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19Wraith

Last map: Oblivion

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Hey guys, here i want to show you my latest contribution to doomworld.

It isn't as long as anothers maps i've done before, but not so short. I think it's pretty well ballanced and enjoyable. Not either frustating or easy, not either huge or tiny. The accion is pretty diverse and i think it's pretty damn enjoyable. Of course this is not your super high detailed map, so if you're looking for something like that you won't find anything you like, but it's not that simple.

Ok, some screens and link below:


http://sia1.subirimagenes.net/img/2015/03/12/150312104027729425.png

http://sia1.subirimagenes.net/img/2015/03/12/150312104034104178.png

http://sia1.subirimagenes.net/img/2015/03/12/150312104042657795.png

http://sia1.subirimagenes.net/img/2015/03/12/150312104056670118.png

http://sia1.subirimagenes.net/img/2015/03/12/150312104102633931.png

http://sia1.subirimagenes.net/img/2015/03/12/150312104111997001.png

Link: http://www.doomworld.com/idgames/?file=levels/doom2/m-o/oblivion.zip

Hope you like it guys.

Reviews and constructive criticism are always welcome :)

And this time it works nearly perfect on proboom, just one side of one door doesn't work, but it works on the other side, and you have the access :)

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19Wraith said:

Reviews and positive criticism is always welcome :)

I hope you meant to say 'constructive criticism' here, as I strongly believe that all criticism (including negative) is extremely important feedback for improving your abilities. Anyways, onto the review:

I enjoyed it for the most part. It took me an hour to complete, not including several instances where I had to reload my game from a save. I found two of the four secrets and killed all but one enemy (I guess he was hiding in one of the secret areas I missed). It starts out calm and progressively becomes more threatening as I collected the keys and opened up more parts of the map. The architecture is pretty unique and detailed - great job with that. I am a big fan of these types of maps that consist of several buildings. Nice use of the arachnotrons, I rarely see them used these days.

Now for the negatives. I think that this map contains either too many gunners or too little health. I spent the majority of my time running around with low health with most of my injuries coming from shotgunners or chaingunners. I ran out of ammo towards the end of the map too and had to take on some enemies with the chainsaw. Another thing I dislike is the damaging water. Why not put some teleporters down there and maybe even hide some ammo around the back of the buildings?

Overall, it's an enjoyable map, and I would recommend it to others. 4/5.

EDIT: I should probably mention that I was playing on Ultra Violence (as I always do).

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19Wraith said:

And this time it's works nearly perfect on proboom, just one side of one door doesn't work, but it works on the other side, and you have the access :)

This one?



Your mistake is clear. There is a repeatable walkover linedef in front of the door (the green line on the right from the yellow one). Unlike ZDoom, classic ports do not allow the player to press Use through any special lines, including walkover lines (or scrolling lines, or anything). It's a "zdoomism" and you can easily fix it. Beware of such situations if you want compatibility with non-ZDoom ports - which is good to have, because then you can get FDA demos, more players to play your wad, etc.

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So here are my thoughts about the map: I had mixed feelings about it. The design, detailing, texture usage + variety, and "sense of place" were all impressive. On the other hand, I've seen some other aspects of the design as flaws. Namely these:

1. Ever-present orthogonality.
2. Issues with texture alignment / tiling.
3. Confusing navigation. Remote switches are bad when the player has no idea what they do and where. Also, some mandatory paths were tight and hidden from the player's attention (path to yellow door, path to the switch lowering red key, the switch lowering yellow key).
4. Too much time spent wandering around or waiting for lifts, instead of fighting. Too many repetitive side rooms with health bonuses that are not so fun to explore.
5. Not enough efficiently challenging gameplay. The monsters are trivial to deal with (already given by the map's oversized layout). In addition, sometimes they get cluttered in certain corridors.
6. Inescapable slowly-damaging death water sectors.
7. Sometimes you need to jump off a ledge above the water to get back into the playable area, but since there are blocking torches, it might be problematique for players who play in a sourceport with infinitely-tall actors and without mouselook.

Anyway, you did a good job. Just take these comments into consideration in your future mapping.

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@Surreily

You are right mate. I corrected the mistake. I was writing fast so i didn't realise that. Also, if you thought it was pretty hard, try it on Hurt me plenty. Difficulty is made that everytime you increase dificult level monsters appear in larger number (obiously), but health also appears in fewer quantity. So every step of dificulty should feel way easier/harder depending what you choose. I advice you to play it on HMP. I think you're going to enjoy it a lot.


@scifista42. That was not the door i am refering to. I never had problems with that door. I mean this one.

http://sia1.subirimagenes.net/img/2015/03/15/150315045138912681.png#.VQWra46G_3Z

The Orange side of the door is the one doesn't work properly on proboom.


Anyway you have acces from the other side so i think it's still playable. I tried to fix that but i just coudn't. :(

Thank you guys for trying it and glad you like it :)

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19Wraith said:

@scifista42. That was not the door i am refering to. I never had problems with that door. I mean this one.

http://sia1.subirimagenes.net/img/2015/03/15/150315045138912681.png#.VQWra46G_3Z

The Orange side of the door is the one doesn't work properly on proboom.


Anyway you have acces from the other side so i think it's still playable. I tried to fix that but i just coudn't. :(

The problem with this door is exactly the same as with the other door: Walkover linedefs (the green ones below) block "pressing Use" on the orange line in non-ZDoom ports. Plus, doors with D1/DR action should have tag 0, this action will apply to sector on the linedef's back side. On the other hand, doors with S1/SR action must have a non-zero tag, otherwise it might affect all sectors with tag 0 in the entire map. All of this in non-ZDoom ports.

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