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Total darkness
by evilhomerdoomer
new comments Doom 2, single player
released, Skull Tag
screenshot #1screenshot #2screenshot #3
03.05.2005

Description:

This is my first REALLY serious attempt at a level.

It is set in a space ship that was sending new weapons back to earth from the mars UAC base. Unfortunatly, it was intercepted by an unknown energy force. Emergancy shutdowns were activated, blocking of the sctions of the ship. Fortunatly ,or unfortunatly, you and your buddy were sleeping it of in your two compartments.

Please, don't complain about the darkness of the level as the name implies, it is meant to be a dark, slightly disturbed and maybe (I don't know because I made the level) scary. :(

Oh yeah, the error in screen three is just my 3d mode start thing. My bad.

Skulltag weapons, monsters and scripts will be included.

Any comments would be greatly appreciated :)



Dark_Shadow2004 writes:(new) 03.05.2005, 01:00 GMT+1

i happen to like the darkness in the map :) sets a rather eerie mood and atmosphere. Your mapping skills are improving rather nicely :)
my only gripe...why not just update 1 WIP entry insted of flooding the place with like 4 or so more different projects :) Just use the screen boxes to display some cool shots of each of the maps and or projects.

Either way though, looks cool and if the dark base style is something you like, then i will definately download your maps :) i LOVE a good dark, creepy tech base...hence my level design lol.

Now on to the suggestions....firstly...the lighting, you should use "gradient :ighting" to add a sence of realism to the feel of the map. Like in shot 1, jsut adda few sectors along side of the "light beams" sector and gradually reduce the light level to a few levels above the "dark sector" light level. it might add to the sector count a bit, but it adds so much to the aesthetics of the lighting :) and secondly, start using some slopes since you are using a "zdoom" derivitive aka. Skulltag. utilize some of the special mapping features and your ideas will definately be right on target :)

Good luck hope to see this get finished.

evilhomerdoomer writes:(new) 03.05.2005, 07:24 GMT+1

Wicked!I have finaly got a good map in progress! You are right, I do like dark, atmospheric maps. I got some ideas for my map from the movie "Alien" so there won't be hordes of monsters, but more one on one or two. I tried your suggestion from the post you did in my other skulltag regarding the slopes, but lindef action 181 is perpetual stairs I think. What do you mean the argument box? I would REALLY like slopes in my level, so I must get it working.

Thanks for the GREAT comment ;) I'll update screens later today.

Kristus writes:(new) 03.05.2005, 13:37 GMT+1

You need to set the leveldata format to hexen format to be able to use Slopes, the linedefs are different depending on weather you use Hexen or Doom level data.

twoleggedcentipede writes:(new) 04.05.2005, 07:47 GMT+1

Looks good so far I can't wait to play it ;)

evilhomerdoomer writes:(new) 04.05.2005, 11:29 GMT+1

I'm using Doom level data.

dethtoll writes:(new) 05.05.2005, 13:27 GMT+1

doom3 iz too dark hurrhurr

looks good.

MasterOfPuppets writes:(new) 08.05.2005, 21:30 GMT+1

reminds me of my old stuff, which of course i love! heh, screen 3 is a bit too dark, but you sorta can't tell this stuff until you play it.

evilhomerdoomer writes:(new) 12.05.2005, 10:02 GMT+1

I've released the level. Just waiting for the URL. It should be in the next newstuff.

evilhomerdoomer writes:(new) 16.05.2005, 11:07 GMT+1

Ok people. The url is up. Please play it, enjot it, then comment back on it. IF the url is not up, it just hasn't been accepted yet.

Thanks


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