
Phocas Island 2
- chopkinsca
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Phocas Island 2
Last edited by chopkinsca on Wed Nov 08, 2006 19:19, edited 1 time in total.
- BioHazard
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- chopkinsca
- Posts: 183
- Joined: Thu Dec 29, 2005 8:09
About that screenshot, I chose to show something that didn't actually show very much. That image is nothing compared to playing the levels, even in their barely started state. I could do a space themed map, but there are thousands of other maps out there that are space themed already. Anyway, I don't really like space/science heavy themed settings.
I wanted to redo the map since even though there were many things I liked about the first map (phocas island 1), there were a lot of things I didn't like about it. I didn't know much about monster placement about the time, and didn't think too much about it when I filled the map up with monsters. I also rushed some of the later areas, leaving wrongly textured sections, and unfullfilling architecture.
I didn't like how linear it turned out to be. I don't know why, but I couldn't make a proper non-linear map at the time. Sodding death (cchest map32) was sort of an experiment to try and make something less linear (the building part, the canyon was added later on). I hope to make this completely non linear and easy to get lost in, but not lost in the sense that you aren't making progress.
The music was another thing. One of the song choices was last minute because I didn't like the one it replaced. I didn't even bother to really think about if it fit. The cave and temple music were the ones I thought about before using. This sequel will have a lot more thought put into the music.
I have no idea if this will actually be finished or not. While I may feel like working on it now, I've had other projects that I abandoned that at the time, I felt I could finish. Part of it might be the amount of things I want to do. I not only want to map, but have complex scripts (not a problem), custom graphics (I don't like stealing resources), modified monsters and I would like to create entirely new monster sprites which would take a lot of time. I do have som drawing skill, but it would still be hard for me to create something that also doesn't stick out like some custom graphics do.
Anyway, maybe some indication of progress by using stats of a few things:
1304 lines of decorate
96 lines of script in library acs file
map01: (has a few 'doodle' like areas that were just experiments for ideas.)
incomplete
5321 linedefs
1231 sectors
1034 things
256 lines of script
map02:
incomplete
507 linedefs
86 sectors
4 things
8 lines of script
map03:
incomplete
4147 linedefs
961 sectors
353 things
401 lines of script
I'm just posting this because maybe if I keep up some progress reports, I will be more motivated to work on it.
I wanted to redo the map since even though there were many things I liked about the first map (phocas island 1), there were a lot of things I didn't like about it. I didn't know much about monster placement about the time, and didn't think too much about it when I filled the map up with monsters. I also rushed some of the later areas, leaving wrongly textured sections, and unfullfilling architecture.
I didn't like how linear it turned out to be. I don't know why, but I couldn't make a proper non-linear map at the time. Sodding death (cchest map32) was sort of an experiment to try and make something less linear (the building part, the canyon was added later on). I hope to make this completely non linear and easy to get lost in, but not lost in the sense that you aren't making progress.
The music was another thing. One of the song choices was last minute because I didn't like the one it replaced. I didn't even bother to really think about if it fit. The cave and temple music were the ones I thought about before using. This sequel will have a lot more thought put into the music.
I have no idea if this will actually be finished or not. While I may feel like working on it now, I've had other projects that I abandoned that at the time, I felt I could finish. Part of it might be the amount of things I want to do. I not only want to map, but have complex scripts (not a problem), custom graphics (I don't like stealing resources), modified monsters and I would like to create entirely new monster sprites which would take a lot of time. I do have som drawing skill, but it would still be hard for me to create something that also doesn't stick out like some custom graphics do.
Anyway, maybe some indication of progress by using stats of a few things:
1304 lines of decorate
96 lines of script in library acs file
map01: (has a few 'doodle' like areas that were just experiments for ideas.)
incomplete
5321 linedefs
1231 sectors
1034 things
256 lines of script
map02:
incomplete
507 linedefs
86 sectors
4 things
8 lines of script
map03:
incomplete
4147 linedefs
961 sectors
353 things
401 lines of script
I'm just posting this because maybe if I keep up some progress reports, I will be more motivated to work on it.
- Chronoteeth
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- Paul
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- chopkinsca
- Posts: 183
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yep: HereChronoteeth wrote:Very nice. Is there a link to the first one?
- Tormentor667
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- chopkinsca
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I kind of don't like showing too many screenshots of what I have. I don't like it when other people post screenshots that yell "look at me, I'm a map!" and they are obviously screenshots where the person tries to show off as much detail/work as possible. Such as if they have done a lot of work on a window in the ceiling, the screenshot will be aiming up at the window.
Anyway, I suppose I could show another screenshot, as this one is off an area that has a lot of work left to be done and has a lot of placeholding objects such as the basic sector shapes and thing placement.
Oh yeah, the screenshot is right here in this link.
Anyway, I suppose I could show another screenshot, as this one is off an area that has a lot of work left to be done and has a lot of placeholding objects such as the basic sector shapes and thing placement.
Oh yeah, the screenshot is right here in this link.
- chopkinsca
- Posts: 183
- Joined: Thu Dec 29, 2005 8:09
Another one... If it is too big to post like this, I'll scale it down again (it was originally 1280 x 960).
Another "hardly finished" area. The water looks awesome when in motion. I'm trying to retain the simple texture usage that is in the first phocas island. I'm not that good at using textures.


Tell me if the screenshot is bright/dark, this monitor is extremely dark even at the highest brightness setting.
Another "hardly finished" area. The water looks awesome when in motion. I'm trying to retain the simple texture usage that is in the first phocas island. I'm not that good at using textures.


Tell me if the screenshot is bright/dark, this monitor is extremely dark even at the highest brightness setting.
- TheDarkArchon
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- BioHazard
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- BlazingPhoenix
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- chopkinsca
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[spoiler]
[/spoiler]
Alpha version of a forest. Sadly, Doom and forests don't mix. Trees and flowers are my own textures, rest are from Hexen. So far texture wise, I'm good at making blobs, or uniform colour textures. I need to make some rocky textures to replace the excellent Hexen versions sometime. A variaty of flowers will be made, along with some shrooms and maybe they will server a purpose besides for just looking at.
I haven't worked on this for a few months now though. Started up again today, maybe I'll keep with it.

Alpha version of a forest. Sadly, Doom and forests don't mix. Trees and flowers are my own textures, rest are from Hexen. So far texture wise, I'm good at making blobs, or uniform colour textures. I need to make some rocky textures to replace the excellent Hexen versions sometime. A variaty of flowers will be made, along with some shrooms and maybe they will server a purpose besides for just looking at.
I haven't worked on this for a few months now though. Started up again today, maybe I'll keep with it.

- Paul
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