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Kuleshoff

Factory Substation (DOOM II)

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This really looks and plays well - even if it's really small and not more than an appetizer. :)

Great architecture and I found no flaws. Everything is clean and proper, but I want more...


Here are my stats:

image.png.f27375a9eaa31dc85b5f4e79c70a73ab.png

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2 minutes ago, Kuleshoff said:

Thanks, I'll do more. This map is just the beginning.



I hope so - as far as I can see - there's a great talent sleeping in you. :)

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This was a great opening level. Like theDia said, a perfect little appetizer. Everything seemed consistent and well thought out.

 

The only suggestion I might make is, during the ambush in the shotgun room (after the button is pressed), perhaps adding a Pinky in place of one of the 4 Imps (if even on UV), could add an interesting dimension to that fight.

 

Either way, this was fun, and I will also be looking forward to your next map! 

 

Cheers

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2 minutes ago, RonnieJamesDiner said:

The only suggestion I might make is, during the ambush in the shotgun room (after the button is pressed), perhaps adding a Pinky in place of one of the 4 Imps (if even on UV), could add an interesting dimension to that fight.

 

 


I think a pinky would destroy the layout with his big hitbox. Probably just fast-closing the door behind the player would make this area hard enough. :)

 

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11 minutes ago, theDia said:


I think a pinky would destroy the layout with his big hitbox. Probably just fast-closing the door behind the player would make this area hard enough. :)

 

 

Well, the idea was sort of based on how big the Pinky hitbox is. Forcing the player to deal with it first, or risk being boxed into a corner (which wouldn't take much to do in that room). The only reason I mentioned it was because those ambushes are identical on HMP and UV. To each their own, though! 

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Posted (edited)

Is this the first map you've designed?

 

I'm really impressed, and I'm a little disappointed that there aren't more maps in this set to sink my teeth into right away... ;)

 

The texturing was perfect, the layout was simple but effective, the monster placement was great... Perhaps one opportunity for improvement (if you're looking for one) is making the second secret a bit more outside-the-box. This map almost yearns to have a hidden area in it, a la Hangar. You could also play with lighting a bit more to create some contrast.

 

Nice work!

Edited by noisebloom

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No demo could not be recorded due to the node type.

 

Nice little map. Very short, but looks nice.

 

fyi the mid textures in the exit room bleed into the ground when using Doom's native renderer. 

Screenshot_Doom_20190713_154542.png.a1f92547168ee63ec6945a9ecca81a50.png

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Good map despite how short it is. Would recommend less doors as I feel all of them except for the exit door to be unnecessary.

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Thank you for the attention you paid to my work. Now I will answer a few questions.

9 hours ago, RonnieJamesDiner said:

This was a great opening level

Exactly. The map was conceived on the initial map in mini-megawad  :)

9 hours ago, RonnieJamesDiner said:

The only suggestion I might make is, during the ambush in the shotgun room (after the button is pressed), perhaps adding a Pinky in place of one of the 4 Imps (if even on UV), could add an interesting dimension to that fight.

I tried it and the result was interesting. But Pinky will appear later in the next map.

9 hours ago, noisebloom said:

Is this the first map you've designed?

Yes, this is my first map that I presented to the public.

4 hours ago, Super Mighty G said:

fyi the mid textures in the exit room bleed into the ground when using Doom's native renderer. 

Wow! I tested the map on the GZDoom engine, there are no such bugs.

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2 minutes ago, pcorf said:

 

That can be fixed by changing the light level of the ajoining sector by 1.

 

------------------------------------------------

Sector 1 light level 159                                 |

------------------MIDBARS3 -----------------|

Sector 2 light level 160                                 |

-----------------------------------------------

Really? Wow I didn't know that.

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1 hour ago, pcorf said:

 

That can be fixed by changing the light level of the ajoining sector by 1.

 

------------------------------------------------

Sector 1 light level 159                                 |

------------------MIDBARS3 -----------------|

Sector 2 light level 160                                 |

-----------------------------------------------



Wow, thats a great trick to know. Strange that after all tehese years thereis still something new to learn. :)

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Awesome map. I'll keep it short since all the above feedback applies mostly from me, as well. Can't wait to see what comes after this little teaser. The architecture is tight and detailed. Could probably do with swapping a few Imps for Demons.

tumblr_a88e2af2170f07d05b523b003e5c66bb_c0dfbfc7_540.gif

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I think it's too short to be enjoyable. Just two or three more rooms and I think it'd do fine as MAP01 for a techbase episode. Overall, i's not bad, but it's lacking in content.

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Work on a new map is underway. Looked at the work of Viggles - this is what you need to strive for. His "Breach" and "Brigandine" wads
 are incredible! Sorry for my English - this is not my native language :)

Снимок экрана 2019-07-18 в 21.12.12.png

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Did a playthrough of this map.

 

 

Solid little layout. I got into a lot of trouble trying to just chainsaw my way through everything (I'm blaming that, and having just woken up, on my multiple deaths).

 

Hope to see more.

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On 7/14/2019 at 3:12 AM, DecoyZulu said:

Awesome map. I'll keep it short since all the above feedback applies mostly from me, as well. Can't wait to see what comes after this little teaser. The architecture is tight and detailed. Could probably do with swapping a few Imps for Demons.

tumblr_a88e2af2170f07d05b523b003e5c66bb_c0dfbfc7_540.gif

Nice GIF.

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