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Flesh420

Simplistic Evil Release

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I need good feedback and criticisms before I make this an official polished release. I'll upload this project to the archives and make changes accordingly after I get good feedback.
It can be played on any ZD00M-based port and any FDAs would be extremely helpful and appreciated. The first three maps are tech-base/hellish and kind of tight but not too cramped and achieved what I wanted. The last two are very wide and full blown hell maps.

Screenshots:Uploaded with ImageShack.com

Uploaded with ImageShack.com

Uploaded with ImageShack.com

Uploaded with ImageShack.com




Download: http://www.fileswap.com/dl/ksliyAaR6u/

EDIT:I fixed the upload, for some reason the other site hosting the file went down. All found bugs have been fixed, including one found in the FDAs.

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some other stuff:

missing lower texture

missing lower texture after the stairs lower from the hidden switch

startan probably not intentional after the stairs lower?

wrong texture?


edit: some feedback:
- i'm not a huge fan of some of the custom monsters. some fit very nicely (the cyber-bulldemon, the black nightmare imp, the skulls), others just look really crappy (the mantis-melee-monster, whatever that is).

- the third map could benefit from a bit more ammo, seeing as it is very non-linear. especially in the later maps, i often pulled random amounts of cacos or other monsters and often didn't know where to find some more.

- speaking of nonlinearity: sooner or later my patience ran out and i either used iddqd or -nextmap (and light amp, some parts were just too dark, but that could be a zdoom vs gzdoom thing). the problem is that it was not always apparent where to go to after activating a switch (my usual woes with many big maps). this is a somewhat subjective kind of criticism of course, i'm sure other people enjoy this kind of thing.

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Thanks for the feedback! I was hoping most misalignments I fixed, but you found the trouble makers. Thanks for the thorough list. I added the "melee" monster at the last minute because I liked its behavior but I'm going to double think that one.

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I enjoyed playing these maps, I think thing placement in them is very interesting (you never know where the enemies will come from). Liked the custom monsters too, some fun unique situations with them. And good imaginative design/layout, nothing feels typical/unoriginal. So pretty much everything is cool.
Here are my FDAs recorded in Zdoom 2.6.1.3794. You'll probably need to watch with the same version or else you'll get desyncs. I uploaded the exe file here.

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I played the first three maps and just started fourth last night, overall very good, nice work! The maps are solid and it's nice to see a ZDoom wad that actually uses new content tastefully, so thumbs up for that too. I kind of agree with the Wraith monster looking bad, I made those sprites a few years ago and they don't look so hot anymore, especially in the software renderer.

I took a number of screens of stuff I noticed, forgot to enable idmypos coordinates though, so sorry about that.

You can see the chaingun inside the crate here - in fact I was even able to bump it through the crate.
http://i209.photobucket.com/albums/bb202/CaptainToenailSkulltag/Screenshot_Doom_20130710_194753.png

The warping effect on the water flats is broken - it only warps on one frame of the animation. You can see what I mean if you compare the two pics.
http://i209.photobucket.com/albums/bb202/CaptainToenailSkulltag/Screenshot_Doom_20130710_195105.png
http://i209.photobucket.com/albums/bb202/CaptainToenailSkulltag/Screenshot_Doom_20130710_195105_01.png

There is a strange visible tunnel on the automap to the north of the player here. I'm guessing this is part of a teleport trap - you do not need to actually build tunnels connected to the map for the sound to alert the monsters, you can simply merge the dummy sector with one inside the map and the sound will travel, illogical as it may be.
http://i209.photobucket.com/albums/bb202/CaptainToenailSkulltag/Screenshot_Doom_20130710_205141.png

Just a nitpick but it looks weird having three dead doomguys this close to each other - attack of the clones!
http://i209.photobucket.com/albums/bb202/CaptainToenailSkulltag/Screenshot_Doom_20130710_205447.png

Missing texture
http://i209.photobucket.com/albums/bb202/CaptainToenailSkulltag/Screenshot_Doom_20130710_205706.png

Upper/lower pegging
http://i209.photobucket.com/albums/bb202/CaptainToenailSkulltag/Screenshot_Doom_20130710_211829.png

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Thanks for the feedback. I couldn't figure how to fix the chaingun secret, I was hoping it wouldn't be that easy to detect. I'll have to replace it with something. In GZDoom that tunnel doesn't appear on the map, and it shouldn't because I have the lines hidden so I've no idea why it's visible lol. Thanks guys! I appreciate the good words.

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