Hellbent
Forum Spammer

Posts: 3775
Registered: 06-00 |
Foodles said:
Heres the link to a short E2 style map I made, it plays on e2m3,
http://www.mediafire.com/?qo2f1b43a7qa4es
Very nice foodles! It definitely has echoes of E2M3 while being an original map. One of the reasons I suggested that maps be made with the idea of fitting between existing levels in a given episode is that I didn't really want remakes of existing levels, but rather levels that would conceivably fit somewhere in the episode so that it would be impossible for someone not very familiar with Doom to pick out the non-id level... one way of thinking about it is like adding another level to the original episode so that it is now 10 levels instead of a 9. So the idea was that you design the level to fit early in the episode, in the middle, or near the end; roughly speaking, rather than designing a level that replaces an existing level in the episode. I am open to reserve a caveat to this for remakes of first levels.
Some feedback/criticisms: (I realize the map isn't finished) Maybe some of the texturing/areas are a bit too uniform and could maybe be slightly more abstract. (maybe). Or perhaps some of the layout seems to be too much going from one room to another similar room (the map is a bit 'room heavy' vs. the sense that you are in a unique and changing environment and not just rooms). Lighting also could perhaps use some improvement. Improved light-type use might help give the map more mood. The level could also use some more decorations somehow.
I agree that the outside stone2 section didn't quite fit in its current form, but not sure that it needs to be scrapped altogether. Areas that I thought were especially good were where the stairs raise, the marble area where the second baron was and the connecting area via the window.
I do like the sladwall pillars at the end, but it's too obvious a remake of the pipewall pillars at the end of the original e2m3. Everyone knows there's a soul sphere in that secret and so I naturally half expected to find one in yours. So as much as this area was well implemented into your map, you might want to consider something more original here or alter your area to be less a homage to the original (the rest of the map already feels a bit homagey to the original and so this sort of, for my feeling, takes it a bit too far).
One of the reasons I suggested that maps be made with the idea of fitting between existing levels in a given episode is that I didn't really want remakes of existing levels, but rather levels that would conceivably fit somewhere in the episode so that it would be impossible for someone not very familiar with Doom to pick out the non-id level... one way of thinking about it is like adding another level to the original episode so that it is now 10 levels instead of 9. So the idea was that you design the level to fit early in the episode, in the middle, or near the end; roughly speaking, rather than designing a level that replaces an existing level in the episode. I am open to reserve a caveat to this for remakes of first levels. Obviously first levels, secret levels and final levels would have to replace the originals, rather than fitting somewhere between them in the episode.
Don't get me wrong, I think the level is very good. These are just some of my own observations on how you might be able to make the level even better. Obviously it's easier said than done: this is better than anything I could produce.
|