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The Sanguinary Longshot
by EarthQuake
new comments Doom 2, other
released, ZDaemon
screenshot #1screenshot #2screenshot #3
20.04.2004

Description:

This is a contribution to the next Capture the Flag map pack for Zdaemon.

This, of course, is only the red side, and the blue side will be a flipped mirror image of it. The blood and water is harmless, so this allows for some rather unnoticed breaches. The flag is subject to a lot of stress; There are four sides, three of which are open, but I've added one way bars (openable from inside) on the east and west entrances. The south entrance has a medium-slow (not crawling) door.

The architecture itself is rather simple, yet it looks elegant IMO. The player starts are mainly in safe houses with the same one way bars used for the flag room. The BFG and Plasma Rifle will not be included in this level.

UPDATE:
This level will be included with the second official Zdaemon CTF map pack, zdctfmp2.wad.


geedougg writes:(new) 07.04.2004, 22:16 GMT+1

Not bad. Needs more detail though. And higher quality screenshots would do it more justice.

EarthQuake writes:(new) 08.04.2004, 01:35 GMT+1

The quality of the screenshots is beyond my control, however I do agree that it is somewhat lacking in detail mainly because I'm one to add detail AFTER I get the general layout down. I will get fresh screenshots maybe as soon as tonight.

I'm slightly interested in what kind od decorations/detail you guys wouldn't mind seeing in this level, it would really do me some good. I had plans to make vertical bars in various places, and to add beveled metal crosses in the walls.

geedougg writes:(new) 08.04.2004, 05:41 GMT+1

I don't think the quality of the shots are really beyond your control. They don't have to be. Just take them in the highest resolution possible in whatever port you use, and then downsize them to the maximum allowed on WIP. That's better than actually taking the shots in a lower resolution.

As for the detail, I think there has to be a bigger presence from the buildings. It already looks kind'a like QDoom in my opinion, and I think if you've played QDoom you'll know how to add more detail to this map.

EarthQuake writes:(new) 09.04.2004, 00:39 GMT+1

They were taken in 1024x768 and I resized them with Photoshop to 640x480, so the loss of detail is because of WIP's image conversion. Like I said, beyond my control.

geedougg writes:(new) 09.04.2004, 02:54 GMT+1

Well that's weird then, 'cuz I think the screenshots of other people's WADs tend to look slightly better in somparison. Maybe you need to make them brighter. As for detail, you might want to make the environments more detailed and adding bars and stuff is a good way to start. You could also have some variations in textures.

Nmn writes:(new) 09.04.2004, 16:06 GMT+1

I really like the atmosphere of the map. The grey sky makes and impression of loneless and the texture combination is moody, making it feel like a ghost town. You could add rain (but not too much-framerate) via scripting and some corpses to give it a horrid feel.

EarthQuake writes:(new) 09.04.2004, 23:37 GMT+1

I updated the screenshots, and tried to convert them the best I could before uploading. It seems to help if you do everything manually...

Anyways, I still have the neutral area to make, and I need to mirror the map and check of inconsistancies. After that, it should be done. Thanks for all your comments, although I wish more people could have played it/commented about it.

The sky has it's base in Hexen. I might have grayscaled one of them and I used a gradient with photoshop to make the top darker than the bottom.
As for rain, don't count on it. I don't plan to use any scripting. I'll take the corpses into consideration though ;)

geedougg writes:(new) 10.04.2004, 00:24 GMT+1

I still think you should add more presence to the buildings, for example by making them taller. Altogether it's good though.

EarthQuake writes:(new) 10.04.2004, 01:02 GMT+1

I need to ask a vital question:

I recently had plans to mirror the red side and rotate it 90 degrees counterclockwise and have the ends still meet. It would look something like an "L".
This would still keep the map symmetric, but in a different fashion. What do you think? If you want I can upload a screenshot of what I'm talking about.

EarthQuake writes:(new) 10.04.2004, 01:24 GMT+1

Actually, here:
http://www.realsimpsons.com/layout.png

It's just a quick shot in my editor. Nothing fancy, but it gives you the general idea. Please note that I did no incorporating the pieces together.

geedougg writes:(new) 10.04.2004, 05:26 GMT+1

That might look kind'a neat. I guess I approve of the idea. But what would you put in the middle of the two parts of the map that mirro each other? How do they "meet" in the middle?

EarthQuake writes:(new) 10.04.2004, 07:07 GMT+1

Well, when I get there I'll tell ya. ^_^
I imagined having some sort of stairs (that go up, then back down) that you can't see over with a platform somewhere that houses a blue armor. Other than that, I guess we'll have to wait and see what melts into place.

geedougg writes:(new) 10.04.2004, 07:37 GMT+1

Heh! "Melts Into Place"! There's an idea right there! ;)

EarthQuake writes:(new) 12.04.2004, 15:27 GMT+1

The "neutral" area is almost complete and the download has been updated. All that remains is finishing off the top-center portion, mass texture aligning, and online playtesting. If you would like to sign up for a playtest session, get ahold of me some way:

Email: earthquake@realsimpsons.com
IRC: zdaemon on irc.freenode.net or zdoom on irc.oftc.net

I need someone who can host a server also.

EarthQuake writes:(new) 14.04.2004, 14:51 GMT+1

The map is in it's final stages of testing. Expect to see it in the next Zdaemon CTF map pack, zdctfmp2.wad :]

JacKThERiPPeR writes:(new) 28.06.2004, 00:15 GMT+1

You just need to make the level easier for accessing certain rooms... it's just a labyrinth...


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