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CrazyDoomguy

Demo Megawad "Hell Destroyer" - Need Feedback

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Demo Megawad Version 1.3 (boom compatible)

 

Here is my first time that I had did more than 7 maps!!! This Megawad called "Hell Destroyer" (The title can be changed).

 

My Megawad based on challenge style and I try mapping balance beetwen passable without save and load and interesting action. Is not easy to do. After playing my maps you can writte here a feedback "what can I do better", "Is that for you fun?", "What do you liked it".

 

You can join in my project and create own challenge maps. The maps shouldnt be big and small. Mapping style is minimalistic like chillax and should working for coop/survival too.

 

The maps havent yet names.

 

+++ Maps +++

 

1. (Crazydoomguy) - tested and tested by Timothy

2. (Crazydoomguy) - tested and tested by Timothy 

3. (Crazydoomguy) - tested and tested by Timothy

4. (Crazydoomguy) - tested and tested by Timothy

5. (Crazydoomguy) - tested and tested by Timothy

6. (Crazydoomguy) - tested and tested by Timothy

7. (Crazydoomguy) - tested and tested by Timothy

8. (Crazydoomguy) - tested and tested by Timothy

9. (Crazydoomguy) - tested and tested by Timothy

10. In progress

11. (Crazydoomguy) - tested and tested by Timothy

12. (Crazydoomguy) - tested 

13. (Crazydoomguy) - done, need test

14. (Crazydoomguy) - done, need test

15. (Crazydoomguy) - done, need test

16. (Crazydoomguy) - done, need test

17. (Crazydoomguy) - tested 

18. In progress

19. In progress

20. (Crazydoomguy) - done, need test

21. In progress

22.

23. In progress

24.

25. (Crazydoomguy) - done, need test (reduce difficulty?)

26.

27.

28.

29.

30.

31. (Crazydoomguy) - done, need test

32. (Crazydoomguy) - done, need test (reduce difficulty?)

 

Download: https://www.dropbox.com/s/s5qy1qumtism1sy/32W3.zip?dl=0

 

Screenshots:

 

Spoiler

Screenshot_Doom_20171009_232134.jpg.1c1e31cc816fe84c7aecec6302062dd3.jpg

Screenshot_Doom_20171009_232159.jpg.c6991ee6116118b4a321a22b820c5b76.jpgScreenshot_Doom_20171009_232207.jpg.22b345e4e475f032dbae426a08426dae.jpgScreenshot_Doom_20171009_232228.jpg.4324962883e708b5e909ad700cdafc70.jpgScreenshot_Doom_20171009_232246.jpg.588698a8e7a6cabe1c02ea76b14e0ee5.jpgScreenshot_Doom_20171009_232344.jpg.c73792ae5b4c51919a309ad5ec31ef87.jpg

Screenshot_Doom_20180720_145926.png.ef3d1bfb2d0fddb9a577d472df71662e.pngScreenshot_Doom_20180720_150031.png.91b7b2ce96e70a7ac5a0cd66fb0f670c.pngScreenshot_Doom_20180720_150107.png.d511afe3140a3dfc2d7a4ef48a9bd746.pngScreenshot_Doom_20180720_150345.png.863cca53ed046d9c38a4e696e003f2e8.pngScreenshot_Doom_20180720_150426.png.37dbeba6ce4c5d194c387c2b49425d87.pngScreenshot_Doom_20180720_150543.png.b9b1b87a1b74afe5b6895ebc026b0664.png

 

 

 

Edited by CrazyDoomguy

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It's not really Boom-compatible if it doesn't work in the intended source port, eh? Here is a version that runs in PRBoom+. All I did was remake the TEXTURE1 and PNAMES lumps.

 

By the way, the sky in MAP02 (aside from in front of the tunnel before the exit) shows up as a giant HOM.

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2 minutes ago, AD_79 said:

It's not really Boom-compatible if it doesn't work in the intended source port, eh? Here is a version that works in PRBoom+. All I did was remake the TEXTURE1 and PNAMES lumps.

 

By the way, the sky in MAP02 (aside from in front of the tunnel before the exit) shows up as a giant HOM.

Thank for explain, I will do it if I go to home. Can you say what is a HOM?

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5 minutes ago, A7MAD said:

This. See how the sky has a weird effect to it?

doom17.png

Ah ok, thank you. This is probably on prboom but on Gzdoom is ok. I will fix for prboom at afternoon.

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Your maps have a very traditional, vanillia doom feel to them. I like them! Keep it up!

 

Also, keep in mind some people wont like your maps. you will always have people that dislike your maps, dont let that discourage you. Build how you enjoy building!

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9 hours ago, Phade102 said:

Also, keep in mind some people wont like your maps. you will always have people that dislike your maps, dont let that discourage you. Build how you enjoy building!

That is one of the truest statements ever. In fact, go look at the ratings on idgames for Cacoward winners and you'll see that even those maps have their detractors.

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Played a few of these maps this afternoon... started from the last maps and worked my way back because i tend to like harder setups.. definitely not a bad first effort at all! I did feel as though letting the player have some slightly better weaponry a little earlier in the maps wouldnt hurt the experience too much (even if you limit the ammo they receive so they have to use it sparingly), as there is a lot of low tier weaponry gameplay vs midtier monsters in most of the maps i tried so far.. will give it another go this weekend when i have a bit more free time.. Agree with what is said above though, if that sort of gameplay was the intent then ignore what i said entirely :)

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I know you made some more challenging maps with high monster density in the past and I usually prefer that style, but I think I actually prefer these ones over your older maps.

Besides the standard hallways and small rooms with incidental combat you also managed to make some interesting, lower difficulty encounters with the low tier weapons and monsters. I also like the music choices and the somewhat uncommon visual design.

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Now I did new 9 maps. You can download it on first page. Unfortunately I have to inform you that this WAD cant play on boom because I havnt any sucess to make this...

 

I will happy read any feedback

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11 minutes ago, CrazyDoomguy said:

Unfortunately I have to inform you that this WAD cant play on boom because I havnt any sucess to make this...

I do not understand why you don't spend a few minutes on learning how to import custom textures into your WAD proper so that it can be run in PrBoom+, because demos...

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12 minutes ago, CrazyDoomguy said:

http://slade-editor.wikia.com/wiki/How_to_import_textures

 

I tried it, but I saw custom and no doom 2 texture... its glitch

 

It looks like you're missing this step:

 

Quote

So if you have not set a base resource archive yet, click on "Cancel" and set it up now, then start again. Be sure to select "Import from Base Resource Archive" then click "OK".

 

 

texture_import.png

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Make sure you're running PrBoom+ with -complevel 9. Which sector in which map is having the issue? I can have a look.

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1 hour ago, Benjogami said:

Make sure you're running PrBoom+ with -complevel 9. Which sector in which map is having the issue? I can have a look.

Yes, then is ok. I had fixed it and now this WAD is boom compatibel!

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Nice, thanks for taking the time to make the wad boom-compatible.

 

I've went through the wad quickly and ran the wad through tnswutil so here are some observations:

 

In map01 there is a line with action special (line 800) too close to a door (line 375) which means the door actually can't be opened in -complevel 9 (boom compatibility).

 

In map11 There's this big HOM visible from sector 0.

 

The music in map31 is way too loud in PrBoom+. Tracks in map11 and map14 are also kinda loud.

 

Except map01, map11, map14 and map31 the maps are missing coop starts. It would be nice if you could add them for coop gameplay.
Full output of tnswutil -c coopstarts -w 32W1.wad:


---MAP01 1 1 1 1
---MAP02 3 0 0 0
---MAP03 1 0 0 0
---MAP04 1 0 0 0
---MAP05 3 0 0 0
---MAP06 2 0 0 0
---MAP07 2 0 0 0
---MAP08 3 0 0 0
---MAP09 3 0 0 0
---MAP11 1 1 1 1
---MAP12 1 0 0 0
---MAP13 2 0 0 0
---MAP14 1 1 1 1
---MAP15 2 0 0 0
---MAP16 1 1 1 1
---MAP17 1 0 0 0
---MAP20 1 0 0 0
---MAP25 1 0 0 0
---MAP26 2 0 0 0
---MAP31 2 1 1 1
---MAP32 16 0 0 0

 

There are some W1 teles in the wad. These can be problematic in coop if they result in only one player being able to progress in the map.
I didn't play through the maps yet to check if that's the case but I suppose you should be able to tell just by looking at the lines in the editor.

Here are the W1 teles (output of tnswutil -c w1teles -w 32W1.wad, the monster only lines are not a problem):


---MAP01
---MAP02
---MAP03
736: 39 - W1 Teleport
---MAP04
---MAP05
---MAP06
---MAP07
413: 39 - W1 Teleport
1154: 39 - W1 Teleport
---MAP08
2672: 125 - W1 Teleport (monsters only)
2673: 125 - W1 Teleport (monsters only)
2674: 125 - W1 Teleport (monsters only)
2675: 125 - W1 Teleport (monsters only)
2681: 125 - W1 Teleport (monsters only)
---MAP09
---MAP11
---MAP12
---MAP13
106: 39 - W1 Teleport
---MAP14
1994: 125 - W1 Teleport (monsters only)
1995: 125 - W1 Teleport (monsters only)
1996: 125 - W1 Teleport (monsters only)
1997: 125 - W1 Teleport (monsters only)
---MAP15
1236: 39 - W1 Teleport
---MAP16
155: 39 - W1 Teleport
156: 39 - W1 Teleport
157: 39 - W1 Teleport
158: 39 - W1 Teleport
1306: 125 - W1 Teleport (monsters only)
1322: 125 - W1 Teleport (monsters only)
1323: 125 - W1 Teleport (monsters only)
1721: 125 - W1 Teleport (monsters only)
1722: 125 - W1 Teleport (monsters only)
1723: 125 - W1 Teleport (monsters only)
1724: 125 - W1 Teleport (monsters only)
2670: 125 - W1 Teleport (monsters only)
---MAP17
224: 39 - W1 Teleport
---MAP20
933: 39 - W1 Teleport
---MAP25
---MAP26
153: 39 - W1 Teleport
---MAP31
---MAP32

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Thank you Keyboard_Doomer!

 

I checked all these W1 and changed some lines for better playing. Besides created, that this WAD can play with deathmatch.

 

About music I think, players can set music lower.

 

Link is updated.

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5 minutes ago, CrazyDoomguy said:

About music I think, players can set music lower.

The one little problem is that if the music between maps is constantly shifting in volume noticeably, players will have to fiddle with their audiosettings all the time. Changes in volume from low to high can be painful on the ears in particular, if those come from seemingly out of nowhere. I would suggest getting yourself a MIDI editor like sekaiju, and actually editing those MIDIs in question to make sure volume is more consistant over the course of the set. It's not too difficult to do, either.

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Nine Inch Heels is on point there. Yes, the players can adjust the volume themselves but it's very annoying having to do this on each map which has a music that's too loud/quiet and then having to set it back to previous volume on the next map.


Here are some observations for map12:

- The flat in sector 238 is just a big HOM in PrBoom+.

- I guess you might want to get rid of the title of a different wad on line 171

- The door texture on lines 969 and 970 isn't aligned well. You could just lower the ceiling there a bit.

- There are several teleports leading to sector 189 (tag 1). The sector doesn't have a teleport destination but even if it did it's a door that's raised to the ceiling so I assume the teleports are supposed to be pointed to somewhere else.

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7 hours ago, Keyboard_Doomer said:

Nine Inch Heels is on point there. Yes, the players can adjust the volume themselves but it's very annoying having to do this on each map which has a music that's too loud/quiet and then having to set it back to previous volume on the next map.


Here are some observations for map12:

- The flat in sector 238 is just a big HOM in PrBoom+.

- I guess you might want to get rid of the title of a different wad on line 171

- The door texture on lines 969 and 970 isn't aligned well. You could just lower the ceiling there a bit.

- There are several teleports leading to sector 189 (tag 1). The sector doesn't have a teleport destination but even if it did it's a door that's raised to the ceiling so I assume the teleports are supposed to be pointed to somewhere else.

Thank you! I had fixed all. Updated link.

 

About music: I can add MIDI music on map 11, but it will hear different... map 14 is MUS, for me isnt loud. map 31 I dont know how convert these Music into MIDI

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Just question.

 

I have 10 maps and 1 half to do. Have some interest to play on my WAD? I got ome burnout... I can probably do next 3 mouth because of examinations...

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