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TraderEddy
Mini-Member


Posts: 67
Registered: 05-10


Well, I just finished my first maps for ZDoom, and I was wondering if I could get some people to test them, and maybe improve 'em seeing as there are some problems I can't seem to fix. You will get credit for your work.

MAP01 - Gateway
http://www.4shared.com/file/kVMbp52p/MAP01.html

MAP02 - Atrium
http://www.4shared.com/file/_eGZGBd0/MAP02.html

Thanks,
~Signed
TraderEddy

P.S. Even if you don't want to help in cleaning up feel free to download and test it out yourselves, and give me some feedback. I know the levels are a bit linear but I believe they should still be fun.

DOOM 2 and ZDOOM required to play... I think...

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Old Post 05-02-10 00:36 #
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GreyGhost
a ghost... only grey


Posts: 5703
Registered: 01-08


My first impressions from a quick walk through -
  • Too many GSTONE doors (few players enjoy wall-humping their way through a map)
  • GSTONE walls, floors and ceilings make for an alignment nightmare
  • Map01 feel a bit cramped
  • There's lots of texture aligning to be done

Taking a look at Map01 in DB2 - there's unclosed sectors in the Blue Key room (Red, Blue & Yellow door markers), Yellow and Red Key room (door tracks). FLOOR7_2 is a worthy substitute for GSTONE on floors & ceilings. Merged more than a dozen redundant sectors and currently about 1/3 of the walls re-aligned.

Map02 has more unclosed sectors and double-sided linedefs backing onto the void.

Old Post 05-02-10 14:35 #
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MajorRawne
Member


Posts: 447
Registered: 04-10


Map 1 Positives:
+ Fast gameplay.
+ Lots of weaker monsters to blast.
+ Nice hellish theme.
A good attempt for a first map, a bit short but understandably so. The majority of my critique will be in the "negative" category for this map to help you in your future wads.

Map 1 Negatives:
- Door textures desperately needed - use wooden door textures if possible. Also, some of the existing doors have a face texture on one side but are blank on the other.
- Handgunners stuck together in their niches beside the exit door.
- There's no need to fight two of the Hell Knights, since there is nothing in their rooms to reward the player and there is no need for them to become involved in the game.
- Monsters and room placement are identical so you go through the same rooms and same monsters over and over again. Consider mixing up the architecture and your monster placement, otherwise if this map was longer it might be repetitive.

Map 2 Positives:
+ Architecture was pretty interesting in the Pain Elemental room.
+ Much more exciting than the first map with better variety of monsters.
+ Much tougher to beat than map 01 (in a good way).
+ Decent and consistent "hellish" theme with lots of gory decoration.

Map 2 Negatives:
- Door into the Imp room lowers almost immediately after opening. Never seen that before, so I don't know what causes it.
- Door textures are incredibly important - in this map you need to go around hitting blank walls with no indication there is anything there, which is not a player's first instinct when progressing normally through a level. Even when looking for secrets there should be some clue where to go.
- Again, symmetrical deployment of monsters, and areas that match one another exactly. More variety is needed in these respects.
- The room with the key doors was confusing, with a whole room that raises up and down in sections - not sure what the point of that was other than to get the player killed.

Last edited by MajorRawne on 05-02-10 at 15:12

Old Post 05-02-10 15:01 #
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TraderEddy
Mini-Member


Posts: 67
Registered: 05-10


haha, well I hoped you enjoyed it.

I enjoy the symmetry of the levels, I build the map to make it logically like a house or castle so that things can flow easily and feel natural. I am still kinda of new to the whole DOOM concept and still figuring things out. Not bad for a kid who is almost the same age as the game.

MAP01:
-That was my first attempt at doors, so I was still getting the hang of it, so I allowed fast and fun game play that is more or less short and easy for the first level, so that every level after becomes more complex and difficult. I'll fix up the door issues for the other levels, but for the first I'll leave it as is.
-The hand gunners are really just for decoration, so I don't know if you want them shooting at you. I recognized that but I made an intentional effort not to change that. I'll make sure that monster won't be decorations in future levels then.
-For the Hell Knights it was supposed to be a shock to the player, so they assume pressing the button something good happens but instead you get stealth Hell Knights, so it was there for scare effect, should I add a reward inside, or just get rid of those sectors.
-As you said for your self because it is a short map that it doesn't matter, but I built it kind of like a castle so that it would be ergonomical to be symmetrical. I do wish to avoid repetition though.

MAP02:
A note for both levels that the amount and the type of monsters change whether you play on easy, medium and hard, as well as the amount of power-ups there are. So I can tell you played both levels on hard.
-As such the Pain Elementals should of added a lot of difficulty in the level to make sure someone playing on hard would feel it.
-The door lowering fast is done simply. I used a custom tag or door script so that after 1 second it would lower. This would allow non-guerrilla style players to use the door as cover from the fireballs, and making it a defensive purpose. As for someone, like you, play on hard, I can understand how it could be annoying.
-The door textures I was thinking about but Doom Builder 2, was causing a lot of problems for me including aligning doors. In editor it would look 100% aligned but in game it looked terrible. Any suggestions?
-Will work on non-symmetrical stuff later I guess.
-The one that has non-similar footing came to me while trying to sleep, I figured it would be fun to have invisible enemies in that kind of room so it would keep you on your toes, and the un-alignment makes it possible for an enemy to avoid a bullet, but because they are invisible you wouldn't notice. Again, the room was made hard for players using hard. On medium the Pain Elementals were replaced with Stealth Shotgunners, and on easy they were replaced with Hand Gunners if not completely removed. I mean I have died there a number times playing it on medium but I enjoyed the challange of my own map, but I don't know if other plays would feel the same. I completed both maps on medium and therefore beating it on Easy were both possible. Due to not having expert skills I couldn't try it on Hard. So hopefully you won the second map, if not I'll make it easier.

Finally, I will take some of your advice to improve on later levels. For Level One I did notice the cramp and have been trying to make my levels with more space. So the "void" can be taken off by removing the double sides?

Thanks for your time and energy,
~Signed
TraderEddy

Old Post 05-02-10 17:04 #
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