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rdwpa

Andy Olivera Mapset Project [-complevel 9]

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4 hours ago, TheV1perK1ller said:

Hey everyone. Just updating you on the progress for my level. As I have been designing it, it is becoming much larger and different than I envisioned it. I swear I spend way too much time getting the texturing fitting and aligned. It is coming along slowly, but steadily. I have also made a start on the side of my possible second entry (dependent on the amount of other submissions), and was designed to be easier than the first. Here is a picture of the 'entryway' of said level:

 

Screenshot_Doom_20180626_112300.png.fda27bef12124587cbc730eb76bdfb43.png

 

Out-fucking-standing there good sir, really love the usage of textures and aesthetics in this screenshot.

I too have begun on my second map, title I'm going for is "Feeding Grounds". Intending to be a short level but my creativity may get the best of me.

 

 

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Posted (edited)

Hello, so here is my second complete map for this project, Titled "Feeding Grounds".

 

It's a short map, not too difficult. Give it a test and let me know how it plays! :)

 

Screeshots:

Spoiler

FeedingGrounds1.jpg.ff2432cb1c3b145d070c44f6fc0ee55b.jpg

FeedingGrounds2.jpg.d73ac3f916fcc8f34142bbdd1dce9a1c.jpg

FeedingGrounds3.jpg.8d85649bcc1daecb39338d7d50d473b2.jpg

FeedingGrounds4.jpg.e99cc52397e2c5386f3a2397d4bd1cf2.jpg

 

Map Title: Feeding Grounds

Music: Death's Bells

Difficulty: Medium

IWAD: Doom 2

PWAD: Returns Resource

Compatibility: BOOM (comp-level 9)

Testing: Tested in Zdoom 2.8, PRBOOM+ 2.5.1.4, Doom 2 1.9 exe. Please do not use free-look, jumping etc.

Map: Map 01 (Until this is finished and sorted out by Rdwpa).

Co-op: Yes. (HAS NOT BEEN TESTED).

Deathmatch: No

 

Monster Count: 118

Co-op Monster Count: 119

Secret Count: 2

 

Download: FeedingGrounds v1.1.zip

 

Feel free to give me some feedback, I feel like I did better with this map on my first release than my first one :D

 

@rdwpa How's things going with getting this topic moved?

Edited by Bob9001

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UV Max in 3:03

fg-303.zip

 

Actually quite a lot to say here:

 

1. I am usually against the map where you can't go back and explore some of the places (see point 5);

 

2. I hope there are different types of opening things. Now most of the walls are lowered in a slow way. At least the wall to the MegaArmor could be a faster open door etc.;

 

3. I would say the maze area could have more content;

 

4. Setting all the player teleporter into one color and enemy out teleporter into color could be better in consistency in a minor way (Eg: all player ones are red, and the enemy out ones are white);

 

5. In my opinion, you can warp the player to the starting area for the final fight since I think you can also make good use of the starting area and also fix point 1 in this way; (Another way to do this is to change the exit into a teleporter which takes the player back to the starting room, and put up another fight there.)

 

6. Is there a Plasma Rifle or something I missed? There are 2 mysterious cells in the 3rd secret. To be honest, I don't understand the meaning of the backpack here either.

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13 hours ago, GarrettChan said:

UV Max in 3:03

fg-303.zip

 

Actually quite a lot to say here:

 

1. I am usually against the map where you can't go back and explore some of the places (see point 5);

 

2. I hope there are different types of opening things. Now most of the walls are lowered in a slow way. At least the wall to the MegaArmor could be a faster open door etc.;

 

3. I would say the maze area could have more content;

 

4. Setting all the player teleporter into one color and enemy out teleporter into color could be better in consistency in a minor way (Eg: all player ones are red, and the enemy out ones are white);

 

5. In my opinion, you can warp the player to the starting area for the final fight since I think you can also make good use of the starting area and also fix point 1 in this way; (Another way to do this is to change the exit into a teleporter which takes the player back to the starting room, and put up another fight there.)

 

6. Is there a Plasma Rifle or something I missed? There are 2 mysterious cells in the 3rd secret. To be honest, I don't understand the meaning of the backpack here either.

Ah very nice feedback!

 

1 - I don't understand what you mean, all teleporters go back to the point you came.

2 - Ah yes, I can change that if you think I should, no worries.

3 - Care to elaborate more on how this should be done?

4 - I tried to do that with the last area, uh I'll go back and have a look at that again.

5 - That is actually a good idea if I am getting what you're saying, have a duplicate of the starting area except the teleporter area is sealed off and make that replica the final fight?

6 - No, there is not a plasma rifle. This is intended for a beginning level in the wad so someone that's doing a 1-32 playthrough can get some early ammo for later levels.

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^Ah, crap. I apologize for my stupidity. The teleporter can actually take you back to the beginning part... I don't know why I didn't find that out yesterday.

 

About point 5, probably you can lower that barrier blocking the way, so you don't have to duplicate an area for the final part?

 

About point 3, although I think about that today and yesterday, I actually don't have a particular good idea about that. Right now, it feels like a chores to me rather than an adventure. Maybe you can put deaf monsters with ascending classes. For example, Zombieman - Shotgunner - Chaingunner - Demon - Cacodemon - Hell Knight - Arch-vile, this may makes the player wonders what will happen next. Another way I think of is to lower all the walls when you're at the end and have an encounter about 10~20 size.

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1 hour ago, GarrettChan said:

^Ah, crap. I apologize for my stupidity. The teleporter can actually take you back to the beginning part... I don't know why I didn't find that out yesterday.

 

About point 5, probably you can lower that barrier blocking the way, so you don't have to duplicate an area for the final part?

 

About point 3, although I think about that today and yesterday, I actually don't have a particular good idea about that. Right now, it feels like a chores to me rather than an adventure. Maybe you can put deaf monsters with ascending classes. For example, Zombieman - Shotgunner - Chaingunner - Demon - Cacodemon - Hell Knight - Arch-vile, this may makes the player wonders what will happen next. Another way I think of is to lower all the walls when you're at the end and have an encounter about 10~20 size.

Oh right, it's algood man!

 

3: Hmm, righto. I'll see what I can do with that. I kinda like it being like that as this map is not supposed to be hard at all, but I guess that part is bland.

5: Well, taking some of your advice and moulding it. I have changed the finale.

 

I'll get back to you tomorrow with some changes :)

 

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^Didn't feel too much different from the first one. I think it's better to call @rdwpa to have some input. Rd generally has better ideas than me.

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15 minutes ago, GarrettChan said:

^Didn't feel too much different from the first one. I think it's better to call @rdwpa to have some input. Rd generally has better ideas than me.

Aw is that so. To be fair, I really didn't change a lot. Just done some polishing and whatnot.

 

Thank you for your feedback anyway :)

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