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M_S's jda maps
by Metal_Sonic
new comments Doom 2, deathmatch
in progress, Doomsday
screenshot #1screenshot #2screenshot #3
06.08.2004

Description:

My maps for jdoom arena
1st pic is of The Moutain King map
2nd is of The Castle map
3rd is of The Hillside map

what do ya think?


Mancubus II writes:(new) 18.04.2004, 04:15 GMT+1
edited 18.04.2004, 16:20 GMT+1

Are you actually making a variant of map01 or just retexturing it?


I've edited this comment.

Metal_Sonic writes:(new) 18.04.2004, 05:18 GMT+1

variant ad retexing

Dittohead writes:(new) 18.04.2004, 09:13 GMT+1

I like how you are taking advantage of the JDoom engine. Looks very pretty and hopefully it'll be just as playable.

Jow writes:(new) 18.04.2004, 15:23 GMT+1

That raining in the city looks cool.

MasterOfPuppets writes:(new) 20.04.2004, 00:25 GMT+1

-drools-
totally cool

simple writes:(new) 08.05.2004, 02:29 GMT+1

How do u make that rain?
~~PRETTY COOL~~

harry writes:(new) 03.06.2004, 15:58 GMT+1
edited 03.06.2004, 16:01 GMT+1

The new screenies look abseloutely AMAZING, much better than before :)
BTW in screen 1 at the bottom right is a little slope but i thought you couldn't do that in a doom editor. I would like very much if you told me how to do it!

toxfluff writes:(new) 03.06.2004, 23:31 GMT+1
edited 03.06.2004, 23:34 GMT+1

You need to have more detail in your maps, and less reliance on Jdoom's visual features. You also need more overall light variation, since the map looks flat. With these things and Jdoom's effects you'll have a decent looking map.

The first shot is the best of the three, I like the use of a model as a slope. The second is ok, but could do with some more detail and maybe a light fade from one end of the level to another.

The 3rd shot is far too flat and the marble doesn't mesh well with the tech theme. Also, the legs on that structure to the left look too skinny to support it.

dethtoll writes:(new) 03.06.2004, 23:48 GMT+1

harry, it's possible to "fake" slopes, but it takes quite a bit of work. basically you create a ton of sectors, one just a pixel higher/lower than the next. i think an example of this is in gothic DM, but i forget which one. i've seen a shot, but i can't find it and i don't have time to look at the given moment.

in zdoom it's a moot point.

Tormentor667 writes:(new) 03.06.2004, 23:50 GMT+1

I don't like any of th screenshots. In my eyes, too much effort has been put in placing interesting light effects and other stuff like this but the real level of detail has been absolutely disregarded.
I can rebuild all of the rooms (without the light stuff) in 1-2 hours, because it looks that plain and easy :( Plz. do something about it

melfice writes:(new) 04.06.2004, 11:07 GMT+1

Most generally no one really gives a shit about detail when they're running from other DM players, to my knowledge.

Nmn writes:(new) 04.06.2004, 11:32 GMT+1
edited 04.06.2004, 11:33 GMT+1

A lot of people said:
It's undetailed but You won't care when You'll play it.

Isn't that a great excuse for being lazy to detail something?
C'mon don't tell me detailing some areas is hard. Detailing (for me) is the most fun of making the map (the worse part is presumably being stuck on something).

Metal_Sonic writes:(new) 04.06.2004, 13:11 GMT+1

remember this is only work in progress and i cant show you the whole map

pic 1
i am redoing parts of it, addin alot more detail then it had. it was unniong slow beause of all the lights that you cant see in the ss.

pic 2
ive had many problems with this map with the rain and the size of the map. once again this is only a part of the map. there is more detail then what u see here.

pic 3
its a marble theme. thats the only metal thing in the map. and once more there is more detail but you cant see it cause its a ss

ill make a webpage and stick more ss up so you can see the detail

Metal_Sonic writes:(new) 04.06.2004, 13:46 GMT+1

ok heres the site
http://homepages.slingshot.co.nz/~dgar/dmpics.htm

what do you think of those pics?

boris writes:(new) 04.06.2004, 13:59 GMT+1

melfice said:
Most generally no one really gives a shit about detail when they're running from other DM players, to my knowledge.

You're basically right, but why would one DM in an ugly map when you can in a beautiful map?

MasterOfPuppets writes:(new) 25.06.2004, 09:18 GMT+1

you have some texture alignments, plus the textures seem quite repedative, but keep working at it.

DaniJ writes:(new) 25.06.2004, 13:03 GMT+1

Looking a lot better. Shot 1 looks interesting. Is it that sky that's causing the crappy framerate? If so you might want to look into reducing the size of the textures or changing the file format or using some compression.

Nmn writes:(new) 25.06.2004, 13:45 GMT+1

First shot looks awesome, never before a castle amazed so much since Eternal Doom and QDoom. The sky You have spawns a great atmosphere to the map.
WTF? Shot 2-translucent water? Is it a MD2 plane with translucent water texture applied :->
Shot 3 doesn't really fit in my opinion. Wacky thing on the ceiling and all those marbles. Maybe a change into some rocks and metal, maybe some bricks, or simply some GSTVINE, there? Should make a nice marshy mood.

Jehar writes:(new) 25.06.2004, 18:31 GMT+1

sweeeet....

Metal_Sonic writes:(new) 25.06.2004, 23:09 GMT+1

i dont think its the sky.

yeah im still working on all the maps. im alot happier with them too mind you i oly started to add the different sectors lights

harry writes:(new) 27.06.2004, 09:08 GMT+1

Shot 2 looks very plane, but I love the water.

Agent Spork writes:(new) 28.06.2004, 00:56 GMT+1

Screenshot 1 looks decent, and Screenshots 2 and 3 look very plain and boring.

Metal_Sonic writes:(new) 07.08.2004, 12:51 GMT+1

what do u think of the new screenshots? (reload the page if need be)
1st is of The Mountain King
2nd is of The Castle
3rd is of The Hillside

Nmn writes:(new) 07.08.2004, 13:45 GMT+1
edited 07.08.2004, 13:46 GMT+1

Despite the hi-rez textures and all the levels could use something. Perhaps if You could make some sector-based shadows. Dyn lights and fake radio do much, but look at screen 3-it's very poor in lighting. What about shot 01-I would vary the surroundings, because the surrounding ground is just one big plane. I see You've done a good job with the rocks in the middle, why not some surrounding hills? Shot 2 looks much like RTCW, I like it, let it be that way :)

Ixnatifual writes:(new) 07.08.2004, 16:55 GMT+1

Looks awesome... Shot 3 seems unfinished, though.

Daniel1982 writes:(new) 09.08.2004, 16:39 GMT+1

This is an amazing map!!! And 2nd pic is just like everything I imaginate for Doom... gray sky, dark lightning, like a medieval castle. The only problem I think is make this awesome wad only for deathmatches...

Jow writes:(new) 11.08.2004, 20:06 GMT+1

Looking pretty. The fog suits the castle map the best. I think the others should have it disabled. I'm thinking there could be lava around the mountain, probably because of the lava pits on the mountain there... The third shot is pretty cool too, but the houses should be better, but that would need new features(3d sector stuffs). Or you could make them be ruins and they would give some cover and hiding places for players.

Dark_Shadow2004 writes:(new) 21.01.2005, 07:17 GMT+1

Wow i can't believe i just noticed this wad, it is amazing! I almost thought it was for Morrowind or something. It has a very attractive medevil feel. Kudos on the Skies and the Castle construction. Shot 2 is very attractive and i think the best of the bunch, the way the fog is subtle but powerful and blends the scene together in a full on artistic motif. Very nice. But the 1st and 2nd shots are a little bland. and possibly edit the DED taht has the water glowing, (i chopped that entry cause water doesn't glow blue on its own lol).

Gee_Dawgg writes:(new) 08.07.2005, 23:17 GMT+1

Whatever happened to this thing? Is it still alive? And kicking?

Nmn writes:(new) 08.07.2005, 23:29 GMT+1

Quote:
Is it still alive? And kicking?

I have a feeling I heard that somewhere...


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