Magic-Walker Posted December 16, 2013 Hello everyone, I’m finaly ready to release a beta of my first set of levels for doom. The levels are for doom 2 but it’s an episode structure like doom1. The maps are somewhat made in a chonological order, so the first one’s are a little simpler then the latter. I had a blast making making them and i hope you will enjoy playing them! Download link: https://drive.google.com/file/d/0BxG1Ued3TREIOUlLMzJqSVZxRlU/edit?usp=sharing Screenies GZDoombuilder: http://imageshack.com/a/img31/373/ai11.png http://imageshack.com/a/img27/9138/yuu1.png MW1M2: http://imageshack.com/a/img62/6783/jlzm.png http://imageshack.com/a/img27/9908/83lb.png MW1M3: http://imageshack.com/a/img855/971/9rye.png http://imageshack.com/a/img13/7667/wtkd.png MW1M4: http://imageshack.com/a/img32/3820/974d.png http://imageshack.com/a/img163/3952/710g.png http://imageshack.com/a/img707/2373/tqo3.png MW1M5: http://imageshack.com/a/img545/8660/gqmr.png http://imageshack.com/a/img834/9480/zux0.png http://imageshack.com/a/img39/920/zts.png MW1M6: http://imageshack.com/a/img823/6955/ymeb.png http://imageshack.com/a/img21/1897/qzsj.png http://imageshack.com/a/img801/1987/dmrp.png MW1M7: http://imageshack.com/a/img547/6871/4z2m.png http://imageshack.com/a/img542/4475/vzr0.png http://imageshack.com/a/img51/8623/4qks.png http://imageshack.com/a/img850/5638/r2a3.png http://imageshack.com/a/img9/6726/w7l6.png MW1M9: http://imageshack.com/a/img40/7174/f1g7.png http://imageshack.com/a/img802/9890/y4wf.png With releasing a beta first i hope to get some feedback as these are my first maps. With the feedback i can then make some changes for the final release. edit: allmost forgot, i tested them with GZdoom/Zdoom and zandorium 0 Share this post Link to post
Kontra Kommando Posted December 16, 2013 Your maps looks very well done. I'd offer to beta test, but I'm currently consumed with my own stuff. I will give your WAD a go eventually. 0 Share this post Link to post
Xaser Posted December 16, 2013 This looks really really good so far, though I'm contractually obliged to also point out that imageshack is really really bad nowadays; Imgur is your best bet these days because they actually have sane bandwidth and don't shove obscene ads in one's face. 0 Share this post Link to post
Steve D Posted December 16, 2013 These are your first maps? Holy Happy Doomsday, Batman! If these play as good as they look, I'm in for a treat. I'm completely swamped ATM, but I plan to make some room this weekend to play at least a couple of these. Looking forward to it. 0 Share this post Link to post
glenzinho Posted December 16, 2013 Just gave the first 3 maps a whirl. Visually very nice, first couple of maps uses mostly Episode 1 style textures with a (to me) nice balance of ZDoom style detailing. I have a couple of gripes: playing with ZDoom it has a bunch of missing textures and I presume zandronum sprites/actors which are missing also. Also, either I'm really sleepy and slow today, but this seems to be automatically in -fast mode? 0 Share this post Link to post
scifista42 Posted December 16, 2013 This is totally awesome! Design, use of detail and light work are of an unusual quality, increasing with every next level! I just passed the secret level and it was a joy specially, even better than KDiZD, and I liked KDiZD a lot. I'd only like to notice you that apparently, you don't take into account at all that the player can jump in ZDoom. For example the yellow key in 2nd map surely isn't intended to be grabbed by a jump. You can quite easily disable jumping and crouching using MAPINFO, there are nojump and nocrouch commands. The only bit of this wad that distracts from perfection is the frequent use of symmetry in layout and monster encounters - but I've played only 4 maps yet and it looked like it's getting better further on. Looking forward to play the rest, you already have my admirations. :) 0 Share this post Link to post
jmickle66666666 Posted December 16, 2013 This is really pretty, and plays pretty well. There are a few wall details that I tended to get stuck on when walking along, which was a little tedious. This can be fixed by adding an invisible wall along it, and would help with flow. One particular thing that bugged me was the the first big room on the first level, you open a small door and have former humans/sargeants facing you straight away, but it is difficult to enter the room and grab a shotgun, and the door keeps closing, breaking flow a lot when ducking for cover. Similar situations to this kept cropping up. Really lovely detail and pretty enjoyable overall. 0 Share this post Link to post
Serge Jkn Posted December 17, 2013 Finished the episode. Great set of maps with the right amount of detail and good gameplay. Good use of traps. They are tricky but never unfair. I had lots of fun playing. 2 remarks (already mentioned by others): - The maps could benefit from leaving some doors open. Most, if not all doors I encountered close shortly after being opened. When facing multiple monsters I continually had to reopen the doors which broke the flow too much. - On some maps I got stuck in the architexture on the floor. Also, when you have certain rooms with windows, the player is able to climb on the ledge of those windows. You might want to consider adding blocking lines there. Looking forward to your future maps! 0 Share this post Link to post
Magic-Walker Posted December 17, 2013 Thank you all for your comments, im glad u enjoy playing the episode. @Xaser next time ill use imgur ;) @glenzinho I havent had any encounters with missing textures myself, anyone else experiencing this? For the final version ill clean up the .pk3 file, now i just put each individual map.wad along with my texture .wad in a .pk3 file dont think this is the best way of doing this. @scifista42 I'm aware that u can skip things with jumping, but i also dont like the jump restriction command. ill see if i can fix this in a better way. And with the monster placement i know what you mean hehe. ill also tweak some stuff here. @jmickle66666666 Ill clip some ''sticky'' walls for better flow, and the first room is something that bugged me also. Going to change some stuff there. @Saliva I changed the door close delays a few times. ill try to get rid of a few doors. especially map 4. now back to the drawing board for some changes! 0 Share this post Link to post
jmickle66666666 Posted December 17, 2013 Saliva said:- On some maps I got stuck in the architexture on the floor. Also, when you have certain rooms with windows, the player is able to climb on the ledge of those windows. You might want to consider adding blocking lines there. Looking forward to your future maps! I usually find it's better to change the shape/size of the window to make it impossible to walk through, because if it looks like I can walk through it and I can't, it makes you feel hemmed in. That reminds me that on the second level, there is an invisible wall around the edge of the map, but you could probably just increase the size of the damaging area to make it impossible to reach the edge (because of the floor damage) and it'll have the same gameplay value while not feeling enclosing. I often hit the invisible wall without trying to venture out. 0 Share this post Link to post
scifista42 Posted December 19, 2013 I've just finished map 4 and I have to stop to immediately say it's a great level, I couldn't wait. I really like the design style heavy on bordering and contrast, and I thoroughly enjoyed the gameplay - in my opinion it's a perfect use of hitscanners in order to make them fun. Anybody who didn't check this yet, do it, this "newbie" work isn't as newbie as others tend to be, this one is brilliantly professional looking. EDIT: Magic-Walker, do you have experience with Quake mapping, or other game mapping? You couldn't start like this from scratch, don't tell me. 0 Share this post Link to post
plums Posted December 19, 2013 Looks quite good, playing a lot of other stuff right now though. I'll try to get to it soon! 0 Share this post Link to post
scifista42 Posted December 19, 2013 Map 7 won't work in Zandronum. It says:Line 1416 has no front sector. Linedef 1416 does not have a front side. The following lines do not have a front sidedef: 1416. You need to fix these lines to play this map.I investigated and found the issue in editor - this weird linedef: http://i.imgur.com/JUZvrLZ.png http://i.imgur.com/i8dOwfS.png Additionally, I found an unclosed sector in the map here: http://i.imgur.com/lnbbABR.png It's caused by one of the light panels on the wall, and you should be able to fix it by redrawing the sector, or in the worst case, deleting the sector and drawing again. I started the map over from pistol start in ZDoom, which doesn't seem to complain about it, at least not as a fatal error. The map is quite stunning, every map in this mapset is better than the previous one - I am very pleased. :) 0 Share this post Link to post
GoneAway Posted December 21, 2013 Great job, I thoroughly enjoyed this and am looking forward to the next episode! I found the balance to be just right for me on UV, although I did end up without any ammo for any weapon at one point (level 7 I think). I played through this live on twitch, so if you want to see my reactions to things as they happen you can check it out here: http://www.twitch.tv/kraflab/b/488747870 http://www.twitch.tv/kraflab/b/488768325 2 parts because I got disconnected at one point. I found the secret level, so that is included as well. I did not encounter any bugs (zdoom 2.8pre-272-g86d7a32). 0 Share this post Link to post
Darch Posted December 21, 2013 Doomworld said:Welcome to our newest member, kraflab Hey Kraf, welcome to the forums, nice to see you here! Also, those screenshots look really good, downloading :) 0 Share this post Link to post
Magic-Walker Posted December 23, 2013 @jmickle66666666 I'll change the 2nd level so the poison goes up instead of down. this way you dont need an invisible wall. @scifista42 glad u like the map! i've done a couple of multiplayer maps for quake 3 arena, so im not a complete mapping newbie. but these are my first attempts @ doom mapping and single player mapping. @scifista42 thank you for locating the problem. ill change them for the future release. @kraflab i really enjoyed watching your stream! i do think if you found some more secrets your run would be a lot easier. But its really nice to see my episode through someone elses eyes. I learned alot from it, thx. Also i noticed some doors are closing too fast. maybe longer close delays and ill change a few to always open. I hope too have beta 2 out soon, in the mean time i wish u all a merry christmas. 0 Share this post Link to post
jmickle66666666 Posted December 23, 2013 now that you mention quake 3 I can see some influence there :) 0 Share this post Link to post
Clusterone Posted December 23, 2013 Just out of curiosity, where is the secret to the secret level located at? I can't seem to find it. But either way, this, ESPECIALLY for your first map is absolutely amazing, good job, I will definitely keep playing your wads, I had a blast so far! The ONLY thing I have issues with so far (and this may just be because I love Doom being overly hard) is there are way to many health packs on UV. But than again that's the only issue I have and the only thing I can gripe about. Other than that, Pretty damn perfect. :) 0 Share this post Link to post
Clusterone Posted December 24, 2013 Don't mean to double post, but you DEFINETLY need to make a second one, I just beat it, and it has become one of my new favorites. Good job man. :) 0 Share this post Link to post
NightFright Posted December 24, 2013 He stated it's the first episode in the topic title, so it can be assumed there will be more. Three episodes form a megawad, and it is surely an excellent beginning. ^^ 0 Share this post Link to post
Reisal Posted January 12, 2014 Wow, this was a lot of fun to play through. The visuals are quite nice for a first impression, as well as the difficulty wasn't overbearing and the traps being a nice surprise. 0 Share this post Link to post
Lizardcommando Posted January 12, 2014 This was pretty fun. I liked it. Are you going to get someone to redraw the intermission screen? 0 Share this post Link to post
Reisal Posted January 28, 2014 Looks like it was uploaded now, here is the /idgames/ link 0 Share this post Link to post