just played WTP (which i assume stands for water treatment plant?). some feedback, starting with more general things:
- imo it really really helps to give new maps a new sky, or anything but the default really. even on all of my single-map releases from the archives, i replaced the sky (and in fact in most cases made it myself). i do this because 1) the default doom 2 skies are pretty ugly if you ask me, and don't tile vertically and 2) the sky is a sort of visual beacon that you're going to be seeing a lot of, so you may as well make it something somewhat unique to characterize your map(s)
- new music, too, for the same reasons as the above really. perhaps you might be the type of guy that plays with your own music but a lot people still don't, and for that reason and the ones above regarding the sky, it's nice to get new music. if you're a child of the 90s you're probably familiar with some rad genesis/snes midi music which can fit pretty well depending on the game it comes from
as for the map itself...
it's cool to see that you're improving. mapping growth doesn't have to be a slow process; if you try your best to make yourself "aware" as you develop (being aware of what is working and what is not, in all aspects of your mapping) you'll progress much faster than if you mindlessly make things. of course, once you do develop to a certain quality then mindlessly doing things will output higher quality stuff, but at this point i assume you're trying more to *improve* rather than simply make more of what you're currently capable of making.
right so the map. it wasn't particularly beautiful but not bad either. in fact i'd probably say that about the map itself; not great, maybe just "okay." i think you could benefit from less tight spaces. take for example the arachnotron at the end. let's say you clear everything up to that point, ie kill all the other monsters. you open the door and there's a room roughly the size of the arachnotron itself, so if you're going to dodge any of its attacks you will be going backwards, if anything (retreating), and probably end up just poking out from behind the TEK** walls, firing, ducking, repeat. i guess in some cases this is ok if you're trying to use this encounter as some sort of introduction to a harder monster type but even then there's nothing interesting about the fight. there's likely no simultaneous dodging of the arachnotron and other monsters (if you've killed all the other ones), and your options for movement and actually killing the arachnotron are so limited that it's not that exciting. you get really 1 or 2 places to hide. there is no fluid movement throughout a crowd or a cool room, and the freedom of movement is to me what makes doom as fun as it is. being able to run through a space at 50 mph dodging shit coming from everywhere is a good feeling because you can kill everything at the same time. no resident evil-style bullshit where you have to stand in place and take 30 seconds to aim and make yourself a really easy target.
i guess my point would be to consider using larger spaces (which you may very well be doing in subsequent maps; map01 is an intro map after all) and thinking about how the design of those spaces and the placement of the monsters can limit your movement but still give you a lot of options in terms of movement, what to shoot, and what to shoot it with. i suppose that might sound like a lot but it will come with time... usually what'll happen is you'll build something and design some fight and go "wow that was really fun to play" (and even moreso because you made it fun), and then an hour later you find yourself designing another encounter that makes you go "wow that was even *more* fun to play." or hopefully that'll happen, at least :p
so that's just something to keep in mind; just think critically about your design of spaces and how you can use thing placement to make the gameplay interesting within that space. corridors can be ok sometimes but imo in very very small doses usually.
also, i ran out of ammo after getting the red key basically. ended up getting cornered in the TEK room and killed by a hell knight with no ammo left. maybe i missed something?