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Retog

Dead Denote

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This is a doom 2 wad I made called "Dead Denote"

Download link:
http://www.mediafire.com/download.php?stzzu1f1a7kebzp

All 30 maps.

Here are the videos of me playing through some of the levels:
(Rest of videos are on my channel)
http://www.youtube.com/watch?v=i0M9R-8pzdI - 2
http://www.youtube.com/watch?v=gYrGJchYQO0 - 10
http://www.youtube.com/watch?v=MKCsVwGdVdU - 4
http://www.youtube.com/watch?v=O8N-KxGa9gE - 7
http://www.youtube.com/watch?v=EinqEplBDPg - 5
http://www.youtube.com/watch?v=7QE48i5RiVE - 8

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Your style is certainly unique; I mean that as a compliment. These maps are not for the faint of heart, though. Keep it up and you'll have a good megaWAD.

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Not bad at all for a first attempt. A bit too much sprawl in places, but there are a few cool battles to be had. Keep at it.

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Yay! It's 1994 again!!

A few beginners tips for ya Retog:

* Make DOORTRAK textures upper & lower unpegged to stop them moving when the door opens.
* Some of, scratch that, A LOT of your doors disappear into nothing, like when you put a door from an outside area into another area... if you must have these doors in these exact locations try turning them into lifts, so that they receed into the ground as opposed to rising into nothingness.
* A couple of your outside structures look weird, due to them having higher ceiling heights than the surrounding sectors which have the F_SKY1 ceiling.

Things spotted in two of your maps:
*MAP07 No lower texture defined behind the stairs where you get the plasma rifle.
*MAP09 I know there's a lot of ammo in these maps, but on I ran out of rockets to kill the Romero head... leave a couple of rockets nearby on your way out please...

That's about it.... for a 94 type wad I actually had a lot of fun blasting stuff stupidly... just the thing for a Monday after work after a couple of scotches! Good to see some of the newbie mappers aren't prodigies straight out of the gate, makes me feel better about my own stuff, you can almost call this for me... INSPIRATIONAL!

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glenzinho said:

* Make DOORTRAK textures upper & lower unpegged to stop them moving when the door opens.

You only need to make them lower unpegged to stop them scrolling when the door opens. Upper makes no difference at all here.

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Phobus said:

You only need to make them lower unpegged to stop them scrolling when the door opens. Upper makes no difference at all here.


Ah I was doing the upper, that will be why, Thanks.

Thank you for the tips, glenzinho. I am implementing the changes you suggested.
We can't all be prodigies right away. It's going to be a long time before I start making good maps haha.

Herculine, thank you, I appreciate it :)
Thanks for the feedback, Eponasoft.

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Memfis said:

lol guys, are you serious? These maps look like MOCK2 rejects.

Nah, my first map was probably much worse. :)

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Thanks for the clarification Phobus.

BTW Retog, if you make those suspect doors into lifts, don't unpeg the door texture as you will get the same result as when you don't unpeg them when they're doors.

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glenzinho said:

Thanks for the clarification Phobus.

BTW Retog, if you make those suspect doors into lifts, don't unpeg the door texture as you will get the same result as when you don't unpeg them when they're doors.


Ah so I would have the same problem. Ok I will make sure I remember that, thanks :)

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I played the WAD yesterday and it was pretty good for a first WAD. I had a first WAD that had 11 maps but I still like how you made 10 maps in it. I had some problems with the map though:

  • Some of the levels were too short and easy.
  • Some levels like MAP02 and MAP09 had too many monsters.
  • Some of the levels were flat and boxy all the way and you also did not change the floor height when changing floor textures every time.
  • Some of the maps in the WAD had the F_SKY1 higher ceiling heights than the surrounding sectors like how glenzinho said so. There were also doors that were near ceilings with the F_SKY1 that were too low that made the doors look weird.
  • A few of the Pain Elementals did not have enough space to fire their Lost Souls at you because of how the Lost Souls exploded after they were summoned by the Pain Elementals.
  • MAP04 had a BFG9000 that was impossible to get to and the Cyberdemon battle in the level was too hard for me because of how it lacked huge space for me to run around.
  • The final level's exit door was surrounded by actual sectors and made the other side of the door glitched up. Another thing was that the exit switch had to be reached with idclip even though I did not cheat through almost the entire game.
So overall I thought it was a nice first WAD and you did your best. I hope that you have good luck in the future with making more WADs.

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Thank you for giving it a try :)
Some of them were quite small and easy, I was a bit lazy on some.
I have fixed the door problem with F_SKY1 and I have fixed the door tracks from moving.
I did not notice the pain elementals, thanks for spotting it.
I purposely put the BFG at the start and made it impossible to get to and your right I will have to make the cyberdemon room bigger.
I will have to check the final door because I thought I fixed it, obviously I did not haha.
Thank you for all the feedback :)

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The cyberdemon battle was definitely a problem here too... there was almost enough space for a circlestrafe dance around it, and there's definitely enough ammo prior for the plasma gun. Dodging all those rockets in such close quarters is extremely difficult though... I gave it like 6 tries before just godmoding the thing. The duck-around-the-corner tactic didn't work so hot either, since the hall leading to the cyberdemon is so narrow. Not a bad idea for a map end fight but I think that only cheaters or the truly hardcore doomers will be able to survive that one.

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Retog said:

Some of them were quite small and easy, I was a bit lazy on some.


Maybe you could combine elements from the smaller maps to make a single larger map? Just an idea.

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I have made the room with the cyberdemon, on map04, a lot larger now to make it easier to circle around it. I still haven't tested it mind.

That is a good idea, I could combine some of the small maps to make larger ones.

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I got stuck in the plasma gun pit on MAP07. Retog, you can do better than this.

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That was..err ok i suppose...

I know you said you got lazy but map09 is beyond lazy, it's literally a straight line with monsters in it and romero's head.

In the future, you should focus on making bigger and more polished map, also get rid of those inescapable pit.

EDIT: I only played the version given in the first post, you should update that with the finished product.

Also apparently you used Oblige for Map17? Or so my friend told me.

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I made map01-map16. Connerwapa made map17-map24. Then I did map25-26. Then he made map 27,28,29 then I made map30. His maps are a lot better than mine as you can tell.
Who is Oblige?

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Retog said:

The plasma gun pit is still there? I have fixed that 3 times.


I think I was playing the version in the first post, you should probably edit your post with the updated version, no reason the old version should be up there.

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40oz said:

I think I was playing the version in the first post, you should probably edit your post with the updated version, no reason the old version should be up there.


Thanks for reminding me, I have just changed it.

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Retog said:

I made map01-map16. Connerwapa made map17-map24. Then I did map25-26. Then he made map 27,28,29 then I made map30. His maps are a lot better than mine as you can tell.
Who is Oblige?

Oblige is a program that generate maps, apparently your friend would've used this program and made it look like it was his own maps. If what my friend says is true.

I'd have to check for myself.

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Archvile78 said:

Oblige is a program that generate maps, apparently your friend would've used this program and made it look like it was his own maps. If what my friend says is true.

I'd have to check for myself.


Oh you mean slige? I don't think he used it, the maps seem better than what slige produces.

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Retog said:

Oh you mean slige? I don't think he used it, the maps seem better than what slige produces.

Oblige is another program that generates map, not just Slige. Anyway i'll just play the rest for myself later.

Looking forward to your next contribution.

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They are Oblige-generated maps, specifically from a v3 release.

Compare:
http://img3.imageshack.us/img3/1395/01ddmap23.png
with
http://img807.imageshack.us/img807/9320/02randomoblige1.png


Even 'your' MAP25 begins in a room with distinctive Oblige architecture:
http://img827.imageshack.us/img827/3705/03ddmap25.png
compared with
http://img845.imageshack.us/img845/8846/04randomoblige2.png


So all in all...

0/10 must try harder.

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Retog: make your exits better marked and more difficult to accidentally exit. I like the wad, tho.

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Hellbent said:

Retog: make your exits better marked and more difficult to accidentally exit. I like the wad, tho.


That is a good point, thanks for the feedback.

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