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First Phase

   (3 reviews)
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About This File

This is my first Doom (2) map. I thought it would be fun to remake my first Doom (2016) map. This is why there are so many unusual features, like double hallways, as it's based on the Snap Map prefab modules. I had to change a few things, to account for Doom's limitations, and also just to experiment with some different ideas.

The original Doom (2016) version of this map can be found on Snap Map. The map ID is VYQD8XR5.


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MeriMemesX

  

First of all, I love that the author has put love into the map, you can tell by simply the Marine on the ground (it made me laugh)

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The map is fine apart from some minor beginner errors, I would recommend making the hallways narrower, having them be so big doesn't really add anything when there is only 1 enemy or none at all.

 

I liked the map for its simplicity, yes, I would have wished that the rooms like the dining room, where the life potions are, had been more frequent, more than anything because of the amount of enemies and life there are.

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Bri0che

  

Everything is too big and/or empty, some parts are literally useless door transitions without anything in it, monsters are ridiculously placed… What a shame, because we feel like the author could had made better, but stayed on something way bellow its means :/

Well, I'm saying that, but this is a first map after all, so I don't want to be too bad, and leave a 3/5 as Misty did, but this objectively deserve less.

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Misty

  

I didn't see anything new, besides some newbish mistakes, which can be fixed with some experience and help. Hallway and flat design, small ceiling sectors for trying to hide additional door texture, lots of empty spaces and way too little monsters to kill. Old good Doom doesn't work that way, I recommend study more good maps and check how they made things. For first time effort I'm leaving 3 stars.

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  • File Reviews

    • By Ofisil · Posted
      Very inconsistent everywhere you look, from the overall feel of the megawad, to each individual level. The balance is all over the place, leading to levels having uber-easy regions mixed with insanely challenging, trial-and-error ambushes. The exploration is very hit and miss, mostly leaning towards miss. A couple of interesting places, but the wad just isn't that fun, even for those who have a high tolerance for old wads like me.    
    • By Havoc Crow · Posted
      An example of how not to make a map. Lots of ugly rooms filled with same types of enemies. The blue key room in particular has about ten hell knights and barons trapped on pillars, and you have only a super shotgun to fight them; thankfully, what _would_ have been a mind-numbingly boring fight is skippable because the blue key is right there for you to take. Errors large and small abound, such as the pass-through metal bars or the clumsy approach to detailing and shading.
      New music, in the form of a bad-sounding midi which barely has any rhythm.
    • By Havoc Crow · Posted
      Finished within 4 minutes or so A 2016 re-release of a 1994 level. The text file warns: "Bad, really bad 1994 quality", and is right; there's nothing whatsoever interesting about this level -- you enter one flat room after another and shoot at haphazardly spread out monsters. There is an "invisible teleporter" gimmick which, however, I have barely noticed in my playthrough. The exit isn't even hidden or locked in any way, and can be easily stumbled into accidentally. There's nothing to say.
    • By Havoc Crow · Posted
      The map feels very linear throughout, with you basically doing one thing in each room and moving on to the next. The rooms are very varied though, and there is actually something pleasant to uncovering the successive areas. There are some puzzles, one of which involves illusionary walls, with a zombie shooting at you from "nowhere" being the only hint; this is a clever puzzle but it could ruin the map if the player accidentally kills the zombie early and gets stuck. The spiderdemon hall near the end contains what is either a glitch or a really annoying "trick": columns that seem safe at first, but actually don't shield you from the spider's gunfire at all.   Almost finished, ~20 minutes; died to the spiderdemon.
    • By Havoc Crow · Posted
      (MAP03 review only)   Finished, ~20 minutes Yet another map which drops the ball in terms of difficulty. Health is provided in extreme abundance, and even when heftier enemies show up, their attacks are easy to dodge in the huge arenas (even the cyberdemon/spiderdemon fight at the end provides such ample cover that you need almost to be _trying_ to die -- as, uh, has happened to me). I've once read that, with the advent of modern source ports which streamlined mouse aiming, older Doom levels suddenly became very easy; this would explain why so many of these mid-90's maps feel so strangely unchallenging...
      The area beyond the yellow key door offers a more interesting fight, what with the corridor filled with lost souls. However, the map quickly loses momentum after that, wasting the player's time with the pointless room of six teleporters, which all turn out to lead to identical closets with medikits. Turns out, that room is just a red herring; the real way to progress is to open a door indistinguishable from a wall. Annoyingly, having to hump the walls to find the hidden door happens several times throughout the map.
      Powerups are scattered haphazardly, including a pointless invulnerability sphere, numerous invisibility spheres despite the total lack of hitscanner enemies (this is another 90's thing, it seems; did the people back then _really_ think invisibility spheres helped against projectile-throwing demons?), and a light-amplification visor despite a lack of dark areas where it'd be useful.
      The map topology is as basic as it gets: a small starting room with four doors, one initially open and three locked with keys, each door leading to a totally separate area housing the key to the next door over. Each area is distinct visually, although there's a lot of simplistic-looking, overly large rooms. There's fairly little interconnection between individual rooms within each area; mostly you just progress from room to room, and things like windows are rare. The map suffers from "symmetry syndrome", where the mapper goes out of his way to make every room symmetrical, without thinking if it improves the room or not (example: in the red door area, there's a side room housing an irritating slow-moving lift, not worth visiting except to get 100% kills... and this side room of course gets dutifully duplicated on the other side of the area).
      There is custom music in the form of a rock midi, not particularly well-made, but not overly grating either.
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