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Hi! This is my 7-levels wad for Doom 2. Use Gzdoom and hardware.














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Here's my feedback after playing through MAP01:


At the beggining I hated you for making me fight so many imps with a pistol. Then I hated you so much more for making me fight sooo many damn pinkies with just a shotgun (and a chaingun I guess). It's fine if you don't want your fights to be very intense in the first map, but low tier weapons + high hp enemies is a very bad combination. To the point that 1/3 through the map I just gave up and gave myself a super shotgun with a cheat. Also I couldn't really skip the monsters, since I had to do so much backtracking.

Then came the plain, hellish corridor of boredom, and the chaingun trap, which was way too long and repetetive. After all that I just didn't feel like playing this wad anymore, and cheated myself a plasma gun, and just pressed forward out of sheer curiosity what would come next. And I don't know what did. The teleport just brought me back to a place I've previously been to, and I got completely lost after that. I couldn't even finish the first map. Also fix this:


I'm guessing that this is the intended progression instead of the teleport, but idk how to get there.

Overall the first map was way too long, boring, repetetive, and annoying. And judging by the monster count, the second map isn't much better.


So I think that you got way too ambitious with your first project (if it is your first). It would have been much better for you to keep making small maps, and posting them here to get some feedback and see how you could improve, instead of making a 7-level long episode full of drawn out maps, that probably no one is gonna have the patience to play all the way through. The one positive thing I have to say about your mapping is that the map looked pretty good for a newbie. There was quite a bit of texture variety implemented.


So my advice for you would be to try out a few different community wads, analyze how they are made, and what makes them good. Also read some mapping tutorials, tips and tricks. Also make shorter maps, try to think more about the look of each individual room, and the flow of each encounter.


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