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Posted: Fri Jul 14, 2006 13:26
by jflkbob
Xenus is great! :P

Posted: Fri Jul 14, 2006 14:47
by Phobus
Because I like to see new mappers stuff (makes me feel like I can carry on too), I'll go through and play all of these. I will be back with reviews when I'm done. :)

EDIT: Ok, played through the five on the first post. Review time!

1024-1: Nice little 1024 style map, though I found it very easy, I did enjoy it for it's short duration. Have to wonder why all the monsters are watching TV though ;)

1024-2: Same as above, but a little bit harder, this time featuring a baron of hell as a boss. Still very easy for me (UV). I think it was this map where the end teleporter took too long to lower down (it was very high into the ceiling).

1024-3: This one looks very nice, and I'd go as far as to say it's your best looking map yet. It's also a reasonable challenge (though still easy for me :P )

Battle1024: I somehow managed to miss a monster, but otherwise I went through this one quite easily too. It's fun, but once you've got the Hellknights into a little group you can just pick them off slowly until the baron warps in.

Xenis: I'm not sure if this is really E1 style (I remember it being a lot more colourful, with less monsters in a space) but that doesn't matter, as it is easy, and it is fun (two defining E1 features, if you ask me), plus it sticks to the same monster ideas. This one was down a little on detail compared to the 1024-# series, but it did have some longevity, unlike the aforementioned maps. I like the refreshing oldschool feel here, and the way that you can just stroll through the zombieman packed corridors. Pretty good. :)

Overall: You have some talent for detail, and a nice oldschool approach to gameplay. This is fine in itself, but the maps are all quite easy. Also, pay attention to your doortracks when mapping. Every map had at least one that either scrolled, was textured incorrectly, or both. This is just for the looks mroe than anything else. It's all good stuff, not outstanding, but certainly good. Keep it up! :thumb:

Posted: Fri Jul 14, 2006 15:22
by Alter
1024 series was intended to deliver some details and normal gameplay

Xenus goal was to make low-detail,oldschool E1 styled gameplay

Thanks for playing phobus

Posted: Sat Jul 15, 2006 20:16
by Alter
Added screenshot to first post please check it out it has revolutionary feature! (5th screenshot)

Posted: Sat Jul 15, 2006 22:29
by Paul
I see we're achieving successes here. Xenus's review, as well as everything else's, and stuff, tomorrow ;)

Posted: Sun Jul 16, 2006 8:55
by Alter
added newer version of bridge screenshot

Posted: Mon Jul 17, 2006 7:11
by Alter
Okay i'm thinking that i will remove the mp3's from dyon because they're taking too much space! and the demo uploads 10-20 minutes! dyon is little detailed because i'm not skilled with custom textures!

EDIT:Karihara temple released link on first page!

Posted: Mon Jul 17, 2006 9:46
by Phobus
Either the d/l link is b0rked, or it's blocked for me. Won't be able to get it without a different link (mooload did work, btw)

Posted: Mon Jul 17, 2006 9:48
by Alter
@Phobus:Okay here's the alternative link
http://www.mooload.com/new/file.php?fil ... temple.rar

Posted: Wed Jul 19, 2006 16:35
by Paul
Karihara temple is a pretty nice attempt at it does seem like ID's work to a degree, but suffers a couple bugs
  • It would be nicer if the name of the wad was a phrase without spaces, so I can load them easier with a batch file. Like Karihara_Temple.wad
  • Texturing is extremely repetitive with the same stone4 (I think) texture thrown allover the place, occasional metals. To construct a temple out of stock doom textures you could utilise more colours, including brown bricks (bigbrik will also work nicely) those brown stones, metal, and grey stones with marbles. Right now texturing is this map's biggest flaw.
  • lighting needs work. Torches don't cast lighting, spots are dark at places, and there's that awful tech lamp completely not fitting into a temple. Grr..
  • the layout is completely linear and quite dull, with halls, copy and pated chambers, occasional large rooms, teleporters leading us to the same positions, then more rooms. Ocasional opened spaces are enclosed by walls which makes them look like rooms. The map opened very nicely, but I think you ran out of ideas later on and didn't stop to gain some

Posted: Wed Jul 26, 2006 15:37
by Alter
Here's the screenshot from Xenus 2 ;)

Image

Posted: Wed Jul 26, 2006 15:49
by Paul
Nice. I see you've improved in your texturing. The area could use a bit more lighting variation, but so far looks pretty cool. Keep mapping man!

Posted: Wed Jul 26, 2006 16:14
by Alter
Yeah, I'm planning to make it larger than Xenus
The xenus 2 will take place year later after lost base was investigated, now UAC sends marine to check out some deimos base

There are some ideas in my head (Inside computer section to disable door lock which blocks road to Radioactive sector)

Posted: Fri Jul 28, 2006 8:23
by Alter
Newscreenshot from xenus 2 (computer section)

Image

I'm thinking... xenus 2 is worth to make because it shows oldschool e1 feel no e2 monsters or e3! because they don't fit e1 theme!

Posted: Sat Jul 29, 2006 14:34
by Alter
New screenshot from xenus 2

Image