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Alfonzo

Doom 2 The Way id Did [Final Beta Released!]

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Pavera said:

I've uploaded my MAP05 candidate The Boiler, done in the style of American McGee to the best of my ability. Hopefully it isn't too terrible of a map, though my maps do tend to be terrible!!

Follow the link for screen shots!

I thought the MAP04 music was more fitting for the map. Nice little ditty. Candidacy seems a reasonable enough expectation.

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I liked your map pav. I was a little disappointed that the exit door was key-locked, but was almost expecting this. Seems like a good map; I wonder what other people thought of it. Maybe introduction of the revenants a bit early? I thought 4 or whatever it was was a bit much after getting the first key. I liked the placement of the yellow key.

EDIT: Xaser: kerokuapp not responding. edit: nevermind

EDIT: Pavera: Your exit is actually very consistent with how Map02 exits, so hats off to you there. so I rest mah case.

EDIT: Dead End is sick!! Now that's my kind of Doom 2 mapping (and mapping in general). Fresher than a baby's powdered bottom. Really brilliant map. (Okay, now i'ma try to finish the map). Also, given the level of quality lately, I sure won't be surprised if my map falls off into the abyss (although this is fine motivation to work on my map! [and start a new one?])

EDIT: I guess I should try to articulate what I liked about the map.

  • The vine staircase was just brilliant. Very moody and unnerving.
  • The little asides going up the staircase.
  • The steps taken to unlock going outside. Just when I was thinking "what is the point to all this area and climbing these stairs that hold a secret? Finally, the metal bars are dropped and I see a great expanse of the city. Just brilliant. This was probably even better than what made doom2's best Map15 one of the best in the game.
  • The red pulsing room with the weird fleshy things going on in it was also very moody and put me on edge.
  • The nooks in the beginning of the map were very well done (and the backward of the start position as well).
All this creativeness all while adhering to so many themes that were in the original; like big skyscapes, big jumps, strange/mysterious rooms and stairs (Dead End harkens to map13 and map15 without an iota of homage or this is a remake of those maps.

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esselfortium said:

American McGee's maps in Doom2 E1 pretty much always used key-locked exit doors.

Curse him! Curse all you and your damned locked exit doors!

*Hellbent storms off in a huff of madness.

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I'm digging the new maps, I've left feedback for most of them on their pages. Xaser, Wraith, you're next on my list ;)

I'll join the mapping again as soon as my schedule frees up a bit.

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Greetings! This post is a shoulder tapping exercise designed to unceremoniously rile you into action.

It looks as though we are fast approaching a critical mass of maps that satisfy the project's aim of creating a Doom II Doppelganger. A ragtag ensemble of map compiling fetishists have begun the process of scrupulously assembling what could be the mapset's ultimate iteration, selecting maps that are either unanimously agreed upon as top brass or derived from my supremely biased wealth of personal favourites (just joking! They’re their favourites as well).

If you have any maps you're still looking to forge or need to finish up then now is the time to get busy! Although we are beginning to arrange maps as though they are "final", the quality and authenticity of a map still takes the utmost precedence, and so any and all numbers can be trumped if they’re superseded by another.

There is no current deadline, but we hope that the lack of one will succeed in lighting a fire under the backside of this enterprise and send it sprinting to the finish line in a blaze of style and substance. I’d guestimate around 2 months, comme d'habitudes.

Get pronto, Tonto!

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I like it when a map comes together.

Map19: Bedlam is a sandybox creation loosely based on the idea of a city collapsing into the maw of Hell; the exposed walls of earth crushing the streets and forging a crucible of combat. It's a largely undergroud affair featuring large blocky buildings, damaging floors, and isolated concepts.

There Will Be Mancubi.

>> Download <<

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st.alfonzo said:

I like it when a map comes together.

Map19: Bedlam is a sandybox creation loosely based on the idea of a city collapsing into the maw of Hell; the exposed walls of earth crushing the streets and forging a crucible of combat. It's a largely undergroud affair featuring large blocky buildings, damaging floors, and isolated concepts.

There Will Be Mancubi.

>> Download <<


Mancubi = Guaranteed Fun :D

Btw, is "Bedlam" a reference towards "Mental Ward"?

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New submission incoming...


MAP01: Dropzone.



A fun little map to potentially open D2TWiD. It's still a WIP progress but it's at the stage where there's enough there to comment on but is not so finished that I begrudge making changes. Feedback will be gratefully received.

[[DOWNLOAD]]

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purist said:

New submission incoming...


MAP01: Dropzone.



A fun little map to potentially open D2TWiD. It's still a WIP progress but it's at the stage where there's enough there to comment on but is not so finished that I begrudge making changes. Feedback will be gratefully received.

[[DOWNLOAD]]


Good level! Not like I'm a specialist in the matter, but it did feel more Romero than Sandy, though. Looking at the automap only reinforced that feeling. I won't comment on the secrets since I haven't found any.

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Having a real block for ideas on The Docks, so I'm throwing my hat into the Map01 ring. This one's an experiment in Petersen minimalism.

----

You arrive back on earth to find the entire base possessed! It looks like the Demons are staging an attack from the base's command bunker on the other side!

Go disrupt the Assembly Zone!


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Greetings, I've been working on another map and I could do with some feedback to help me finish it off. Here's the site link:

Hi!

It's called the Quarantine and it's a freewheeling, caterwauling Petersen effort. It's ugly but is it Sandy ugly or just ugly ugly? Thoughts please!

Also, I'd appreciate some more feedback on my MAP01 effort if anyone has a few minutes to spare.

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Docks update is in progress, but slow going due to real life (should have more time next weekend). I've been working on interesting, but less homagey Shawn Green layouts, do these screens look on the mark?




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purist said:
It's called the Quarantine and it's a freewheeling, caterwauling Petersen effort. It's ugly but is it Sandy ugly or just ugly ugly? Thoughts please!

Also, I'd appreciate some more feedback on my MAP01 effort if anyone has a few minutes to spare. [/B]


Added first impression comments on the site; I'll be back with more later.

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Time, gentlemen!

The D2TWiD maplist is (almost) fully compiled, and being as close as we are to completion we think it best to release the list so that those still interested in making maps for the project can cater their creations specifically for the missing slots. Having contributors continue to create "any old map" with the hope that it might make the cut is really rather unfair at this stage, as others such as myself who would be aware of the current roster would be able to bypass uncertainty.

If you're nearing completion on a map that doesn't look like it could work itself into 08, 27 or 29, keep in mind that slots can still be trumped for quality and that, this being Doom 2, it's not unusual for maps to feature in thematic blocks you wouldn't think them fit for. We also have several professional butchers on standby, ready to hack your precious map to bits and stitch them together into an abominable masterpiece.*

BOLD = "Completed," pending inevitable tweaks. Maps that aren't emboldened are penned in for inclusion on the grounds of what's been seen so far. Map06 and 12, for example, are simply missing monsters.

map01 Unnamed - Rottking (Petersen)
map02 The Compound - Tarnsman (Mcgee)
map03 Water Main - Esselfortium (Mcgee)
map04 The Terminal - Alfonzo (Mcgee)
map05 The Boiler - Pavera (Mcgee)
map06 The Gorge - Esselfortium (Romero)
map07 Unnamed - Tarnsman (Petersen)

map08 ???
map09 The Gambit - Tarnsman (Petersen)
map10 Reservoirs - Tarnsman (Petersen)
map11 The Garrison - Pavera (Romero)

map12 The Shipyard - Esselfortium (Petersen)
map13 The Docks - Zodiac (Green)
map14 Flooded Library - Jimmy (Mcgee)
map15 The Causeway - Tarnsman (Petersen)
map16 Cul-de-sac - Pavera (Petersen)
map17 The Precinct - Tarnsman (Romero)
map18 The Sanctuary - RottKing (Petersen)
map19 Bedlam - Alfonzo (Petersen)
map20 Leap of Faith - Esselfortium (Romero)

map21 Passage to Exile - Megalyth (Petersen)
map22 Borderlands - Tarnsman (Romero)
map23 The Crucible - Tarnsman (Mcgee)
map24 Crushed Spirits - Marcaek (Petersen)
map25 Dead Sea - Esselfortium (Petersen)
map26 Damned Strait! - Tarnsman (Romero)
map27 ???
map28 Abyss - Xaser (Petersen)
map29 ???
map30 Hell on Earth - Alfonzo (Petersen)

map31 Vorticon - Xaser (Petersen)
map32 Well of Wishes - Xaser (Petersen)

*This may or may not be a joke.

@Purist: I'll take a look at this one later and offer some feedback. I did actually glance into a short while ago, but not nearly deep enough to formulate a reliable opinion.

EDIT: I'll also take another look at your map01 effort which I actually quite enjoyed, but which was (and is) up against some stiff competition.

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st.alfonzo said:

@Purist: I'll take a look at this one later and offer some feedback. I did actually glance into a short while ago, but not nearly deep enough to formulate a reliable opinion.

EDIT: I'll also take another look at your map01 effort which I actually quite enjoyed, but which was (and is) up against some stiff competition.


Thanks alfonzo.

The Quarantine could easily fit into MAP08. I'm not as pleased with it as my other submissions and is quite rough right now but if you give me your thoughts I will account for them in the update that I am already part way through (the whole arachnotron area has been replaced on my HD version) - provided there remains a realistic chance of it being included.

I've also done a bit more work on Dropzone but it's essentially the same map. If it's not a non-starter I'll include skill/DM flags and alter any problem areas.

Finally, I've re-started The Rapture, which was meant to be a MAP20/21 crossover to Hell map but could possibly be reworked for the MAP27 slot. This is not definite though as there's quite a bit of work to do before it's even first draft material.

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Quartine:

Purist played it. Mixed Bag.

Pros:
The blue key area is really cool and I like that is keeps the dynamic action simple and not too complex.

I like the shape and inter connectivity of the map and use of 3d without it feeling too modern and totally connected.

I like the disconnect in the final area. I just think it needs to be darker and I'd like to see GRAY only used there and nowhere else in the map.

I like the optional areas.

Cons:
The high-tier monster usage feels way too spammy especially for an E1 map, monsters feel added just to fill space.

The mass STARTAN is ugly in a non-sandy way and should be left to one or two rooms. I'd suggest replacing it with some BROWN variant or something else of simple style. Maybe a few ASHWALL hallways.

Too much texture mixing going on in areas.

Too much architectural complexity in areas, like the outdoor area, which I like conceptually, but for example: the ceiling extensions heading towards the pillars, those should probably just be flush with the existing ceiling and not higher.

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Thanks for taking a look Tarnsman. Some of your comments ring true and I'm particularly pleased you dislike the startan as it bothers me too but whenever I thought of prettying it up it felt like I was wussing out.

I'll wait to see if st.alfonzo has any further comments and then get a third version uploaded.

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purist said:

Thanks for taking a look Tarnsman. Some of your comments ring true and I'm particularly pleased you dislike the startan as it bothers me too but whenever I thought of prettying it up it felt like I was wussing out.

I'll wait to see if st.alfonzo has any further comments and then get a third version uploaded.


Come on, guys. STARTAN are great textures. Their only problem is that they're very Doom 1-ish. STARBR2 is the one that's ugly.

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Here's a critical analysis of Purist's Quarantine map in the medium of stream!

http://www.twitch.tv/st_alfonzo/c/2144444

My overall impression of the map is generally positive. I think the gameplay feels enjoyably scattershot much of the time in the same way that Refuelling Base does, and there are certain areas that stand out well in the mind and should be emphasised a little more, I think: The outdoor area, the exit ickwall area and the cement area with the crescent platform in particular. Some more dynamic lighting could help accent some areas a little more, as well! I also thought the texture selection was okay for the most part, save for the star* abuse, heh.

On the negative side, much of the geometry in the map feels uninspired in its shapelessness, which leads me to point out another criticism in the map's general lack of really memorable gameplay encounters around which the geometry could be made. These are probably my biggest beefs, however, and with them solved I can't really find much other reason to fault the map.

Also, apologies for the distortion at the top of the stream. I usually remember to fix it before streaming but forgot in this instance.

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Purist: If it hasn't been mentioned already, there's quite a bit of "autoalign abuse" which means that you have a lot of textures perfectly aligned where they don't need to be. If you aren't doing it then your DB2 might be on it's own, a way to deal with this is to select every sidedef with the offending textures via the search feature(and ctrl+1 or 2 for 1 or 2-sided lines) and reset the coordinates using the line editing box.

Also get an IRC client and join #doomtwid on irc.oftc.net for realtime feedback, it's fairly active.

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I can't help being incredibly excited for MAP31 and MAP32. Of course they wouldn't be available on the D2TWiD site for download, would they be. :P

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st.alfonzo said:

Here's a critical analysis of Purist's Quarantine map in the medium of stream!

http://www.twitch.tv/st_alfonzo/c/2144444

My overall impression of the map is generally positive. I think the gameplay feels enjoyably scattershot much of the time in the same way that Refuelling Base does, and there are certain areas that stand out well in the mind and should be emphasised a little more, I think: The outdoor area, the exit ickwall area and the cement area with the crescent platform in particular. Some more dynamic lighting could help accent some areas a little more, as well! I also thought the texture selection was okay for the most part, save for the star* abuse, heh.

On the negative side, much of the geometry in the map feels uninspired in its shapelessness, which leads me to point out another criticism in the map's general lack of really memorable gameplay encounters around which the geometry could be made. These are probably my biggest beefs, however, and with them solved I can't really find much other reason to fault the map.

Also, apologies for the distortion at the top of the stream. I usually remember to fix it before streaming but forgot in this instance.


That's a great way of providing feedback, thanks it was really useful.

That said, I watched the conference vid and when a few of you guys get together it's a like a bunch of kids playing football with a hedgehog - quite brutal comments sometimes, good thing I have a tough hide!

Marcaek said:

Purist: If it hasn't been mentioned already, there's quite a bit of "autoalign abuse" which means that you have a lot of textures perfectly aligned where they don't need to be. If you aren't doing it then your DB2 might be on it's own, a way to deal with this is to select every sidedef with the offending textures via the search feature(and ctrl+1 or 2 for 1 or 2-sided lines) and reset the coordinates using the line editing box.

Also get an IRC client and join #doomtwid on irc.oftc.net for realtime feedback, it's fairly active.


I started using DB2 and it auto auto-aligns - can you turn that off? Anycase, I might leave the MAP09 slot to Alfonzo/Xaser. I'm a bit late to the IRC party - I wondered where all the feedback and discussion was at all this time.

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purist said:

I started using DB2 and it auto auto-aligns - can you turn that off? Anycase, I might leave the MAP09 slot to Alfonzo/Xaser. I'm a bit late to the IRC party - I wondered where all the feedback and discussion was at all this time.


If you go into Preferences>Editing you can change what DB does when splitting linedefs at least, which makes it more managable

RE IRC: It was mentioned a while back but not recently. Anyone's still welcome if they think they can contribute a map to the few remaining slots, and it's never too late to brush up on the finer aspects of iD-style mapping.

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Hey there, Gifty! Myself and Tarnsman set aside some time to give your maps a playthrough and offer up our opinions. Because we're just about wrapped up with the maplist it's unlikely things will shift around (unless, of course, something outstanding manages to slide in at the last moment to replace an existing map), but there could be room for map22 to wiggle its way into an earlier or later slot, depending.

If nothing else, I think the maps were both fun to play through (save for during the ammo sparsity of Condemned's onset) regardless of how McGee they felt or looked. We both agreed that they're much better maps than your first map05 attempt!

http://www.twitch.tv/st_alfonzo/c/2153297

Enjoy!

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