For one's first mapping efforts, pretty good!
Most beginner's work suffers from being bland. Your maps however, except for maybe MAP03, were not bland. Even some interesting architecture could be found there. MAP01 starts promising and keeps it. Such very large and open halls like the one in your MAP02 tend to end up plain, ugly and boring, but I actually enjoyed the yours, because you've detailed/varied it just enough for a non-ugly look, and used the right monsters.
I like the balance of the first level - I exited with no shells and 52 bullets, so it was like if I was starting MAP02 with just basic inventory (+weapons). That's great. The other maps make you quite overstocked though. But in your particular maps I didn't find it a bad issue.
Gameplay is satisfying and culminates at MAP02. I have to say, I actually like how your monsters can travel through teleporter. That adds a bit of an extra dimension to the gameplay I'd say, and makes the gameplay less scripted, which is good. Fights in both MAP01 and 2 are enjoyable. MAP03 still is, but the map feels like a bit of a stepdown.
My suggestions would be:
And be aware of bugs. In MAP01 you apparently have an unclosed sector. Notice the weird shadows on floor:
- Don't EVER make inescapable pits, ALWAYS make a way out (MAP03). Inescapable pits are generally considered annoying.
- Learn how the "Lower Unpegged"/"Upper Unpegged" linedef flags work. They have various usages to make your map look better. For example, if you're making doors, you set "Lower Unpegged" flag to the side "tracks" of the door.
- Don't fall from your standards. MAP01 was clearly best crafted, visually. MAP02 was good, but it seemed you've slacken off at times and just wanted to finish it quickly without much thought and effort. MAP03 is like the worst of MAP02, like if you let your creative enthusiasm run away with you and wanted to have a map finished soon. It's actually a good advice (which I didn't invent), to have your standards and don't go under them.
It's a bug resulting from uncareful deletion of linedefs between sectors. You fix it by redrawing surrounding sectors (going to
sector mode vertices mode and drawing all the sectors again over the old ones). To prevent these bugs, always "join" or "merge" sectors before you delete linedefs between them. Doombuilder has functions "Join" and "Merge" under the Sector tab when you're in Sector mode.
Also for the next time, state for which sourceport your maps are. These maps work only in ZDoom. Posting a few screenshots would be nice too, I recommend you to create an account at http://imgur.com/ to be able to upload and share pictures.
Once again, your start to mapping is very promising, just keep up the good work. :)
Last edited by scifista42 on Oct 5 2013 at 10:26