care. It's dead simple. ;)


Title: Re: Sever The Sphinx Final
Post by: Phoenix on 2003-02-17, 09:37
Yes.  All the "Dead Simple" maps out there so far AREN'T.  They're either too dark, too big (the one with the bouncepads is MONSTROUS), changed the weapon layout, or ruined it by destroying the geometry.  I also can't stand that every version I'v seen adding a QUAD on the freaking map and a few removed the BFG.  I don't mind if you can rocket-jump up onto the roof, but there should be NOTHING up there.  If the layout stays the same, along with item placement, and the map is embelished graphically with some geometry enhancements, you know, little lights along the wall or bevel the platform edges slightly, etc, and a good Doom-ish set of textures, then that's good enough for me.  Of course the megasphere will have to be replaced with a mega health, and Q3 has no free-standing backpack item, but that's inconsequential I think.  Dead Simple was all about high-adrenaline gameplay.  The map is simple enough in Doom, but so far the remakes have all sucked that I've seen because they went away from that.  If you can pull this off you'll have quite the winner, and it will certainly make it into mappack 3.  :P  


Title: Re: Sever The Sphinx Final
Post by: Devlar on 2003-02-17, 10:17
Accuracy isn't too hard to achieve, well at least if you though Sever the Sphinx was to scale, then I can use the same scale on a map like that, the only problem for me is Aesthetic. I mean I'd have to build something into there because a undetailed box just doesn't cut it by my standards. I mean I'd clip it so it would play exaclty the same way as the original (which includes not being able to reach the upper platform) but how do you detail a box? Also replacing single rockets with rocket boxes is dangerous

Also how do you get the BFG on that map?


Title: Re: Sever The Sphinx Final
Post by: ReBoOt on 2003-02-17, 20:39
hmm.. i might have a go at dead simple but it's kinda hard to do anything with a boxmap.. i got some ideas tho.

Anyway this is a kick ass map you've done devlar and i hope we'll see it in mappack 3! :)


Title: Re: Sever The Sphinx Final
Post by: Guest on 2003-02-17, 20:51
dev : final doom level 30 (deathmatch) try it . or go to single player type iddt and noclip , take your map and go to the room in the map where you dont get
get elseway ,its a deathmatch level wich has all the weapons it and many bezerkerpacks:

else try level 29 , 31 .32 :)


Title: Re: Sever The Sphinx Final
Post by: Daedalus on 2003-02-18, 00:04
That map is WEIRD... bloody hell, i got telefragged ALL the time in that room with the bloody stepping stone type thing, i guess its just taking the right stepping stone :)

Anyway, im going to try a stroggish map next, heh... doom is too architecturally challenged for me


Title: Re: Sever The Sphinx Final
Post by: Devlar on 2003-02-18, 02:17
I'm about 90% done the base architecture for dead simple, I think I'll call it Dev Simple, heh.

Which final Doom, TNT or Evilution?

Yeah that's one of the biggest problems with Doom is that your forced to try to fix people's mistakes, and believe me they are plentiful when compared by today's engines. I'll probibly try a strogg map also just because there is really a lack of those types of maps. Daedalus, may I suggest Lunarian's second Texture set or Evil 6.

Speaking of Q2 Themed Maps, has anyone checked out Prison 64 by R3tina? Think Doom 3 Architecture, with a twist of Q2, also a hell of a lot of fun. I'll find a link if anyone is interested


Title: Re: Sever The Sphinx Final
Post by: Phoenix on 2003-02-18, 05:14
The BFG is in the outer courtyard area.  There's a recess with a level exit switch with a 9K right near it on one of the walls.  This is only there in Deathmatch.  As for the single rockets, hmm... forgot about that.  Can probably omit those since the rocket launcher itself gives you 5 and not 2 in Gen Arena.


Title: Re: Sever The Sphinx Final
Post by: Daedalus on 2003-02-18, 11:33
Dev Simple  :lol: :wub: (damn i love the wub smiley :wub:)
heh, got a nice ring to it,

so i take it you've given up on the Slipgate Complex/Ediface thingy?

I have one of lunarians texture sets, not sure which though... its the doomish one :D

As soon as i've finished Gladiator (or given up on him) i'll start a stroggish map.. if i get some inspiration.

Edit: By the way, TNT is Evilution :)
The other Final Doom series thing was the Plutonium Device or something like that
And i played the TNT Map30, which did have all the weapons (all in one place) and was indeed very f**king annoying


Title: Re: Sever The Sphinx Final
Post by: Devlar on 2003-02-19, 05:15
So far Dev Simple is ugly, very very ugly, very much like the original, but very ugly. I need a theme here, cause this just isn't working

You have Lunarian's 3rd texture set then, get number 2, its very Quake2

As for my Slipgate complex, I think I'll leave it where it is until I can place monsters on the map, its really not much of a good DM map. It was good practice though


Title: Re: Sever The Sphinx Final
Post by: Tekhead on 2003-03-04, 01:29
how about the last [secret] map in doom2??

That'd be fun =]


Title: Re: Sever The Sphinx Final
Post by: Devlar on 2003-03-04, 03:35
I've already done a wolfenstein map
http://devlar.topcities.com/devwolf.htm (http://devlar.topcities.com/devwolf.htm)
flat =/=fun