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Nukage Proccessing Base
by Moti
new comments Doom 2, single player
in progress, ZDoom
screenshot #1screenshot #2screenshot #3
31.01.2007

Description:

This is just one-single map, somehow inspired by simplicity in the beginning but the rest of it is more interesting.

It's size is gonna be bigger than the small-ish maps I used to make in TW. Of course it will use ZDoom features, but it will use only the monsters from Doom2 (no DECORATE or something).

I started this map as a small side-project, because I quitted STCC and TW2's progress is a little slow.

NEWS - 30.1.07
The map's 60% done (!).
Sadly enough I didn't take screenshots of new progress.
The release date of this wad has been extended in a month, feeling that I won't be able to finish it in 5 days.

Release Date: Sometime around March.


Use3d writes:(new) 19.01.2007, 19:16 GMT+1

Stick with the more green-textured theme, looks nice!

*Vader* writes:(new) 19.01.2007, 20:10 GMT+1
edited 19.01.2007, 20:10 GMT+1

Good work, I'll keep an eye on this ; )
Maybe add some toxic signs next to the nukage falls, that would give it a final touch IMO.

Moti writes:(new) 20.01.2007, 02:09 GMT+1

It's ok, I will. ;)
Thanks for the comments. ^_^

Rustyphantomsniper writes:(new) 20.01.2007, 05:41 GMT+1

If you ask me I only perfer megawads. Is this going to be a gigantic map?

Moti writes:(new) 20.01.2007, 05:43 GMT+1

Nope. It's only 1 map with around 200~ monsters...
It'll be my 2nd release anyway XD

Ixnatifual writes:(new) 20.01.2007, 18:15 GMT+1

Looks nice.

Rustyphantomsniper writes:(new) 21.01.2007, 10:22 GMT+1

200 monsters!? :o

Dancso writes:(new) 21.01.2007, 11:57 GMT+1

I think 200 is not that awfully much. But its do enough for a map.
One of kaiser's maps contains 2000~ monsters!=[)

Moti writes:(new) 21.01.2007, 14:06 GMT+1

Quote:
I think 200 is not that awfully much. But its do enough for a map.


Well... I know it's not much, but I'm trying to make a solid map that's not cramped or too short like in techwars.

gourhaus writes:(new) 22.01.2007, 01:22 GMT+1

you shud focus more on TWII rite now OMG I WANT SOOO BAD!!!!

Moti writes:(new) 22.01.2007, 05:15 GMT+1

I know but I don't feel like mapping it right now... I've actually never made a single map. I always created megawads (which were all crappy). I'm taking this as a sideproject then I'm dedicating my free time for TW2.

Craigs writes:(new) 31.01.2007, 15:16 GMT+1

Right now it looks rather boxy...
Heck, even the nukeage looks boxy.

Moti writes:(new) 31.01.2007, 23:37 GMT+1

Yeah, the first part is boxy. But wait until next month when it will be finished. Heh, box that. :P

Devi writes:(new) 01.02.2007, 11:52 GMT+1

Hey Motji, can i help betatesting again, someday? :P

Moti writes:(new) 01.02.2007, 12:58 GMT+1

sure. :P

Nuke em writes:(new) 02.02.2007, 21:14 GMT+1

Uhh, What's wrong with boxy **cough half my maps cough**?? Boxy is cool, and most modern architecture is either complex boxy or simple curvy!

Rustyphantomsniper writes:(new) 03.02.2007, 07:59 GMT+1

Let him do it the way he wants it!! (If that's what he wants)

Nuke em writes:(new) 03.02.2007, 09:07 GMT+1

Um, I was kind of making a joke. Don't take everything so seriously, gosh!

Rustyphantomsniper writes:(new) 03.02.2007, 13:50 GMT+1
edited 03.02.2007, 13:53 GMT+1

Oh sorry :(

I just don't want everyone start bugging him about it being to boxy.
That's what happened to Carnevil. If you guys are wondering what happened to him go to
http://www.skulltag.com/news/

Carnevil is the creator of the Legendary Skulltag source port, Just in case you guys didn't know...

Ixnatifual writes:(new) 03.02.2007, 14:33 GMT+1

My maps are also too boxy. I'm trying to improve. It's easier to work with when it's boxy - but we must resist! :)

Dutch Devil writes:(new) 03.02.2007, 15:05 GMT+1

Looks allright vairy your textures more too much green imo, shot1 shows alot of symetry try removing the computer panel on one side and make something else instead like an window that overlooks an outside area.

The nukage shots2/3 couldn't use some detail maybe make the slimefall textures translucent and make some ledges behind them that would look cool I think.

Nuke em writes:(new) 03.02.2007, 15:17 GMT+1

Ixnatifual said:

It's easier to work with when it's boxy - but we must resist! :)


Agreed, I find myself constantly returning to the "undo" shortcut keys when I try to make curve structures.

Moti writes:(new) 04.02.2007, 13:31 GMT+1

Thanks for the comments everyone and the tips DD!
I will do what you told me about the computer panels, but I won't put away the translucent falls cause they look 1337. :P

I appreciate any help in any way. Thanks.

Nuke em writes:(new) 04.02.2007, 14:18 GMT+1

Those falls are translucent, aren't they? You put multiple levels of falls behind them to give it a sense of depth, didn't you? (Can't really tell from screenies...)

Moti writes:(new) 04.02.2007, 23:42 GMT+1

yes I did.
I put a square-shaped impassible SFALL and around it a different shape translucent SFALLs.

It looks cool on the wad o.o

Nuke em writes:(new) 05.02.2007, 20:13 GMT+1
edited 05.02.2007, 20:14 GMT+1

Ahhh, so more like this:
../\
./..\
/|--|\
\|--|/
.\../
..\/


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