AntimatterBrick Posted April 22, 2020 Caverns is a short, one-level action WAD for Doom II, set in a cave. (Obviously) It was tested in GZDoom and does not require any movement that was not in Doom II. Download: Caverns.zip 3 Share this post Link to post
DynamiteKaitorn Posted April 23, 2020 Possibly the most empty map I've played. It's very short, has the exit right behind you at the start and a super shotgun I can't grab due to it being too high up. 3 Share this post Link to post
Loomis Posted April 24, 2020 (edited) I'm sorry to say, but your map looks extremely boring. Why didn't you experiment with different light levels as well as different floor and ceiling heights? I think those would be really important when your map shall look like a cavern. Also think about a couple of varying textures. Look at the two screenshots, the first is your map and the second is what you can already do by putting just another two minutes of effort to it. Spoiler 2 Share this post Link to post
joe-ilya Posted April 24, 2020 I enjoyed the combat, the hitscanners were placed effectively, and the baron and the demons were also fun to outmaneuver to get the SSG. The secret encounter was also fun, even if a little tricky and finnicky. I don't like the way the map looks, there's no lighting effects, no detail, no height differences, no extra props and architecture to break monotonous texture work. A few errors is the exit switch right behind the player and the unreachable SSG, you imply that jumping is not required, but there's no other way to get it. I'd like to tune-up your map, it looks like a fun little exercise to refine this map. 1 Share this post Link to post
Clippy Posted April 25, 2020 22 hours ago, Loomis said: I'm sorry to say, but your map looks extremely boring. Why didn't you experiment with different light levels as well as different floor and ceiling heights? I think those would be really important when your map shall look like a cavern. Also think about a couple of varying textures. Look at the two screenshots, the first is your map and the second is what you can already do by putting just another two minutes of effort to it. Hide contents Impressive and inspiring - just a little detail goes a long way! 1 Share this post Link to post
mArt1And00m3r11339 Posted April 25, 2020 I've realized that the secret sector with the super shotgun requires an arch-vile jump. I have more fun whipping enemies to death, like Simon and Trevor Belmont. 1 Share this post Link to post
Clippy Posted April 25, 2020 28 minutes ago, mArt1And00m3r11339 said: I've realized that the secret sector with the super shotgun requires an arch-vile jump. I have more fun whipping enemies to death, like Simon and Trevor Belmont. Ohhhhhh damn never thought of that That archvile is so far away tho He would surely resurrect everyone on the way there Not to mention how the hell would you have enough health to survive the archvile boost :😲 0 Share this post Link to post
mArt1And00m3r11339 Posted April 25, 2020 35 minutes ago, Clippy said: Ohhhhhh damn never thought of that That archvile is so far away tho He would surely resurrect everyone on the way there Not to mention how the hell would you have enough health to survive the archvile boost :😲 I just whip enemies to death. 1 Share this post Link to post
SleepyVelvet Posted April 25, 2020 Here's an FDA, recorded in prboom+ (complevel 2) noisy_caverns_fda.zip 0 Share this post Link to post
AntimatterBrick Posted April 26, 2020 On 4/25/2020 at 6:44 AM, mArt1And00m3r11339 said: I've realized that the secret sector with the super shotgun requires an arch-vile jump. I have more fun whipping enemies to death, like Simon and Trevor Belmont. I did not intend for people to do an arch-vile jump, I'm just bad at making maps. 0 Share this post Link to post