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Dave The Daring

Two vanilla maps.. Possible mapset?

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http://www.mediafire.com/download/97l2tsawj1a2twc/xcrement.zip

Two vanilla Doom 2 maps that I'm not sure what to do with. They were going to be part of a small mapset, but now I'm not so sure. The first is tech base map, the second a hell level. Both use stock Doom 2 and CC4 textures. CC4 texture pack is NOT required!

These are the first two vanilla maps I've ever completed. My only other publicly released maps were for Doom64EX. I've been mapping on and off (mainly off) for just over a year now, so I'm still learning, especially when it comes to the mysterious world of vanilla Doom.

Hope you enjoy.

Screenies:

Map 1
http://i.imgur.com/3W0LxBW.png
http://i.imgur.com/TnfUVdm.png
http://i.imgur.com/ns3r2H8.png

Map 2
http://i.imgur.com/iSymoSG.png
http://i.imgur.com/hWxlnvu.png
http://i.imgur.com/Oo2uOGa.png

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This map doesn't require cc4-tex.wad as I've assumed! Used textures are directly in the wad. Posting this to make it clear for other players who might want to try the maps. (I was going to nitpick that cc4-tex uses Boom-specific lumps to create custom animations and switches that won't work properly in vanilla, but it's already sorted out.)

Dave The Daring, I think that your experience with Doom 64 shows. You pay a lot of attention to "structural" details that aren't too tiny, but there's enough of them to make the map look pretty. Also you combine abstract shapes with seeming purposefulness of the place, in a way that worked for me and so I considered the map pretty nice. Also you make the layouts quite varied, partially nonlinear and well possible to navigate around - and they're not short, there's a plenty of places to explore and of gameplay to experience, I like it. Your usage of custom textures seems mature, they never nonsensically visually clash with stock resources or each other.

Gameplay appears to be alright too. It flows well, I'd only say that the maps have vast overabundance of bullet and shell ammo. I've considered the challenge very well done, it wasn't too difficult but also didn't feel too easy and I've actually died in both maps later on (I'm not the best player at all). You've managed to use monsters reasonably while also efficiently to be possibly threatening, and that's great.

What I think you should improve is placing secrets. Your secrets are hidden totally unmarked (no or little hint) at various places around the map, and some of them are nothing more than silly cube-y holes with an item. Secrets should be findable. Perhaps you can allow the player to use automap to find the secret's approximate location, and then he'll have to explore a bit to actually get in. I thought your secrets were quite too hard, but that's actually alright, I might be way too comfortable. :)

Here, have a FDA (first demo attempt) of your MAP02. I've recorded MAP01 too, but I've stupidly accidentally overwritten the demo, sorry. :( In MAP02, there is one problem with lower-unpegged marbface texture and then there are clippable bars which a chaingunner slipped through, as well as myself.

Overally, pretty great job, keep it up! A whole mapset of maps like these would be very interesting.

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Nice maps, here's a lazy FDA of map02.
http://www.mediafire.com/download/0bi6artb9yjtv6q/xcrement-mouldy-02.lmp

I recorded one for map01 but deleted it by accident, its probably for the best though as I spent a long time wandering around trying to figure out what to do before noticing the lift to get the red key, that my own fault I guess, maybe I just assumed it wouldnt be that simple. The only problem I encountered was getting trapped on the ledge in the rocket launcher secret by infinite height monsters below, but thats a minor issue.

Map02 was cool, no problems there, other than the blue key leg of the journey having some annoying platforming. For some reason I jumped down there straight away without any decent weapons, so made things more difficult for myself there. There was also a door somewhere without lower pegging on the frame.

Both maps are fine, fairly easy but suitable difficulty for the start of an ongoing episode. Visuals are very polished too, a little bit of the old symetrical monster placement going on but there you go. Good stuff.

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scifista42 said:

This map doesn't require cc4-tex.wad as I've assumed! Used textures are directly in the wad. Posting this to make it clear for other players who might want to try the maps.


Whoops. I meant to point that out, but forgot.

scifista42 said:

What I think you should improve is placing secrets.


Agreed. Although one or two were worked out before hand, most were just lazily tacked on at the end. I'll work on that.

scifista42 said:

Here, have a FDA


Thank you. I'll check it out as soon as I've finished this reply.

scifista42 said:

Overally, pretty great job, keep it up! A whole mapset of maps like these would be very interesting.


Thanks again. I think I will turn this into a mapset after all. I won't commit to an exact number, but hopefully more than half a dozen. Cheers!

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