Phml
Forum Staple
Posts: 2545
Registered: 06-09 |
So I tried to make map02 right away today. That was both a bad and a good idea.
Bad, because I planned too big and focused on fluff like lightning and detail at first. I soon realised there'd be no way I'd finish it today. A few hours ago, I even considered pretending this didn't happen, and finishing the map tomorrow ; but I came back to my senses. Giving up on the second day ? Cheating myself out of a learning experience ? I'm glad I made this public, because I definitely don't have the willpower to stick to something.
Good, because after that I kept mapping as fast as possible, running against the clock to make it work, forgoing detail and lightning for bare layouts and monster placement, and after 6 hours I ended up with a finished map that, while relatively ugly in the later parts, plays actually better than the one I envisioned. Of course, part of it might be bias because at this point it's 01:44 (being in Europe) and I've been staring at Doom Builder 2 for 5 hours straight, so if someone told me I could go to bed after I played a 1994 wad, I'd probably say that wad is cacoward worthy and fall asleep on my keyboard.
Anyway. Now that we've got the TMI part out of the way, here's the specifics.
It's a medium-sized indoor level, mostly in the same theme as the previous map (bricks, bricks and more bricks, oh and some blood too). There's more interconnectivity, but it's still fairly linear. The start is relatively hard (and intended as such), as with the first map if you feel it is tedious you can try a lower difficulty, keeping the same monster count with better supplies.
I only had time to test it in GZDoom. It's still limit-removing for now.
See screenshots and new download in the updated first post.
|