Solarn Posted June 26, 2009 This time it's a short and easy E1 themed map. I think I didn't make any design mistakes this time around, but I'm not sure about the gameplay. I'd like it very much if a few people played through it and gave me some feedback. This is my first map with this theme, so I'm a bit anxious about it. As for the specifics, it's made for doom.wad and replaces E1M1. It should run in Boom-compatible ports, but I couldn't test it in any because they aren't working on my computer right now for some reason, so it's only been tested in ZDoom. If I made any mistakes because of that, please tell me. Here's the link: http://www.sendspace.com/file/oetsd2 Two maps are done now, both relatively short and easy. I didn't want to stray too far from the E1 sensibilities. Here's an upload of both maps in a single WAD: http://www.sendspace.com/file/divs69 http://www.zshare.net/download/7026428181089fd7/ 0 Share this post Link to post
pavera Posted June 26, 2009 Yeah it was pretty good I thought. I think the exit door might be missing a door tag, unless I missed a switch somewhere. 0 Share this post Link to post
Solarn Posted June 26, 2009 Krispavera said:Yeah it was pretty good I thought. I think the exit door might be missing a door tag, unless I missed a switch somewhere. I can't believe I missed such a stupid thing again. I swear, it's like a curse. Fixing it now. EDIT: Uploaded the fixed version. The exit door now opens as it should. 0 Share this post Link to post
ArmouredBlood Posted June 27, 2009 Nice map. Had a good feel for gameplay and kept me interested. Unfortunately I didn't find any secrets my first time through, but I was focused on the map. Had just enough health for some mistakes and the large amount of hitscanners. The architecture was good but I didn't really like the floor channels much. You should try adding some lighting in, there were quite a few times I saw lighting textures but no lights in places that could use them well. Would give it 3 1/2 stars overall, 4/5 considering it's your second release. 0 Share this post Link to post
Solarn Posted June 27, 2009 ArmouredBlood said:Nice map. Had a good feel for gameplay and kept me interested. Unfortunately I didn't find any secrets my first time through, but I was focused on the map. Had just enough health for some mistakes and the large amount of hitscanners. The architecture was good but I didn't really like the floor channels much. You should try adding some lighting in, there were quite a few times I saw lighting textures but no lights in places that could use them well. Would give it 3 1/2 stars overall, 4/5 considering it's your second release. Thank you. I'll try and see what I can do. I'm terribly afraid that I'll screw up the lighting though. 0 Share this post Link to post
Solarn Posted December 22, 2009 And the second map is finally complete now. It's been tested and I think it plays pretty nicely on all difficulties. I haven't noticed any bugs or errors in it even after multiple playthroughs, but I might have missed something. The lighting's still crap though, because I suck at it. Here's the upload of both maps, because the first one got deleted anyway. Please test it for me, because there are thins that I just can't find out on my own, most importantly how much other people like it. http://www.sendspace.com/file/q5wffb http://www.zshare.net/download/70242445fe4d7816/ 0 Share this post Link to post
Phml Posted December 22, 2009 I tried to download it and got a blank page saying "HTTP/1.0 404 Not Found". 0 Share this post Link to post
Solarn Posted December 22, 2009 Phml said:I tried to download it and got a blank page saying "HTTP/1.0 404 Not Found". Huh? I just re-checked it, the download works for me. I'll upload it to another host right away. EDIT: There, uploaded to zShare as well. I hope that works better for you. EDIT TO THE EDIT: I suddenly realized I left a really stupid misaligned texture and the Doombuilder 3D mode camera in the second map. Reuploading the fixed version. EDIT^3: Both links in both posts replaced with the fixed version. EDIT 4: Made some small changes. 0 Share this post Link to post
Super Jamie Posted December 22, 2009 Not bad dude! Some cool older techbasey layouts with a nice bit of detailing. Easy to get around, areas are recognisable. E1M2 seems deceptively large, probably due to all the fake doors around, nice touch. Is the plus-shaped walkway in the middle going to be a theme in all maps? I thought there was a distinct lack of health compared to the amount of hitscanners, especially close-range shotgunners. I had to iddqdiddqd to get 100 health back a few times. I wouldn't be able to survive these maps first pass. The dark parts are very dark, probably too dark. I just shot blindly into the bits around the chainsaw and exit on E1M1 and even using the chaingun as a "torch" in E1M2 computer room it's still very hard to see. That blinking room with the Spectres looks good, very scary. Though the door could be a little bigger to encourage them to come out and get you? Lots of barrels but not many opportunities for barrel frags. The first barrels you see in E1M1 would be much better up on the ledge instead of down on the floor. You might want to monster block the teleporter on E1M1. I walked through, the imps started coming for me then promptly vanished :P The inclusion of the chaingun on E1M2 was a good move, helps the battles not get repetitious. Looking forward to seeing more :) 0 Share this post Link to post
Phml Posted December 22, 2009 New download works for me, thanks. :) I tried both maps, liked E1M2. I died from hitscanners in each map but to be honest I didn't try very hard, randomly running around and shooting stuff. 0 Share this post Link to post
Solarn Posted December 23, 2009 So... still too little health for hitscanners. I'll run through the maps a few times and see where I need to put more. I'll make the dark areas a bit lighter too. As for the blinking room, I never had trouble with the spectres not coming out. Yeah, the barrel placement was a bit random, I didn't really think of it until I already placed the monsters and just randomly threw barrels into the mix because the levels wouldn't be Doom-y enough without them. EDIT: Fixed several things, new uploads here and in the first post: http://www.sendspace.com/file/divs69 http://www.zshare.net/download/7026428181089fd7/ 0 Share this post Link to post