FirebrandX
Be Gentle!
Hail to the king, baby!
Posts: 72
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Post by FirebrandX on Oct 17, 2002 21:54:08 GMT -5
I've started to make full-color composite maps of the Doom 64 stages. I just completed my first one of Dark Citadel. Please download it and give me feedback on what you think: www.twingalaxies.com/firebrandx/images/d6413.zipBe sure to zoom in to 100% scale to see all the detail. If you like how it looks, I'd be happy to donate my time to do maps for all the stages in Doom 64. I think they would make a great addition to the map archives on this site. Let me know what you think. Thanks!
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FirebrandX
Be Gentle!
Hail to the king, baby!
Posts: 72
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Post by FirebrandX on Oct 17, 2002 21:58:19 GMT -5
Almost forgot:
My maps are based on the "Watch Me Die!" setting. This is important to me for the Twin Galaxies settings required to submit records for the game.
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Post by elbryan42 on Oct 18, 2002 23:42:30 GMT -5
Great! ;D
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cybdmn
Bring It On!
Posts: 112
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Post by cybdmn on Oct 19, 2002 1:36:33 GMT -5
Can't wait to see them complete. Great Job.
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FirebrandX
Be Gentle!
Hail to the king, baby!
Posts: 72
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Post by FirebrandX on Oct 19, 2002 18:26:07 GMT -5
I've just finished Staging Area. Here's the link: www.twingalaxies.com/firebrandx/images/d6401.zipDark Citadel has been reloaded with better gif color usage to shorten the file length: www.twingalaxies.com/firebrandx/images/d6413.zipI will eventually add item and key tags as well as deleting non-item blue triangles. I'm going to do each map in order from stage 1 on. I should get one done every couple of days. Would you guys be interested in adding them to Doom Depot's map collection?
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Post by elbryan42 on Oct 19, 2002 22:42:25 GMT -5
Damn right!
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FirebrandX
Be Gentle!
Hail to the king, baby!
Posts: 72
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Post by FirebrandX on Oct 20, 2002 11:25:14 GMT -5
Cool!
I'm currently replacing the blue item-triangles with actual screen captures of the items themselves. I then paste them onto the map like a cookie-cutter. It looks great and I can't wait until I finish capturing all the items and weapons!
I found a way to capture the sprites with anti-aliasing turned off. This lets me get pixel-exact duplicates without the blurring effect.
I be sure to update the maps as soon as I finish capturing and pasting the items/weapons.
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FirebrandX
Be Gentle!
Hail to the king, baby!
Posts: 72
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Post by FirebrandX on Oct 22, 2002 18:58:44 GMT -5
I just finished the new item-paste job for Staging Area. Download the updated map and let me know if you like the new look. I made sure to highlight the items in green so they will stand out better. As always, make sure to zoom in to 100% scale when viewing the map. Thanks!
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Post by elbryan42 on Oct 23, 2002 3:20:09 GMT -5
Looking great!
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Post by Melfice Darkmage on Oct 23, 2002 21:38:19 GMT -5
Dude, these are exactly what we've been needing!!!
Well, if you'll excuse me, I think I'm off to work on Dark Citadel. Dude, you rule! You should be part of the TC Team! Now I have D64 maps to put on the back of my custom DoomDepot/D64TC shirts I made! (one has the mother demon emblem on the front, and that Doom64 TC: CONFIDENTAL logo on the back, another one has all the monsters with a description, on front and back, long sleeves, with a horrid metal face texture going down the left sleeve, and the 3rd one has nothing yet, cause I haven't done it. The Doom 2 and Ultimate Doom ones I made have those one maps from your site Elby, a different one on the back of each one (the Anomaly, Hangar, Nukage Processing, etc.), and some sort of logo on the front, and a small Doom Depot logo on the left shoulder.
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FirebrandX
Be Gentle!
Hail to the king, baby!
Posts: 72
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Post by FirebrandX on Oct 23, 2002 22:16:23 GMT -5
Hey thanks!
I'm actually still doing more work on "Staging Area" based on some suggestions I received on another forum. I'll be adding in barrel images, teleporter tags, and trigger tags for event-triggered creatures.
Once I finish the final update for Staging Area, I can then move full-force onto each map afterwards. These will go by much quicker as I have already made the item images and have learned better methods for building the maps.
I'm also taking steps to make secret marks on my maps to tie them to me. I'm sure you know people can easily steal work to post as their own before a project is finished.
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Post by Melfice Darkmage on Oct 23, 2002 22:56:15 GMT -5
Yeah, that's why we're so picky on releasing any sort of resources that we're using in the TC. If we were to mark our stuff somehow, it'd take too long. Plus, a Cyberdemon would look pretty goofy with a doom depot logo on the side of it's rocket launcher and rockets. hahaha.
Do you mind if I request what the next level is you attempt to do? I'd really appreciate it if you attempted to do Unholy Temple next. I guess It'd explain why if I introduced myself first: I'm Melfice, the Speed-Demon main mapper for the TC. I've done most the hell levels so far, in the midst of doing my own project, Dark Nexus. The bigger maps are harder for me to try and estimate on, but the maps you've provided give me less of a feeling of estimation and more of a feeling of accuracy, which is what we're aiming for in making this TC. Unholy Temple is one of the only levels i haven't started on yet, or complete. It would be a great help if you could attempt to do that for me, once you have the time of course. Just post up on this thread what you can do, I'll appreciate it much. Cya later.
To quote Dennis Leary, once again, "We kill the cows to make the leather jackets, then we kill eachother for the jackets we made outta the cows."
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FirebrandX
Be Gentle!
Hail to the king, baby!
Posts: 72
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Post by FirebrandX on Oct 24, 2002 0:47:31 GMT -5
"Unholy Temple"
Your wish is my command. Unholy Temple will be next.
I've now uploaded the final map version of Staging Area with my latest updates. These updates are as follows:
Barrels: As with ammo packs, I had to resize the barrel images smaller than their actual size in order to keep them from over-powering the map image. They are placed in their exact spots they appear on the map.
Teleporter tags: I've added a green number mark to each teleporter that will tell the user where the destination will be. The destination is marked with the same sumber outlined by a green non-solid triangle. Your starting position will always be marked as #1, with other destinations being marked with higher numbers.
Monster Triggers: These monsters are placed on maps as red non-solid triangles. The item/switch/panel that triggers them will also be outlined in red to warn the user. For Staging Area, this would be the teleporter number tag located on the left of the map.
Doors: Doors that require a key card or skull key will always be outlined with the same color of the key.
That about does it. I decided not to add monster images for 2 reasons: First, not enough gif colors. I've already maxed them out with map and items. Second, this would be incredibly time-consuming and I want to keep from having to spend a week on each map. It would take way too long at that rate to finish all the maps. I may go back and add monster "mugs" over the red triangles after I have already finshed all the maps. This would be a bonus goody I would work at on a casual basis.
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FirebrandX
Be Gentle!
Hail to the king, baby!
Posts: 72
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Post by FirebrandX on Oct 24, 2002 1:52:06 GMT -5
Melfice, I've scouted the Unholy Temple level and have a few questions before I begin:
1. Do you want a bare map with just the geometry without any object or enemy triangles? I will be doing all my maps based on "Watch Me Die!", but I can remove the triangles if you don't want them.
2. Do you want me to remove deco-triangles?
3. Do you want item sprites as I've done for Staging Area? (again, these would be based on "Watch Me Die!" mode).
4. Do you want teleporter tags and other logistics like door-key color codes? (once again would be based on "Watch Me Die!" mode).
I will of course be making the map just like I did for Staging Area, but was just wondering what prefab point you wanted. If you just want the bare geometry, I can get that ready for you the quickest.
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Post by Melfice Darkmage on Oct 24, 2002 16:13:57 GMT -5
1. I want the maps just as you did the Staging Area and Dark Citadel, they're perfect!
2. You may remove deco triangles unless you can add those in as graphics too. You dont need to, it's just an extra
3. Kinda ties in with #2, yeah, it'd be appreciated greatly.
4. Ties into the rest the stuff. Hahaha. The "Watch me Die" difficulty is great, by the way. I know you can get the outline of the map to me quickest, but seeing the way the floor textures are aligned in the levels and such helps me judge how wide a room or place needs to be. Once you've edited maps for long enough, your eyes can help you do that stuff alot! Don't worry about getting it done too quickly. I mean, you can be prompt about it, that'd be cool, but I'm still mapping the Dark Citadel right now ;D.
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