BrassKnight Posted September 9, 2018 This is the second map that I have made and the first map that I used custom stuff in SLADE 3. So I made this a few days after I released UAC Earth Base aka my first map on Doomworld and finished after 2-3 weeks (took quite long because I had a lot of stuff to do in school and I was very lazy.) It contains custom textures and things in it. Here is the text file: Spoiler =========================================================================== Advanced engine needed : ZDOOM, GZDOOM, Zandronum Primary purpose : Single play =========================================================================== Title : Transport Filename : porter.wad Release date : , Author : BrassKnight Email Address : ilikespagetti24@gmail.com Other Files By Author : UAC Earth Base (UAC_EB.wad) Misc. Author Info : 14 year old novice Doom mapper(no seriously, i'm not joking) that has been playing DOOM ever since he was in Grade 3. Description : Second map that I have made and the the first map that I used custom textures with. Started making this a few days after I finished making UAC Earth Base and after weeks of making it (I got quite lazy) , it was finally finished. Some of the rooms and the placement of items and monster might be quite lazy or "meh" because there so many stuff I had to do in school. Additional Credits to : Textures used: David Gevert & Paul Fleshute - Darkbase Textures Player Lin, Mozai, Engine Technology - Mars 3D Textures Eye Del Cul - Beautiful Strange Doom Sky Pack Pawel Zarczynski - NMN Corp. Texture Set 1 Songs used: Intro and Ending Song - Banjo Software (HACX) The Pit - Robert Prince (Doom 2: Hell On Earth) Custom Sounds used: Plasma gun and Teleporter - The people who worked on Dwango 4. =========================================================================== * What is included * New levels : MAP01 Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : None * Play Information * Game : Doom 2 Map # : MAP01 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : 2-3 weeks, I think. Editor(s) used : Doom Builder X, GZDOOM Builder, SLADE 3 Known Bugs : Haven't found one yet. Please tell me if you found one. Tested With : ZDOOM, GZDOOM, Zandronum * Copyright / Permissions * This work is licensed under the Creative Commons Attribution 4.0 International License. To view a copy of this license, visithttp://creativecommons.org/licenses/by/4.0/ You are free to copy and redistribute the material in any medium or format; and remix, transform, and build upon the material for any purpose, even commercially. If you do so, you must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. * Where to get the file that this text file describes * The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors Here is the download link: http://www.mediafire.com/file/o2ocyljdy94jpyl/Transport.rar/file Now, here is some screenshots: Spoiler Before I actually release it at Doomworld, would you mind if you give some feeback on it and some tips for future maps that I might make? That would be great and I would highly appreciate it. 2 Share this post Link to post
Pegleg Posted September 9, 2018 The screenshots looks pretty good. The lighting levels are varied and you've done a decent job with shadows, as well as with light to draw your eye to where you want the player to go. You claim to require ZDoom and its descendants, but you never say why. Are jumping, crouching, and freelook mandatory? Are there other reasons? Or do you just like ZDoom, and the map will probably function fine with Boom or even vanilla? 2 hours ago, BrassKnight said: Some of the rooms and the placement of items and monster might be quite lazy or "meh" because there so many stuff I had to do in school. 2 hours ago, BrassKnight said: I had a lot of stuff to do in school and I was very lazy Just a tip: many of us have a lot of things to, whether it's work, family, school, whatever, so we understand being busy. Another tip: you'd be better off polishing something rather than just releasing it and saying "it could be better, but I was lazy." I general, it's probably best to not try to sell yourself by calling yourself "lazy." 0 Share this post Link to post
Lorenz0 Posted September 9, 2018 If this really is the second map you've ever made, then you did a really great job. It was very detailed, had nice texture use, and lighting variety. The combat wasn't particularly interesting, but it wasn't annoying either. It was just very straightforward and standard. I never felt threatened, and my health never dropped below 80%. The room I liked the least, was the one with a cyberdemon. I had no idea what to do in it, and just circled around, trying to find a switch or something. After about 2 minutes I figured out that there's an elevator leading to the top of the crates, where you get the plasma rifle, which is your only means of killing the cyberdemon. It wasn't clear that the texture you used for the elevator served the purpose it did. My other complaint is with the overall layout of the level. There's quite a bit of backtracking, which feels like a waste of time. Other than that, some rooms felt too cramped, and the stealth monsters were really unnecessary. But overall I'd say that it's a pretty good map, especially if this is your second attempt. So keep at it! 2 Share this post Link to post
guineu Posted September 15, 2018 My playthrough of the map. I agree with Lorenz0, the lift on the Cyb room should look more like a lift: 2 Share this post Link to post