Not many work left to do really and i'm giving my best ^_^ you will test it when it's donePaul wrote:Looks pretty good. You should perhaps vary the height of your areas. No wonder you're getting sick of the goddamn 128 height.
Just don't flood me with testing requestsI will once it's done, or at least finishable to the exit switch/line.
My WAD journal
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okay buddies episode 3 of xenus 2 is finished! here's beta with finished ep3 (this is christmas gift from me)
http://www.zshare.net/download/xenus2-zip-spk.html
Credits are on first page!
source port needed - gzdoom
http://www.zshare.net/download/xenus2-zip-spk.html
Credits are on first page!
source port needed - gzdoom
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This being my first time playing it I shall write a review of the beta:
Its very... "noobish". Its incredibly linear, has moments with a ton of backtracking with no new monsters, you use either the shotgun or the pistol almost the entire time, a lot of texture problems (episode 2 especially), and its very very easy. Also it has a lot of grammar mistakes, but this is a minor issue since I don't think English is your first language (correct me if I'm wrong). I did like the skybox for e1 and e2 though, and the music was nice. All those dynamic changes in E1 were rather uncessary too, especially when you went into that marble nukage room. Speaking of episodes, why is it in episodes? They are only one map a piece, wouldn't just using the regular Doom II level system be fine?
Suggestions: I would at least do the following: Add a couple more details here and there like lights in hallways, rev up the gameplay, fix all the texture issues.
Its very... "noobish". Its incredibly linear, has moments with a ton of backtracking with no new monsters, you use either the shotgun or the pistol almost the entire time, a lot of texture problems (episode 2 especially), and its very very easy. Also it has a lot of grammar mistakes, but this is a minor issue since I don't think English is your first language (correct me if I'm wrong). I did like the skybox for e1 and e2 though, and the music was nice. All those dynamic changes in E1 were rather uncessary too, especially when you went into that marble nukage room. Speaking of episodes, why is it in episodes? They are only one map a piece, wouldn't just using the regular Doom II level system be fine?
Suggestions: I would at least do the following: Add a couple more details here and there like lights in hallways, rev up the gameplay, fix all the texture issues.
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I played it. God damn! There are so many aesthetic, technical AND gameplay bugs I have to write an essay-huge doc for it, but that won't happen until X-mas ends.
Speakin' short for now, the map lacks a solid that makes a strong base, but there's much useless polish. Why Gzdoom? Just for the sake of new skies? With old-styled doom maps the next-gen skyboxes are like an old man with a green punk due. Totally don't fit each other in my opinion. There are no gzdoom specific features, and by forcing people to play G you take away their opportunity to play the map in cooperation, or those who need to use the software renderer (oh snap, a gfx card is too old for Gzdoom), or those that use Linux, where Gzdoom doesn't work.
You speak on people adding useless detail (like Tormentor) but it's EXACTLY what you do. A hell lot of places would use some gentle texture work (which is utterly bland and monotonous in term of colours) or height variation (the map feels like wolfenstein with the cursed 128 height allover the place) rather than 10-sector lights that look out of place and I dunno.. I get the feeling them taking attention away from something. Furthermore, the map feels extremely cramped exactly where it shouldn't be (especially the latter parts) such as fighting tougher monsters (Barons).
Gameplay is screwed. The imp battles are not rapid nor action-filled. They are a bore. I wrote and told you to vary monsters, and instead I meet a load of cacodemons, imps and so on. Grouping monsters on their species is a serious flaw in my opinion. The final battle with the mastermind that can't even manuver between the pillars is easy. And the sudden end of the level after you kill the bastard was like a disapointing surprise. I'd rather finish the level on my own, with the switch uncovering somewhere. At least a prize of some sort.
The layout is totally screwed up, far worse than what Sapphire represents and I'm puzzled.. The first map is pretty good, but episode 3 stinks in layout. Hallways, interrupted by singular rooms. Nonlinearity is nonexistant. Load of backtracking, hallways, rooms. The connections of rooms are very unimaginative.
Texture clashes, sudden music changes and those retarded comments from some evil force attempting to overthrow you with hellspawn. Sorry, they aren't scary. They are annoying. And stuff like "Why won't the hell you die?!" are just .. plain bad. I took out the buttload of skyboxes and music out of the wad and cleaned up. The size was reduced from 7 megs (zipped) to 4 megs. Why use that stuff anyway? Plenty of people play without music anyway. The map is not bad but you add a crapload of stuff that is everything but necessary. Why? It's not you don't have skills for mapping, but you make too much mistakes. The wad feels extremely rushed. There are lots of glitches, upper-pegged doors, texture alignment problems. Did you bother testing it at all by the way? The map needs at least a couple days of intensive reworking if you want to get it anywhere near good.
And it was supposed to be 'speakin' short'... Not gonna pat yous on the back for this map. Nope, for now you get the spankage. Don't worry though, we learn on mistakes.
I'll do yous a room-after-room review of the 3rd episode sometime in the nearby future.
Speakin' short for now, the map lacks a solid that makes a strong base, but there's much useless polish. Why Gzdoom? Just for the sake of new skies? With old-styled doom maps the next-gen skyboxes are like an old man with a green punk due. Totally don't fit each other in my opinion. There are no gzdoom specific features, and by forcing people to play G you take away their opportunity to play the map in cooperation, or those who need to use the software renderer (oh snap, a gfx card is too old for Gzdoom), or those that use Linux, where Gzdoom doesn't work.
You speak on people adding useless detail (like Tormentor) but it's EXACTLY what you do. A hell lot of places would use some gentle texture work (which is utterly bland and monotonous in term of colours) or height variation (the map feels like wolfenstein with the cursed 128 height allover the place) rather than 10-sector lights that look out of place and I dunno.. I get the feeling them taking attention away from something. Furthermore, the map feels extremely cramped exactly where it shouldn't be (especially the latter parts) such as fighting tougher monsters (Barons).
Gameplay is screwed. The imp battles are not rapid nor action-filled. They are a bore. I wrote and told you to vary monsters, and instead I meet a load of cacodemons, imps and so on. Grouping monsters on their species is a serious flaw in my opinion. The final battle with the mastermind that can't even manuver between the pillars is easy. And the sudden end of the level after you kill the bastard was like a disapointing surprise. I'd rather finish the level on my own, with the switch uncovering somewhere. At least a prize of some sort.
The layout is totally screwed up, far worse than what Sapphire represents and I'm puzzled.. The first map is pretty good, but episode 3 stinks in layout. Hallways, interrupted by singular rooms. Nonlinearity is nonexistant. Load of backtracking, hallways, rooms. The connections of rooms are very unimaginative.
Texture clashes, sudden music changes and those retarded comments from some evil force attempting to overthrow you with hellspawn. Sorry, they aren't scary. They are annoying. And stuff like "Why won't the hell you die?!" are just .. plain bad. I took out the buttload of skyboxes and music out of the wad and cleaned up. The size was reduced from 7 megs (zipped) to 4 megs. Why use that stuff anyway? Plenty of people play without music anyway. The map is not bad but you add a crapload of stuff that is everything but necessary. Why? It's not you don't have skills for mapping, but you make too much mistakes. The wad feels extremely rushed. There are lots of glitches, upper-pegged doors, texture alignment problems. Did you bother testing it at all by the way? The map needs at least a couple days of intensive reworking if you want to get it anywhere near good.
And it was supposed to be 'speakin' short'... Not gonna pat yous on the back for this map. Nope, for now you get the spankage. Don't worry though, we learn on mistakes.
I'll do yous a room-after-room review of the 3rd episode sometime in the nearby future.
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Small tip for the third episode: Don't use a brown texture on the floors/ceiling of a REDROCK hell, it also needs to be a bit brighter. You'd figure fire would be bright.
Oh something I forgot to mention, the arena fight with the cyberdemon at the end of E2 is a little interesting, but something besides a rocket launcher please. Its easy if you pay attention to his sounds and rocket launches are pretty overdone while facing a cyberdemon. At least tone down the ammo so you get a little frantic or something.
Oh something I forgot to mention, the arena fight with the cyberdemon at the end of E2 is a little interesting, but something besides a rocket launcher please. Its easy if you pay attention to his sounds and rocket launches are pretty overdone while facing a cyberdemon. At least tone down the ammo so you get a little frantic or something.
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DON'T start episode 4 yet, in my opinion. You'd rather wanna fix the stuff in episode 3.
Oh, and there are no excuses such as "I'm bad at this blah" or "it's only a beta blah". A beta is essentially a finished work, that is needed to be beta-tested before release to clean it up. This thing needs more work, it's far from beta in my opinion. These things are easily fixable.
Oh, and there are no excuses such as "I'm bad at this blah" or "it's only a beta blah". A beta is essentially a finished work, that is needed to be beta-tested before release to clean it up. This thing needs more work, it's far from beta in my opinion. These things are easily fixable.
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Don't go crying like a woman.alter wrote:I feel damn bad now... it was supposed to be at least good but it's not.... oh crap why i must screw always things now!
Who said it was supposed to be good? You build and the quality gives birth to itself. Aiming for quality superior to the build or mapper's abilities is a short way to get a project nuked. It's call perfectionism.
Furthermore, who the hell CARES if it ain't good anyway that you have to feel bad? Do you want to become the next mapping god within next couple days? Wake up! This ain't gonna happen in such a short period, nor after 2-3 maps. Need to build yourself experience.
Finally, why are you collapsing? It still CAN be good, it just needs some more work.
Last but not least, if failures at mapping make you feel bad, it's a good idea to stop altogether. Take me for instance, mapping was a life mission for me in the past and that was a fucked up mistake. Making crap maps, not good enough, made me felt bad. Then I screwed it and made maps for fun, not as 'hard work' (whenever I see "I work hard on my maps" sentences it makes me laff). When I stopped caring so much, I released my first map

Conclusion - mapping is meant to be fun. Whenever you get stressed out or pissed off at the internet, just fuck it and go swimming or playing tennis. No relaxing activity, such as game modding, should make you even slightly stressed.
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