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Community Chest 2 map 15 (City Heat)
by The Ultimate DooMer
new comments Doom 2, single player
in progress, Boom
screenshot #1screenshot #2screenshot #3


This is my Community Chest 2 map - a big city with 9 main buildings, 9 switches and 9 secrets (you have full freedom of the city). Oh, and a ton of monsters (eventually!). There will also be some Boom features, scrolling-manikin Boom tricks and of course my own innovative tricks, too.

Status: everything done. (100%)

Note that it's still technically 'in progress', as it hasn't been released... (I have sent it to Cadman though)

Lutrov71 writes:(new) 17.04.2004, 14:19 GMT+1

Oh no. I don't like outdoor city maps. I'll predend I like them.

The water fountain thing in the first shot looks alright, the BIGDOOR texture in shot 1 and 2 is the same color as the brick texture which doesn't look really nice and the BIGBRIK 1+2 textures in shot 3 doesn't look that good when they have both been split together.
Enchance the lighting on the bridge in shot 3 if possible, (I don't know if this is possible with slopes,) and, if you want to, make the corners of the building a bit less pointy, on a bit of a 45 degree angle.

Try and make sure this wad isn't too frustrating to get through because of it's size, and add some lights in around the place too. Also, don't make the secret level entrance too difficult to find. :)

This wad will be great if it isn't too hard to find your way around.

The Ultimate DooMer writes:(new) 17.04.2004, 16:26 GMT+1

It's not hard to find your way around, as you're free to go anywhere you want at any time, and all you have to do is enter each of the numbered buildings and find the switch. (the secret exit is visible, but you have to do plenty to reach it...guess)

btw they're not slopes, they just look like slopes (that's why I'm over 1000 sectors already...)

Given that DW is down at the mo, I'll ask here: Do you have to use a custom colormap for underwater sectors in Boom? (it crashes when I use the hex format used in ZDoom, but I always thought you could use that, given it's presence in ZDoom)

geedougg writes:(new) 17.04.2004, 20:02 GMT+1

Looking good. I like the use of slopes and the way it changes the look and feel of the surrounding environment. Nicely incorporated.

EarthQuake writes:(new) 18.04.2004, 07:32 GMT+1

He just said they aren't slopes ;)

Nmn writes:(new) 18.04.2004, 11:21 GMT+1

They are fake-slopes, made of multiple stacked sectors which ascend or descend by a small height of each step. They are NOT true Zdoom slopes-this is not for Zdoom, look at the desc. They look very nice tough.

Anyway-how about some variations in the heights of those building Ultimate? With every building sharing the same height looks bit monotonous. My advice-sorround the buildings with another sector with F_Sky1 ceiling and raise/lower it's ceiling. You will notice that the building seems higher/lower, altough it's made of 1-sided lines, so You can build the insisde of them.

boris writes:(new) 18.04.2004, 17:24 GMT+1

My advice-sorround the buildings with another sector with F_Sky1 ceiling and raise/lower it's ceiling.

That can be tricky. It looks rather stupid when you can't see higher buildings behind lower buildings. But I guess with some playing around it can work, you just have to be careful which buildings are lower than the others.

The Ultimate DooMer writes:(new) 18.04.2004, 22:07 GMT+1

Also, 4 of the buildings will have balconies on them, so I'd have to be extra careful about heights there. I'll see what happens as I go round.

(btw, I'll be putting new screenies up after every 3 buildings, showing each of the new ones)

Lutrov71 writes:(new) 21.04.2004, 08:34 GMT+1

I underestimated that wad... Looking beautfiul now.

boris writes:(new) 26.04.2004, 22:18 GMT+1

The new shots look nice, but make sure to fix the texture alignment. Also the unaligned TLITE flat in shot 3 should be fixed.

MasterOfPuppets writes:(new) 27.04.2004, 23:59 GMT+1

screen one is very creative ^_^

ellmo writes:(new) 28.04.2004, 10:08 GMT+1

Jesus, i was afraid you're using slopes in Boom. These are only multi-sectors visible in shot#1 though.

Looks pretty damn promising.

Nmn writes:(new) 01.05.2004, 11:47 GMT+1

It's levels like these that make me say: Can't wait for CC2, hehe. 3rd shot might use some trees, torches or some decoration like impaled people, it looks deserted.. unless that was Your intention..

Lutrov71 writes:(new) 01.05.2004, 14:14 GMT+1

This map keeps getting better and better! Keep it up! Thank God i'm in this project.

Jehar writes:(new) 16.05.2004, 05:40 GMT+1

When I first arrived in Downtown in doom][ I said to myself "yay! a city! how cool!"...

I was serverly dissapointed. I didn't look or act like a city at all, everything was textured out of setting, and all the buildings were just big blocks. Since then, I have not seen many other city levels that act like a city at all. This is what I am trying to avoid in my own upcoming project.

But this one shows promise. The first two shots look very nice and less blocky than downtown. the third shot just has that downtown feel though.

I would suggest finding some good concrete, road, and building textures.

All in all it looks great. Just try not to emulate downtown in any way...

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