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WindbagJacket

First map (also hello)

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EDIT: Fixed texture errors. Now running in prboom-plus -complevel 9

Screenshots:
http://i.imgur.com/aUT6EoV.png
http://i.imgur.com/u08Ssfz.png
http://i.imgur.com/3cGemWP.png
http://i.imgur.com/WfZP5kE.png
http://i.imgur.com/PnXu5uf.png

Hi all, after lurking for years and admiring from afar, I've got my act together and done a map.

This is my first release (I have made about 3 maps prior over the last few years which were awful - just playing around).
I'd really appreciate any views/criticism on the map. (I certainly have a few regrets and lessons learned here already.)
I could go back and make loads of changes but I've already put many hours into it (mainly changing my mind about things constantly).
I think it better to just see what people think of this and move on to a fresh project.

This was made in Boom configuration in DB2 and requires the DOOM2 IWAD. Tested in zdoom. (Any advice on best practises for game config and test port would be much appreciated!)

Link: http://www.mediafire.com/download.php?4djeb205wub7rr6

Apologies for the unzipped filesize. I tried to find an efficient way to remove unused textures but it just seemed to cumbersome to be worth it (if anyone has any advice about this that would be great).

Resource credits:
UAC Ultra textures - 40oz (awesome textures and a fantastic WAD too)
5rtxt.wad - I think this is a Comunity Chest pack? Thanks to whoever made and packaged these

My own views:
- Detail in places where it definitely isn't needed (ceilings which no one can see)
- Some questionable texture use - got overwhlemed with texture options. I think for any future maps I will limit to one pack or vanilla only.
- Werid difficulty - too easy - probably because it was originally to be a small simple MAP01 but grew a bit, but the difficulty didn't scale
- Kind of flat gameplay. Too much thought on how I wanted it to look and not enough on how it played.
- Needs to be more dynamic. Needs some lifts or something different to get between areas
- Kind of happy with the connectivity of the map - although the vent area may be a bit tight and therefore annoying to navigate
- Wanted to give the idea that this was just a part of a bigger whole architecture-wise... not sure how well that turned out

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gets a lotta texture errors in prb, so guess this requires zdoom (or whatever other ports support wall/flat shtuffs)

also hello

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Ribbiks said:

gets a lotta texture errors in prb, so guess this requires zdoom (or whatever other ports support wall/flat shtuffs)

There are two TEXTURE1 lumps in the wad.

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Long time lurker and newbie mapper or established mapper and faek account?

I don't know. What I do know is that I really enjoyed the map. Aside from one switch texture that it took me a little while to recognise as a switch, I wasn't lost and looking for something to do at any point. The map has good flow with a mix of good looking and varied places to have battles. I liked the progression of the monsters and I thought that the weapons were given out with reasonable progression too. It's also a map that looks good with some really nice architectural touches. Interesting use of a forcefield texture too. There were a few places where 32 wide all features were wrapped around corners in a way that would be difficult with a real wall fixing of that type but this did not spoil my enjoyment of the map.

I like it. I played in GZDoom BTW.

Oh, as for the texture errors... yeah:

Unknown top texture 'N_MT5E09' on second side of linedef 21
Unknown top texture 'N_MT5E09' on second side of linedef 23
Unknown top texture 'N_MT5E09' on second side of linedef 26
Unknown top texture 'N_MT5E09' on second side of linedef 33
Unknown top texture 'N_MT5E09' on second side of linedef 34
Unknown top texture 'N_MT5E09' on second side of linedef 48
Unknown top texture 'N_MT5E07' on second side of linedef 67
Unknown top texture 'N_MT5E07' on second side of linedef 94
Unknown middle texture '64GRATE' on second side of linedef 176
Unknown top texture 'N_MT5E10' on second side of linedef 215
Unknown top texture 'N_MT5E10' on second side of linedef 262
Unknown top texture 'N_MT5E10' on second side of linedef 377
Unknown top texture 'N_MT5E18' on first side of linedef 413
Unknown top texture 'N_MT5E09' on first side of linedef 478
Unknown top texture 'N_MT5E10' on first side of linedef 617
Unknown bottom texture 'N_MT5E10' on first side of linedef 617
Unknown top texture 'N_MT5E10' on first side of linedef 619
Unknown bottom texture 'N_MT5E10' on first side of linedef 619
Unknown top texture 'N_MT5E10' on first side of linedef 622
Unknown bottom texture 'N_MT5E10' on first side of linedef 622
Unknown top texture 'N_MT5E10' on first side of linedef 624
Unknown bottom texture 'N_MT5E10' on first side of linedef 624
Unknown top texture 'N_MT5E07' on second side of linedef 641
Unknown top texture 'N_MT5E08' on first side of linedef 985
Unknown top texture 'N_MT5E07' on second side of linedef 1055
Unknown top texture 'N_MT5E18' on first side of linedef 1180
Unknown top texture 'N_MT5E18' on first side of linedef 1182
Unknown top texture 'N_MT5E08' on first side of linedef 1220
Unknown top texture 'N_MT5E08' on first side of linedef 1229
Unknown top texture 'N_MT5E08' on first side of linedef 1236
Unknown top texture 'N_MT5E07' on second side of linedef 1279
Unknown top texture 'N_MT5E10' on second side of linedef 1346
Unknown top texture 'N_MT5E10' on second side of linedef 1448
Unknown bottom texture 'C8STEP01' on second side of linedef 1575
Unknown bottom texture 'C8STEP01' on second side of linedef 1581
Unknown bottom texture 'N_MT5E09' on first side of linedef 1653
Unknown bottom texture 'N_MT5E09' on first side of linedef 1663
Unknown bottom texture 'N_MT5E09' on first side of linedef 1669
Unknown bottom texture 'N_MT5E09' on first side of linedef 1675
Unknown bottom texture 'N_MT5E09' on first side of linedef 1684
Unknown bottom texture 'N_MT5E09' on first side of linedef 1686
Unknown bottom texture 'N_MT5E09' on first side of linedef 1688
Unknown bottom texture 'N_MT5E09' on first side of linedef 1745
Unknown bottom texture 'N_MT5E09' on first side of linedef 1746
Unknown top texture 'C8TRIM02' on second side of linedef 1878
Unknown top texture 'C8TRIM02' on second side of linedef 2024
Unknown bottom texture 'C8TRIM02' on first side of linedef 2273
Unknown top texture 'N_MT5E18' on second side of linedef 2395
Unknown top texture 'N_MT5E18' on first side of linedef 2398
Unknown top texture 'N_MT5E18' on first side of linedef 2415
Unknown top texture 'C8TRIM02' on second side of linedef 2766
Unknown top texture 'C8TRIM02' on second side of linedef 2768
Unknown top texture 'C8TRIM15' on second side of linedef 2924
Unknown top texture 'C8TRIM15' on second side of linedef 2928
Unknown top texture 'C8TRIM15' on second side of linedef 2929
Unknown top texture 'C8TRIM15' on second side of linedef 2930
Unknown top texture 'C8TRIM15' on second side of linedef 2931
Unknown top texture 'C8TRIM15' on second side of linedef 2932
Unknown top texture 'C8TRIM15' on first side of linedef 2933
Unknown top texture 'C8TRIM15' on first side of linedef 2934
Unknown top texture 'C8TRIM15' on first side of linedef 2935
Unknown top texture 'C8TRIM15' on first side of linedef 2936
Unknown top texture 'C8TRIM15' on first side of linedef 2937
Unknown top texture 'C8TRIM15' on first side of linedef 2938
Unknown top texture 'C8TRIM15' on first side of linedef 2939
Unknown top texture 'C8TRIM15' on first side of linedef 2940
Unknown top texture 'C8TRIM15' on first side of linedef 2941
Unknown top texture 'C8TRIM15' on first side of linedef 2942
Unknown top texture 'C8TRIM15' on second side of linedef 2943
Unknown top texture 'C8TRIM15' on second side of linedef 2944
Unknown top texture 'C8TRIM15' on second side of linedef 2945
Unknown top texture 'C8TRIM15' on second side of linedef 2946
Unknown top texture 'N_MT5E08' on first side of linedef 3188
Unknown top texture 'N_MT5E08' on first side of linedef 3194
Unknown top texture 'N_MT5E08' on first side of linedef 3199
Unknown top texture 'N_MT5E08' on first side of linedef 3203
Unknown bottom texture 'N_MT5E10' on first side of linedef 3214
Unknown bottom texture 'N_MT5E10' on second side of linedef 3252
Unknown bottom texture 'N_MT5E10' on second side of linedef 3256
Unknown top texture 'N_MT5E10' on second side of linedef 3260
Unknown bottom texture 'N_MT5E10' on second side of linedef 3260
Unknown bottom texture 'N_MT5E10' on second side of linedef 3264
Unknown top texture 'N_MT5E07' on first side of linedef 3302
Unknown top texture 'N_MT5E07' on first side of linedef 3309
Unknown bottom texture 'C8STEP01' on second side of linedef 3406
Unknown bottom texture 'C8STEP01' on second side of linedef 3409
Unknown bottom texture 'C8STEP01' on second side of linedef 3412
Unknown bottom texture 'C8STEP01' on second side of linedef 3429
Unknown bottom texture 'C8STEP01' on second side of linedef 3432
Unknown bottom texture 'C8STEP01' on second side of linedef 3435
Unknown top texture 'N_MT5E10' on first side of linedef 3447
Unknown bottom texture 'C8STEP01' on first side of linedef 4045
Unknown bottom texture 'C8STEP01' on first side of linedef 4048
Unknown top texture 'N_MT5E09' on first side of linedef 4753
Unknown top texture 'N_MT5E18' on second side of linedef 4930
Unknown top texture 'N_MT5E18' on second side of linedef 4934
Missing texture 'N_MT5E10' is used 9 more times
Missing texture 'C8TRIM15' is used 51 more times

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Thanks for your comments...

Those texture names look like they're for textures I replaced at the last minute. Used DB2 map analysis to remove them but I guess it doesn't check for when they are completely obscured by a neighbouring sector? I don't suppose there's a nice easy way to isolate them all and fix them?

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Trying to merge two separate texture packs by simply loading all of the lumps (including texture definition tables) into one wad is not a good idea, I believe. I've tried to fix everything by reloading all of the patches with XWE, but there are some multi-patch textures that should be defined manually.

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I've been through and fixed all the texture errors and removed all the unused textures from the resource packs to get filesize down, and merged them properly this time.
It now runs on prboom-plus-2.5.0.7 with -complevel 9, as well as zdoom.
Also added some screenshots.

Updated link: http://www.mediafire.com/download.php?4djeb205wub7rr6

Screenshots:
http://i.imgur.com/aUT6EoV.png
http://i.imgur.com/u08Ssfz.png
http://i.imgur.com/3cGemWP.png
http://i.imgur.com/WfZP5kE.png
http://i.imgur.com/PnXu5uf.png

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This map is pretty good I only really noticed one thing that would be the caco's near the exit can't cross because of a blocking line then they start spasing out uselessly.

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I've played through a few times and I really enjoy this map.

My only point to mention is that there are a number of places in the map where it looks like the player could fall over an edge and plummet into the inky darkness below. I was certainly playing cautiously and trying to avoid these edges - until I realised that most of them are blocking lines.

Personally, I would prefer edges that look like you can cross them to actually be passable (and if you fall off you end up in a damaging sector and get killed - although a way back up would be nice too). Either that, or have a visible clue that the line is not passable (eg a handrail or something). In this map, however, I think a handrail would probably spoil the look of the areas concerned.

I'm not suggesting that you go back and change all these lines or anything but perhaps it could be something to think about for future maps?

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Yeah Enjay funny you should mention that. Originally there were some handrails on almost all of those lines and I didn't really like the look of it, but I still didn't want the player to fall down because I didn't want to shoehorn in some contrived way of getting back up, and having slime or something didn't seem right to me either.

I kind of wish I had let the player fall now, it would make those segments a bit more frantic if you knew there was a risk of falling.
I agree with what you say though, there should at least be some visual cue about where you can and can't go. I'll definitely look at handling that differently in future maps.

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