Cjwright79 Posted January 15, 2010 http://members.shaw.ca/cjwright79/dagobah.wad Feedback is welcome. :) 0 Share this post Link to post
kristus Posted January 15, 2010 That certainly doesn't look like any swamp I've ever seen. :( 0 Share this post Link to post
Dutch Doomer Posted January 15, 2010 I suspect that you aren't making doom maps for very long. I suppose its okay for an first effort. Unusual name though, Star Wars is cool :) 0 Share this post Link to post
ArmouredBlood Posted January 15, 2010 FDA with prboom 2.5.0.5. The exit switch has no action, so you can't exit the level =/ Gameplay was a lot easier than your other maps, as each room's door is a chokepoint and on just about every one I could get half the monsters to infight. As fun as it is to get monster combos going, you have to plan out how fights should go. A traditional fight is the imps on a ledge with hell knights below. The hell knights will keep the player's attention focused on them, while the imps will be the monsters actually whittling down the player's health with their slower, space confining fireballs. Fights with arachnotrons and hitscanners, and especially chaingunners, behind other monsters are usually a lot easier than just the monsters themselves, as many of the monsters will infight with the chaingunners instead of attacking you. Also experiment more with traps, the revenant closet is just one of the many ways you can trap the player. Go easy on chaingunner closets unless you want to really slaughter the player. So about the architecture, it's looking better than animasse and another map you made, but it's still very flat. Consider putting in some pits and ledges, or multi-level areas like loading docks in bases. You have a very cool curvy feel to your maps, so try not to go overboard on the base stuff, I've played (and made -.-) quite a few square maps. 0 Share this post Link to post
Cjwright79 Posted January 15, 2010 Removed 3D start mode; exit switch fixed. 0 Share this post Link to post
Snakes Posted January 15, 2010 I liked the gameplay. Good ammo balance and a fun fight in the 2nd outdoors area. And the floor/ceiling detail in the end looked nice. The biggest thing I can suggest is to start adding detail on the walls. Computers, support beams/pillars, light sources, etc. really make a difference and are the BEST way to turn a bland looking room into something decent. Just be sure to not go overboard. Needs more Dagobah, too. :/ 0 Share this post Link to post
Cjwright79 Posted January 16, 2010 Snakes said: I liked the gameplay. Thanks. 0 Share this post Link to post
MSPaintR0cks Posted January 17, 2010 It didn`t really look like Dagobah and it was bit too hard for me, but I liked how every wall was round, which was very nice to look at. I wish more doom levels would have this. (= 0 Share this post Link to post
Phml Posted January 17, 2010 Here's my FDA. First run dies before the SSG, second run goes straight for the SSG and maxes. As always, I enjoyed this. You've got a really distinctive, abstract style that is pleasant to see and fun to play. Now make more. :) 0 Share this post Link to post
Cjwright79 Posted January 17, 2010 Phml said:As always, I enjoyed this. You've got a really distinctive, abstract style that is pleasant to see and fun to play. Now make more. :) Awesome. Here's what's in the pot now: http://members.shaw.ca/cjwright79/Axbreakr.wad 0 Share this post Link to post
Phml Posted January 17, 2010 Cool. Quick FDA for what is there so far. Nice hectic start with monsters coming at you from everywhere. Ammo seemed perfectly balanced considering the chainsaw. No bugs or issues that I could see. :) 0 Share this post Link to post
MSPaintR0cks Posted January 17, 2010 Ah, everything is round again. I love it. =D 0 Share this post Link to post
Cjwright79 Posted January 18, 2010 Phml said:Here's my FDA. First run dies before the SSG, second run goes straight for the SSG and maxes. Nice demo -- can hardly believe you pulled through on the second attempt! 0 Share this post Link to post
188DarkRevived Posted January 18, 2010 If Master Yoda doesn't replace the Cyberdemon and doesn't guard the exit of this map then I'm not downloading... If a lightsaber doesn't replace the chainsaw then I'm not downloading... Would be fun to slice up Master Yoda with a lightsaber inside the DOOM engine. *sigh* And for the Force's sake, where is the swamp?!? 0 Share this post Link to post
Cjwright79 Posted January 18, 2010 DarkJedi188 said:And for the Force's sake, where is the swamp?!? I may have to atone for my liberal use of Star Wars phrases with a real Dagobah someday. 0 Share this post Link to post
old(school)merc Posted January 23, 2010 It may just be that i suck at doom, but I got STOMPED! Other than that I found it fun, enjoyable, and fantastic looking. I give it a thumbs up! 0 Share this post Link to post
Cjwright79 Posted January 23, 2010 Well there's always Hey Not too Rough. And glad you enjoyed it! 0 Share this post Link to post
old(school)merc Posted January 24, 2010 I gave it a second shot, did much better, im playin on a laptop, and my new controller set up is much better! 0 Share this post Link to post
Cjwright79 Posted January 27, 2010 Mah new demo on Hurt Me Plenty. Featuring a mad scramble for survival in the fifth room. http://members.shaw.ca/cjwright79/dag1.lmp 0 Share this post Link to post