Scorpio Posted July 13, 2019 (edited) Hello! I made a small map for native Doom II, for a single player. All levels of difficulty are supported. >> Factory Substation.zip << Edited July 27, 2019 by Kuleshoff : Replaced the corrected map 16 Share this post Link to post
theDia Posted July 13, 2019 This really looks and plays well - even if it's really small and not more than an appetizer. :) Great architecture and I found no flaws. Everything is clean and proper, but I want more... Here are my stats: 0 Share this post Link to post
Scorpio Posted July 13, 2019 Thanks, I'll do more. This map is just the beginning. 3 Share this post Link to post
theDia Posted July 13, 2019 2 minutes ago, Kuleshoff said: Thanks, I'll do more. This map is just the beginning. I hope so - as far as I can see - there's a great talent sleeping in you. :) 1 Share this post Link to post
RonnieJamesDiner Posted July 13, 2019 This was a great opening level. Like theDia said, a perfect little appetizer. Everything seemed consistent and well thought out. The only suggestion I might make is, during the ambush in the shotgun room (after the button is pressed), perhaps adding a Pinky in place of one of the 4 Imps (if even on UV), could add an interesting dimension to that fight. Either way, this was fun, and I will also be looking forward to your next map! Cheers 0 Share this post Link to post
theDia Posted July 13, 2019 2 minutes ago, RonnieJamesDiner said: The only suggestion I might make is, during the ambush in the shotgun room (after the button is pressed), perhaps adding a Pinky in place of one of the 4 Imps (if even on UV), could add an interesting dimension to that fight. I think a pinky would destroy the layout with his big hitbox. Probably just fast-closing the door behind the player would make this area hard enough. :) 0 Share this post Link to post
RonnieJamesDiner Posted July 13, 2019 11 minutes ago, theDia said: I think a pinky would destroy the layout with his big hitbox. Probably just fast-closing the door behind the player would make this area hard enough. :) Well, the idea was sort of based on how big the Pinky hitbox is. Forcing the player to deal with it first, or risk being boxed into a corner (which wouldn't take much to do in that room). The only reason I mentioned it was because those ambushes are identical on HMP and UV. To each their own, though! 0 Share this post Link to post
noisebloom Posted July 13, 2019 (edited) Is this the first map you've designed? I'm really impressed, and I'm a little disappointed that there aren't more maps in this set to sink my teeth into right away... ;) The texturing was perfect, the layout was simple but effective, the monster placement was great... Perhaps one opportunity for improvement (if you're looking for one) is making the second secret a bit more outside-the-box. This map almost yearns to have a hidden area in it, a la Hangar. You could also play with lighting a bit more to create some contrast. Nice work! Edited July 13, 2019 by noisebloom 1 Share this post Link to post
Super Mighty G Posted July 13, 2019 No demo could not be recorded due to the node type. Nice little map. Very short, but looks nice. fyi the mid textures in the exit room bleed into the ground when using Doom's native renderer. 1 Share this post Link to post
Denim Destroyer Posted July 13, 2019 Good map despite how short it is. Would recommend less doors as I feel all of them except for the exit door to be unnecessary. 0 Share this post Link to post
Scorpio Posted July 14, 2019 Thank you for the attention you paid to my work. Now I will answer a few questions. 9 hours ago, RonnieJamesDiner said: This was a great opening level Exactly. The map was conceived on the initial map in mini-megawad :) 9 hours ago, RonnieJamesDiner said: The only suggestion I might make is, during the ambush in the shotgun room (after the button is pressed), perhaps adding a Pinky in place of one of the 4 Imps (if even on UV), could add an interesting dimension to that fight. I tried it and the result was interesting. But Pinky will appear later in the next map. 9 hours ago, noisebloom said: Is this the first map you've designed? Yes, this is my first map that I presented to the public. 4 hours ago, Super Mighty G said: fyi the mid textures in the exit room bleed into the ground when using Doom's native renderer. Wow! I tested the map on the GZDoom engine, there are no such bugs. 1 Share this post Link to post
pcorf Posted July 14, 2019 6 hours ago, Super Mighty G said: No demo could not be recorded due to the node type. Nice little map. Very short, but looks nice. fyi the mid textures in the exit room bleed into the ground when using Doom's native renderer. That can be fixed by changing the light level of the ajoining sector by 1. ------------------------------------------------ Sector 1 light level 159 | ------------------MIDBARS3 -----------------| Sector 2 light level 160 | ----------------------------------------------- 11 Share this post Link to post
Super Mighty G Posted July 14, 2019 2 minutes ago, pcorf said: That can be fixed by changing the light level of the ajoining sector by 1. ------------------------------------------------ Sector 1 light level 159 | ------------------MIDBARS3 -----------------| Sector 2 light level 160 | ----------------------------------------------- Really? Wow I didn't know that. 0 Share this post Link to post
theDia Posted July 14, 2019 1 hour ago, pcorf said: That can be fixed by changing the light level of the ajoining sector by 1. ------------------------------------------------ Sector 1 light level 159 | ------------------MIDBARS3 -----------------| Sector 2 light level 160 | ----------------------------------------------- Wow, thats a great trick to know. Strange that after all tehese years thereis still something new to learn. :) 0 Share this post Link to post
DecoyZulu Posted July 14, 2019 Awesome map. I'll keep it short since all the above feedback applies mostly from me, as well. Can't wait to see what comes after this little teaser. The architecture is tight and detailed. Could probably do with swapping a few Imps for Demons. 2 Share this post Link to post
Juza Posted July 14, 2019 I think it's too short to be enjoyable. Just two or three more rooms and I think it'd do fine as MAP01 for a techbase episode. Overall, i's not bad, but it's lacking in content. 1 Share this post Link to post
Walter confetti Posted July 15, 2019 Really cool short map, could be great for a mapset start or something similar... 0 Share this post Link to post
Scorpio Posted July 18, 2019 Work on a new map is underway. Looked at the work of Viggles - this is what you need to strive for. His "Breach" and "Brigandine" wads are incredible! Sorry for my English - this is not my native language :) 3 Share this post Link to post
Magicana Posted July 18, 2019 Did a playthrough of this map. Solid little layout. I got into a lot of trouble trying to just chainsaw my way through everything (I'm blaming that, and having just woken up, on my multiple deaths). Hope to see more. 2 Share this post Link to post
Sir Hattington Posted July 23, 2019 On 7/14/2019 at 3:12 AM, DecoyZulu said: Awesome map. I'll keep it short since all the above feedback applies mostly from me, as well. Can't wait to see what comes after this little teaser. The architecture is tight and detailed. Could probably do with swapping a few Imps for Demons. Nice GIF. 2 Share this post Link to post
Suitepee Posted July 23, 2019 https://www.twitch.tv/videos/457022637 I play this at 2:01:35 into this playtest livestream. A fun small map that left me wanting another map after it! 0 Share this post Link to post