Rush_Canyon.wad

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Kuja

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http://www.sendspace.com/file/mi5piu
Hello everyone,

This is my first post here, as well as my first level. I am rather proud of it, since I had to learn how to use DB from scratch (using tags and such), as well as spending three sleepless days fixing sectors and bugs. I was really excited to start making my own levels, and it was fun learning how to do all the things with floors and stuff :D In this stage, I started off sonic in a canyon that gradually widened to an expansive area, jump from crumbling pillars to a small cave(scale perception was tricky to do), and finally race along a cliff-side path above the clouds to safety. Its a level based primarily on moving ahead, so I was trying to aim for that SA feel.Its not finished left, as I still have to:

I checked the stage again and again to make sure that I had ironed out the bugs, but please let me know if you see any/see things that need fixing, or let me know how I'm doing. Thanks!

I know about:
-the clouds near the end of the stage are messed up.---->*removed*
-the broken starposts.---->*fixed*
-too many crumbling platforms?---->*lowered*
-Sky wall texture at end=bad---->*problem solved*
-Crumbling 2nd Starpost pillar o' doom---->*fixed*
-easier jumping distances---->*fixed*
Oh, and I hear that screenshot addicts reside in this forum, so here you go:
srb20003ld6.png

srb20004np2.png

srb20005gm3.png

srb20006hq3.png


...And thats it, I guess.
EDIT:I may make an act 2 if people like it any.
I'm all done here. have fun :)
 
Alright... What you need to do.

Not bad for a first map, but several glaring flaws:

1. The REDWALL and the stripes you used on the floor at the beginning are completely out of place, don't particularly understand why they are there.

2. The area with the falling floors isn't a bad idea, but its a tad overdone. I do compliment you on the fact that most first time wadders don't use FOF effects such as crumbling floors.

3. Your starposts are broken. When I activated the first one, they all did.

4. Using sky textures on walls is fugly... Lower your thok barrier instead and let the sky used in the map show through instead.

5. Go to this link: http://srb2wiki.sepwich.com/index.php?title=Level_Designing_101
And read it before you make any more improvements to your map, you should find it helpful.

There you go, and... welcome to the fourms!
 
1. The stripes on the ground were supposed to be working speedpads, but like I stated, I deactivated them for now.

2.Ill make less falling pillars, then and thank you :)

3.I'm on it.

4. I tried that before, but it gave me a redwall when I played through. Ill try again, though.

5. I was using that as a guide the whole time, amongst other wiki topics *wink*
 
Hey Kuja.

Well, let's start from the ground up. I noticed right off the bat that you had your floor at 256, is really pwnsome for a first map. However, I was dissapointed that you had a floor height of 1012, when 1024 whould've worked better. Also, the jumps were too painful to do normally. A good rule of thumb is that Sonic can usually jump about 64 units. You seem to be really pushing it. Also, please try to use differences of 64 in your levels. When building with square textures as GFZROCK, it really looks ugly if you're not using multiples of 64. (I'll get screens of the difference later, if you still think it's not as important.)

Edit: Also, those screwy floor textures and Redwall was most likely a result of adding textures/flats improperly. This explains the proper method nicely: http://ssntails.sepwich.com/mb/viewtopic.php?t=1001
 
I played through this since I had some spare time. I was quite impressed. This is quite good for a first map. It has a Thok Barrier, F_SKY1 flats, and textures other than GFZROCK. However, there are some bugs concerning your custom textures. If you want custom flats, you should go to Image -> Save as Doom Flat and that should work. Custom textures are a bit trickier and you should browse the Archive forum to find the topic on them.

Kuja said:
4. I tried that before, but it gave me a redwall when I played through. Ill try again, though.
It had me confused for a while when I started, too. F_SKY1 is not a wall texture, but can be placed on the ceiling of a Thok Barrier to make the ceiling height and higher display sky textures.

Just ask me if you have any other questions. You're off to a good start on this board, no doubt about it.
 
@BlueZero4-Thanks for the comments/suggestions, I was trying to figure out how high sonic would jump. thats useful info, it is. Ill see what I can do about the floors. DO you have those examples? they could help.

@Boinciel-as long as people took the time to review my work, I'm happy no matter what happens :D Ill solve that wall problem when I fix the others.
 
Kuja said:
@BlueZero4-Thanks for the comments/suggestions, I was trying to figure out how high sonic would jump. thats useful info, it is. Ill see what I can do about the floors. Do you have those examples? they could help.
Hmm. I use 64 in a lot of my maps, but I can't think of anything to direct you to real quick-like.

*BlueZero4 makes an example map.

http://www.sendspace.com/file/yelgdq

This should give you a basic feel of what 64 is. While it's essentially half of sonic's jump height, also take note that Sonic can't jump 128, and shouldn't have to either. The GFZROCK example is to the left of the spawn.

Also, please forigve the ugly textures, I couldn't think of anything better at the time.
 
Thanks BlueZero, now I have something to go by for now on :)

Oh, and heres a "more better" version of the level, with all suggestions from everyone taken into account-the top three fixes I still need to make...buuuuut it's 5:30 a.m. here, so I'll do them after I get some sleep...ZZZZZ

http://www.sendspace.com/file/sijnaf
 
Also, I'd just like to note that you can always use 96 for jumps closer to you when you need a bit more heighth. Mind you, you should probably be using it sparingly, but...

Also, just a reminder, spaces don't allow the wad to be added in game. You must be building from a seperate folder where Doom Builder is making a tempmap.wad for SRB2 to load.
 
...And its finished! I fixed all the problems with it, as well as revamping the stage a little. I edited my first post with the finished stage. Many thanks for everyone's help with my stage. I worked all day to finish it, hope you like it :P
 
Nice. While the jump inside the cave was a bit strenuous, it still was overall fun. Spinning on the speed pads really put the "rush" in Rush Canyon.
 
Wow, that's actually a pretty cool-looking level for a newbie, now if only other n00bs would take suggestions like you did...
 
This map was okay once I got past the horrid beginning, you should consider changing the beginning entirely to something more non-linear.
 
^^Well, the first part is what you call a "gimmick". see, every stage has a sort of special something that makes it different from other stages. Mine happens to be purposely linear in the beginning, as it gives the player that "high speed" feel. I'm sorry if you don't feel that way about it, but I will not completely obliterate a major part of the stage that took me 6 days to build, anyway. It's the very reason I named it "Rush Canyon". :|
 
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