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Khorus
Strife!


Posts: 1115
Registered: 04-05


Well, the map feels even more closed off now with the glass panel and the higher monster count. You're better off detaching yourself from this project and starting another one so you can reflect on it.

Old Post 07-17-09 20:42 #
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Jodwin
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Posts: 2556
Registered: 02-05


It's worse now, IMHO. :(

There's hardly enough ammo (I finished with four shells on UV), and you left the more interesting fights out (the hell knight by the blue key, the cacos and the arch-vile). Instead you put way too many demons (I mean, too many for this kind of a map with the weapons provided), way too many lost souls and that one room full of zombies was meh. Also, right now the red key room was practically pointless.

Old Post 07-17-09 20:51 #
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ArmouredBlood
Senior Member


Posts: 1674
Registered: 05-09


Uh yea. I'd say scrap this version and rework from the original. except this time start by making every room TWO TIMES the area. From there you can cut bits to fit right and maybe add a little detail. I wouldn't do anything with the things themselves except make them accessible then post your wad again.

Old Post 07-17-09 20:54 #
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Nixot
Nowits


Posts: 243
Registered: 06-09


OK, I understand your problems with the map, but I must say, I would like to work on a new project this time. I'm going to start big, so there will be enough room to add changes.

I will, however, remember all that you have said, and will take it all into consideration when designing my next map.

Thanks for your support, it will be helpful for me in my next project.

Old Post 07-17-09 21:05 #
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Super Jamie
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Posts: 2664
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As an exercise in helping Nixot improve, how about we submit one or two improved versions of his initial design? Just an idea.

Edit: Ok, I sat down and made one.
http://www.megaupload.com/?d=87ETHWSC

I used a couple of ideas from your revision, I loved the three chaingunners in the blue room. I liked how because of the teleporting Demons, the Lost Souls started coming out of their passage early, so I have replicated this. I think usage of non-deaf monsters like this is great, it makes things happen in areas the player can't see or hasn't seen yet, and make a map seem alot more "alive" than just a bunch of traps and positioned Things.

I've added some basic detailing in your shotgun room. Now there's a little trap if the player jumps in the window too. I changed the secret there to a chainsaw, which is more suited to Demons. I didn't actually realise there were secrets in the map, I assumed the discoloration from misaligned textures was just a noob mistake.

I've spread the next Demons out, so two make the player move, then he goes to get the box of shells and two ambush him. But. He still has enough ammo from the previous shotgun shells, if he choses to edge around the corner conservatively. So no more pistol action, and the chainsaw would make this really fun!

I loved your three chaingunners, so I've put them in this, with a Demon to distract both them and you, which can be a blessing or a curse. There's a little bit of health to recover in there, and the armor in the pit was a good move.

The Hell Knights, I'm actually having more fun going BACK into the previous Demon area to dodge, as there's ample room without being too tight. If you want to know good dodging dimensions without making a warehouse, this is them for this situation.

I've also made the secret in the Baron room flicker, and changed the Invuln to a Megasphere. That probably makes the map too easy really. Maybe Blue Armor would have been a better choice.

You can see I've changed the next switch door, and stopped the player jumping up onto the slime. This allows for the previous Lost Soul / Sarge behavior I was talking about.

Also about this area, your roofs are very high and one misses alot of your cool scrolling detailing in a non-vertical-look port.

I made your slime puddles non-damaging, as it makes the Hell Knight dodging not very fun. I liked your revision idea of the health on a far platform here, so I've done that. Getting the goodies now lets the cacos loose (which is a bit of a "der I wonder if this is a trap or not" but anyway), and swapped the SSG and the key, and put the SSG on a platform with a switch so the player doesn't retreat and end up fighting a Hell Knight, 2 cacodemons AND an Archvile, which is a bit too much of shitstorm for the area.

Fighting the Archvile is both skill and luck in such a tight area. Instinctively you back away from him, but the best thing is actually to go toe-to-toe and wait until his attack starts then dodge around a corner. Repeat. If he runs into one of the rooms if you, try and break his attach with pain chance from the SSG, but if you can't get away quick enough then you can maybe last one hit, definitely not two.

The last Baron battle is again an exercise in finding the right area to dodge. If the player opens the Blue door then backs towards the exit, this is too small (though do-able). If the player goes back out to that first Demon area it gets alot easier.

You can see I've put the keys and first shotgun on platforms, to fill out the rooms and make the areas seem a bit more plausible than just items left in a corner on the floor.

Oh, and that custom texture doesn't work in PrBoom.

I did all this on UV, sorry if I've fucked up the other difficulties. I'm not really one to want to balance a map 3 times.

Last edited by Super Jamie on 07-18-09 at 03:12

Old Post 07-18-09 01:02 #
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Khorus
Strife!


Posts: 1115
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Well the gameplay was slightly improved with that revision but it's still got the same fundamental problems. Nixot is better off getting into a new map and taking what he has learnt into that imo.

Old Post 07-18-09 05:03 #
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Nixot
Nowits


Posts: 243
Registered: 06-09


Playing that revision was AWESOME. I didn't know what was coming next, and the grabbing of the SSG revealing the arch vile was what really got me.

I loved the detail you added to the shotgun and key rooms. It's so simple yet extremely effective.

Not allowing the player to get up was a good idea to make everything else work, yet the lost souls didn't swarm out like they should.

My favourite part had to be when I collected the health and stuff and the doors opened and cacodemons came out. I didn't expect that - I thought that would be the SSG area.

Overall, an excellent version of my level. WAY better than the original try! Thanks for doing that! :D

Also, I played in UV and died once. :P

Old Post 07-18-09 13:41 #
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Super Jamie
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Cool, glad you liked it!

That's only one way of improving the level, it's by no means perfect, and like Khorus said still suffers from small dodging areas which the player instinctively finds himself in, I just found a way to get around it. The whole idea is that the player shouldn't be punished for not moving fast enough out of a trap situation, but I think you get that now.

The Sergeants probably got in the way of the Lost Souls, the monster placement there for the swarming idea isn't perfect but it works sometimes. Maybe it just works better in PrBoom, I didn't try in ZDoom at all.

My wall and room detailing is still fairly primitive, but it beats plain brown. If you want some really good examples, check Agent Spork's maps. The differences between Simplicity and Ultimate Simplicity might give you ideas too. The first one was by no means shabby, the second one is amazing! Most recent 4-5 star wads in /Ports/ are probably worth studying.

Totally unrelated to design, consider releasing your maps with "author MAY use as a base... with credit". After all, it's only through John Carmack's own philanthropy that we can even make Doom maps in the first place. If you're worried about stealing, that gets picked up pretty fast these days. And now you know how good it feels to have one of your ideas executed in a new way by someone else :)

Old Post 07-18-09 14:37 #
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Nixot
Nowits


Posts: 243
Registered: 06-09


That was why I didn't select "Authors MAY use...", because I was worried about stealing, and not giving me credit. But, I do suppose, it will allow people to fix my level.

In other news, I'm making a better map now, focusing on making rooms first. I've added lotso rooms to make it as unlinear as possible!

Old Post 07-18-09 17:42 #
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Jodwin
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Nixot said:
That was why I didn't select "Authors MAY use...", because I was worried about stealing, and not giving me credit.

The kind of people who are into stealing will regardless of whether you give it your permission or not. Basically, if you decide to not give your permission, it'll only inconvenience people who do care about what you think (again, see the 1994 project). Besides, other people will often find "robbers" anyway, so it's not something to worry about.

Old Post 07-18-09 17:54 #
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