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mt_EmeraldHill.wad [WIP]

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ZX

Now 100% less jaded!
Okay all. So, this is going to be my first full-on Match/Tag map. Since I play a lot of Match on the game, I decided to make my own map for others' uses. I've come quite a long way with it so far, about 40% done. It's a WIP, so it's bound to be kinda small and/or "noobish".

Screenshots:

srb20003.png

Hey... What's that off to the left...?

srb20002.png

(This is an area you get to by using a Red Spring on a narrow dead-end...)

srb20004.png

Just a pool of water. Nothing huge.

srb20007.png

A simple flooded cave.

srb20009.png

"So, this is where the cave leads? Nice and wide!"

srb20010.png

Just a Random Monitor? Is there something behind it...?

That's all I have up until now. I'm working on it constantly, so be on the lookout for any updates that may come.

NOTE: I'm also looking into how to make floating platforms (where the linedefs don't touch the ground, but stay on one platform in midair). Can anyone help me out here...?

EDIT:: Update time! Here's Beta 1 of the stage. Just added a staircase.

EDIT:: Beta 2 is out after a long-dormant death of the map! Check it:

Sendspace Link:: http://www.sendspace.com/file/t9qzt3
Mediafire Link:: http://www.mediafire.com/?iymjxhzwlyi
 
It's nice to see a new level in progress! It looks a little plain right now, but it's solidly built and can be easily spiced up.
 
fawfulfan said:
It's nice to see a new level in progress! It looks a little plain right now, but it's solidly built and can be easily spiced up.
Heh, thanks. ^-^ I plan on adding more paths to different areas, so when multiple players, say, over 10 or so, are in the game at the same time, they won't all be running to one place to kill one another. :P
 
Okay, I'm gonna be honest here. this stage isn't very good. I'm sorry, but it just isn't. There are many reasons, but I took a few screen shots to help show you what to fix and such.

A big problem was reoccurring rooms like this one. Just a small square room with 4 monitors in each of the corners. I think there were 3 or 4 of them. Having one with 2 at the most is okay, but this was a little much.

Stuff like this. You have WAY to many rings in just one spot set so close together. Space them out.

This wasn't good either. That was way too many rings for one spot. Separate them so I can't get so many in one spot without even trying.

Worst for last. You missed in some spots a thok barrier. I don't remember how to fix it, but there were multiple places where you didn't have one, and then other spots you did have one. This meant I could get stuck and not be able to reenter the stage.

Overall it was sub par. While big makes good match stages, you made a big area with small passages. You migth want to rethink the layout of your stage. Maybe change some spots, but definately space out those rings.
 
tailsmastermind said:
Okay, I'm gonna be honest here. this stage isn't very good. I'm sorry, but it just isn't. There are many reasons, but I took a few screen shots to help show you what to fix and such.

A big problem was reoccurring rooms like this one. Just a small square room with 4 monitors in each of the corners. I think there were 3 or 4 of them. Having one with 2 at the most is okay, but this was a little much.

Stuff like this. You have WAY to many rings in just one spot set so close together. Space them out.

This wasn't good either. That was way too many rings for one spot. Separate them so I can't get so many in one spot without even trying.

Worst for last. You missed in some spots a thok barrier. I don't remember how to fix it, but there were multiple places where you didn't have one, and then other spots you did have one. This meant I could get stuck and not be able to reenter the stage.

Overall it was sub par. While big makes good match stages, you made a big area with small passages. You migth want to rethink the layout of your stage. Maybe change some spots, but definately space out those rings.
Heh... No worries. This is my first map. It's bound to be horrible and/or have flaws. The thokbarrier, I am working on. The rings, I just threw them in to get a feel of how they should be. Since this is but a Beta so far, it's going to change.
 
It's good that you're working on the Thok Barrier problem first, because that's the hardest and most crippling of them. Most of the other problems are largely aesthetic and will be easier to fix.
 
I see a lot of rings that shouldn't be there.
I also see wide open areas that need more scenery.
Try fixing that up.

Also, Hello!
emeraldhillrace.png
 
xxZeroxx said:
NOTE: I'm also looking into how to make floating platforms (where the linedefs don't touch the ground, but stay on one platform in midair). Can anyone help me out here...?

You mean an FOF? Try the Wiki. I think a tutorial should be there. Look up FOF tutorial in it.
 
Making FOFs is really simple once you get the hang of it. Just make a small sector outside the main level, set its floor to the desired height of the bottom of the FOF, set its ceiling to the desired height of the top of the FOF, add the appropriate linedef special to the new sector (the "control sector") and tag that linedef to the sector in the level where you want that FOF to appear.

If you didn't understand that, the Wiki explains it better.
 
fawfulfan said:
Making FOFs is really simple once you get the hang of it. Just make a small sector outside the main level, set its floor to the desired height of the bottom of the FOF, set its ceiling to the desired height of the top of the FOF, add the appropriate linedef special to the new sector (the "control sector") and tag that linedef to the sector in the level where you want that FOF to appear.

If you didn't understand that, the Wiki explains it better.
Yeah. I got it to work, that was okay. But now I'm facing another problem: implementing a bridge surrounded by water. Thing is, I can't get the bridge's linedefs to show up as the sky. And when I surround it by water (under the water is a bottomless pit), the bridge also becomes a bottomless pit. Halp? :<
NOTE:: Ring problem fixed. No longer are Rings abundant. I cut their amount by over 1/3. The totals went down from 440-something to 140-something.
EDIT:: Oh, sorry. There's like, 5 less Rings than 200. I added on more areas and changed a few. Unfortunately, everytime I go to make the thok barrier, it makes it so the linedefs of what it surrounds disappear, and only those of the barrier itself appear. Wait... I HAZ IDEA!
 
If the bridge is a bottomless pit, check your control sector to make sure it doesn't have the death pit effect tagged to it.

I'm unclear on what you mean with the sky texture. Are you saying you want the bridge to be invisible? Because there are special linedefs for that.
 
fawfulfan said:
If the bridge is a bottomless pit, check your control sector to make sure it doesn't have the death pit effect tagged to it.

I'm unclear on what you mean with the sky texture. Are you saying you want the bridge to be invisible? Because there are special linedefs for that.
Nah, I just want the *linedefs* of the bridge to be invisible while overlooking the pit. Not the bridge itself.
UPDATE:: Beta 2 is on its way! As soon as I get the bridge and thokbarrier in, it'll be all set to go!!
 
Sorry for the Double Post...

...But things are not working as planned. The select-style thok barrier keeps glitching up the linedefs of itself and everything it surrounds. As for the bridge, that isn't working for me. I tried a lot of variable ways and nada. I'm gonna need help on this one...
 
BUMP! & Release!!

BUMP!
I can't believe it. I've picked up this project again. I have already added more scenery and a thokbarrier, and have thrown a new release out on the front page. Check it out!!
 
This match stage felt awkward for me because some rooms were small and bland, and theres a spot with a lot of rings.

Also, theres a pond with no colormap:

srb20007.png


The rooms, I believe annoyed me, together with the places with springs and such; they were just small. The huge water room is too dark. My suggestion: make the rooms a little bigger.
 
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