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Transport - the second map i made

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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:


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
                          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
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, visit

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:



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.

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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."

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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!

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My playthrough of the map. I agree with Lorenz0, the lift on the Cyb room should look more like a lift:



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