Author Topic: Release 6 Feedback Thread  (Read 2384 times)

Offline Boingo the Clown

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Re: Release 6 Feedback Thread
« Reply #15 on: May 06, 2014, 11:31:54 AM »
The thicker black outlines on the fruit bowls are due to the fact they are "new" sprites.

A while back I came across a bunch of graphics that were larger versions of the original sprites.  The detailing on the sprites and their colouration strongly suggested to me that the graphics were either the original ones Chuck made or rescaled from them.  I emailed Chuck and asked him about them.  He was unable to confirm if they were the graphics he made (after all, it has been 18 years), but he did confirm thay he originally made the sprites at a much larger size, then scaled them down.  Despite not getting the confirmation I was hoping for, I am still convinced the graphics are genuine.

The fruit bowl in R6 is actually one of the graphics.  I put it in as an experiment.  The graphic does have the heavy outline, and I did not remove it before I put it in.

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Re: Release 6 Feedback Thread
« Reply #15 on: May 06, 2014, 11:31:54 AM »

Offline Awesomedude249

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Re: Release 6 Feedback Thread
« Reply #16 on: May 06, 2014, 10:10:52 PM »
Boingo, can i make an E1M6, 7, or 8?
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Offline noob1234

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Re: Release 6 Feedback Thread
« Reply #17 on: May 08, 2014, 02:47:02 AM »
-I think there's another topic for maps...
-You should probably get more practice mapping first. No offense, just that you're a new mapper. (You still know more than me though. xD)


Offline Awesomedude249

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Re: Release 6 Feedback Thread
« Reply #18 on: May 08, 2014, 12:08:42 PM »
 >:( I have actually practiced mapping and at least I'm not someone who says "I make good maps and they p good lol" When i don't actually do mapping. but i say my maps are good when i actually map and when I actually make good maps. I have learned some stuff, though. like 3D floors, Dynamic lights, reflective floors, and so on.
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Offline ChexMaster2109

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Re: Release 6 Feedback Thread
« Reply #19 on: May 08, 2014, 08:47:57 PM »
Knowing how to use special features and knowing how to use special features correctly are two different things. Trust me; I learned that the hard way. Took me forever to get good at mapping, and i'm still not the best. The first thing a mapper needs to learn is humility. It also took me a long time to learn that :P

I'd suggest making your own fully fledged mod project first, in order to get more experience (even MORE experience, even if you think you already have a decent amount :P)
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Offline Awesomedude249

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Re: Release 6 Feedback Thread
« Reply #20 on: May 08, 2014, 09:58:04 PM »
Well, I've been working on A New Quest, If that counts.
« Last Edit: May 08, 2014, 09:59:37 PM by Awesomedude249 »
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Offline 75

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Re: Release 6 Feedback Thread
« Reply #21 on: May 08, 2014, 11:54:14 PM »
I suggest completing an entire episode first, with proper monster placement (i.e., take out ALL the levels where it's just two little rooms then an exit switch if you haven't already)

If you have trouble with coop it might help to make some competitive maps (DM/Duel), I think making DM and duel maps were a good thing to do before getting deep into single player.

You should try to make single player maps first though, just to be sure you won't make maps that will have HOMs or break, if they're not great don't worry about it, it takes a long time to get good at it. Just keep making maps and remember what you did right and wrong from your last one and apply it.

Delete weak links in your pack as you find problems and replace them with better ones (the pickier and more observant you are, the better).  Experiment, make mistakes, separate the good from the bad, keep the good and learn from the bad, and  eventually you'll have something great.
« Last Edit: May 08, 2014, 11:58:16 PM by 75 »
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Offline Awesomedude249

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Re: Release 6 Feedback Thread
« Reply #22 on: May 12, 2014, 11:36:03 PM »
..Like what boingo did...Probably.
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