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HAK3180

*2020 HAKAWARDS* I'm Also Looking to Play and Record Your Maps 2 *CLOSED*

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HAK, I've made a new map, short with low tiers, it's intended to be the first of a new episode called Enceladus, but who knows how long it takes me, I'm bussy with real life.

 

It should run with crispy, it contains a DEHACKED file, I guess crispy loads it, if not the gameplay will be severely compromised. You'll notice more straight lines than the usual in my maps, like playing alter egos when mapping.

 

Doom1 E4M1: no name yet

https://www.mediafire.com/file/2u5csxvord8l8d8/ENCELA41.wad/file

 

NOTE: those barons die with 6 shotgun shots, don't roll eyes when you meet them without heavy weaponry XD! Also beware of those pinkies.

Edited by nicolas monti

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Table of Contents

 

@Chief Smokey

 

Doomworld forum topic

 

It’s hard for me to get tired of decent Doom. This wad boasts solid visuals and well thought out layouts throughout. What becomes tedious is always being short on ammo and never having any open space. The rocket launcher is all but useless in this wad, yet M6 had 30+ rockets. It also had a very welcome super shotgun; almost all the combat has been narrow hall or small room with weak monsters. Yes, E1 of Doom only used weak monsters, but there were more rocket moments and less claustrophilia. 

 

Bottom line: M6 is my favorite so far, but the episode could use some gameplay variety.

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@Killerratte

 

Doomworld forum topic

 

This is definitely the magnum opus of this short wad, and it does have a grand feel. I like the space and the layout a lot. Finding weapons early is easy. Navigation is pretty easy, even though there’s lots of exploration to do. Many of the fights are entertaining and engaging, even if not pitched at a very high difficulty. However, some of the fights definitely become a grind and that usually has to do with space. The fights that afford the player tons of real estate are invariably short on hellspawn to make those fights effective. Plus, you get plenty of ammo and a free-ish BFG. We don’t normally think of BFG cleanup apart from macroslaughter, but it definitely happens here. Visually, this is a modern tech base. It’s not drop dead gorgeous, but it’s free of much anything that will draw your attention negatively.

 

Bottom line: a serviceable big map ups and downs

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@Zolgia108

 

Doomworld forum topic

 

I thought Map 01 (21) was decent-ish, but then I played 2 and 3 (22-23), which make me think Map 01 should perhaps be stronger. Zolgia108 has definitely subscribed to a philosophy of mostly setpieces but also has the imagination to make decent ones. The highlight for me was the beginning of Map 03, but there were a number of good situational fights that were entertaining regardless of where they fell on the difficulty spectrum.

 

Bottom line: Pretty good start to the wad, but may need a stronger opener

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@HAK3180

 

Limbus Puerorum, in the "Divina Commedia", is the place where the souls of the unbaptized children go, their only sin being the original one.

Anyways, i don't really like how map 1 turned out i need to fix some stuff there sadly :(

But yea the other two went well i guess, thank you for playing them as usual!

 

One thing to notice: i know it may be considered bad, but sometimes i place more rockets all togeter with one, to save space, that secret for example gave you 10 rockets not just one, like in map 1 in the last fight you have a lot of rockets in the form of one on the right and a berserk on the left. I know it may deceive players but i can't find a better idea :P

 

 

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@Zolgia108, Okay, I looked it up afterward. "Border of the Boys" made no sense, so I figured it had to be something technical. Thanks for explaining. Apparently it's also limbo infantium sometimes. I did not realize puer was used without stressing masculinity; I thought it was more of a vir than a homo, but it's been a while, haha.

 

On the rockets, I did notice it at one point. You see that sometimes in high density monster maps. I try not to do that with ammo because some players will store that info mentally before or after picking the thing up. If I see a launcher and a rocket, that's only three shots, so I may not go for that if I'm midfight and it's not worth the risk, but I may go for it if I know it's actually a "10 pack." Rocket boxes are way too big, I know, but perhaps find a way to cluster the rockets together instead, so that it's at least noticeable. Or do a custom sprite for rocket boxes.

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9 hours ago, Megabeholder said:

I think you need a mouselook

 

Please be more specific about this.

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4 minutes ago, HAK3180 said:

 

Please be more specific about this.

 

There is a very short underwater section, I actually don't how it will work without freelook. It is pretty straightforward - just a tunnel.

Other than that you will be fine without freelook.

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@Walkerrr

 

Doomworld forum topic

 

It’s very similar to Map 01, so in that I question the length, but at least there wasn’t a faux exit or anything. It looks very nice. The layout is intricate and really cool. I especially like the double blue door thing. There’s some fun to be had, but I think the onus is on the player to make some of these encounters fun. That can be okay, but the map itself seems to encourage a somewhat dull style of play, as many of the encounters amount to door or hallway combat. Even so, it’s never a real grind because you are well equipped and the monster density is fairly low, but I’d like to see some more creative setups to force Doomguy into harder decisions.

 

Bottom line: I like it, but the visuals and the layout are noticeably better than the combat

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I have released MAP10 of the Hell Frontier project for testing. I'd like to show it to you. beheadquarters.rar

As usual, it's Doom 2 format without jumping, crouching or vertical aiming.

 

It actually does occupy MAP10 slot this time and if you want to use fully authentic experience, you should load it with the main wad for the sky (Though nothing else important is in the main wad) hell_frontier.rar

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2 hours ago, DerTimmy said:

-Fists : you can punch and generate a shield to block projectiles. Alt fire uses energy

-Claws : laser claws which rips through enemies. uses energy

-Laser Machinegun : uses clip ammo; altfire shoots a bouncing projectile

-Dual Laser Machineguns : same as above but two of them :3

-Laserpistol : unlimited ammo but uses energy. Altfire shoots a charged shot which can freeze enemies

-Shotgun : precise shotgun with burst fire option

-Bigboy : Auto shotgun with shrapnel altfire

-lasercannon : Machingun with powered up altfire. altfire uses both clip and energy to shoot

-rocketcannon : shoots a strong energy ball. altfire uses rocketammo and energy to shoot a bouncy mine

-flamecannon : shoots a fiery line of fire. flamethrower as altfire. uses energy and rockets

-plasmarifle : shoots plasma. altfire shoots very fast

-railrifle : shoots a strong single shot. only uses energy (its a placeholder for a energyrifle)

-shipwrecker : double barrel cannon. wrecks everything

 

I'm sometimes okay with a couple new guns or slight modifications to all the vanilla ones, but this looks to be unrecognizable as Doom in regard to weapons. Therefore I decline.

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@magicsofa

 

Doomworld forum topic

 

Well, now that we’re done, to me it’s easily E1>E3>E2, but E3 started to mount a comeback. These layouts were really cool, despite being decidedly vanilla, and the pace was fast and fun, as always. A side effect of that power tripping sprint and gun playstyle is that there are obviously superior weapon choices, especially when cells are hardly limited. It almost seems that the last two episodes would have benefited from some sort of weapon upgrades to the chaingun and shotgun to keep them remotely relevant. Even the plasma gun had very little use in E3. But still, it’s nice to blast your way through hundreds of enemies in 5-10 minutes instead of the usual 15-25.

 

Bottom line: These were probably my favorite three of E3

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@nicolas monti

 

Do I need to say it anymore? It’s a Monti map, so you get a solid challenge, somewhat crude visuals, an excellent layout/progression, interesting secrets, and a good length.

 

Bottom line: Monti’s back. Again.

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I made something wacky this time

 

Feel free to have a look

 

Gzdoom and dynamic lights would be preferred

 

This is a very unorthodox experimental map I made

 

 

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@Walkerrr

 

Doomworld forum topic

 

This map had a few more interesting/challenging decisions for Doomguy than the first two. It also had a progression that only had one moment of potential confusion/guesswork that I remember: near the beginning you hit a switch that opened a door a good distance away. I also think the exit could maybe have been visible a bit earlier, but the layout was good and the aesthetic pleasant. I also rather enjoyed the dark maze section, despite its somewhat abrupt insertion into the map.

 

Bottom line: same basic idea as previous maps with slight improvements

 

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@ViolentBeetle

 

Doomworld forum topic

 

This map is dense. The space is pretty small overall and tight in some areas, but there are quite a few monsters to deal with, many of them two or three times… ViolentBeetle does a great job making pleasant looking maps without really any innovative finesse or custom textures – just solid principles. Combat is much of the same. There were fights of all different sizes, the highlight being the tetrarchvile reveal that sent you into a frenzy. My only minor gripe is that perhaps the ammo got a little high here, though I did get the bulk cell secret. The ending, even though it killed me half a dozen times or so, seemed a little bit trivial.

 

Bottom line: compact and action packed with a fun little sense of travel

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@Megabeholder

 

Doomworld forum topic

 

I like the exploration of this map. It had the feel of an adventure or first person RPG. What jumps out at you is the extreme contrast between high detail and low detail. Overall, it’s pretty low, but there are chairs and tables and computer panels and things that are microdetailed seemingly down to the 1x1 sector. These items are inside square rooms of monotextured walls. And then there’s the default Doom 1 sky in all its non-vertically tiling glory. The combat was never annoying, but it just doesn’t add much. It’s not really dense enough to be grindy – plus you have good weaponry, but it feels like a distant second side dish to exploring the map. That’s not always bad, but here it’s not because of the greatness of the exploration as much as it’s because of the lackluster combat.

 

Bottom line: The extreme detail is nice, but maybe some of that effort could be spent on other things

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3 hours ago, HAK3180 said:

@Walkerrr

 

Doomworld forum topic

 

This map had a few more interesting/challenging decisions for Doomguy than the first two. It also had a progression that only had one moment of potential confusion/guesswork that I remember: near the beginning you hit a switch that opened a door a good distance away. I also think the exit could maybe have been visible a bit earlier, but the layout was good and the aesthetic pleasant. I also rather enjoyed the dark maze section, despite its somewhat abrupt insertion into the map.

 

Bottom line: same basic idea as previous maps with slight improvements

 

 

Hello, first of all, Thank you for your gameplays and comments I've been enjoying them a lot.

Also I appreciate your comments. Of course, there will be greater challenges as you continue progressing.

And I'm making few modifications respect to gameplay as well as added "pressure" in the arena of level 2 (revenantss in corners and a final archvile).

 

I'll wait for your next critics to look for improvements and areas of opportunity.

 

So far I have noticed that some players have had problems in some occasions with the switches and the continuity of the levels.

I made new textures to bring help in that part, more specific switches and numbered doors ;)

 

example.png

 

If you want to continue playing the wad I ask you to please use the updated version of the wad. More than anything it has changes with the above mentioned textures and map names. You will not have problems since the levels can be played with "pistol start"

 

Download Link: https://www.dropbox.com/s/6qpuzd3lscywhxt/GTH_TEST_13V3.wad?dl=0

 

Regards!.

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@Chief Smokey (Chief, please confirm whether these maps are intended for continuous or pistol starts before I begin episode 2.)

 

Doomworld forum topic

 

These maps are really good looking, especially M7. The layouts work, and the Doom maps are there, sometimes more subtly than others. If this wad is supposed to be played continuously, that is vital information. In all these levels, I found significant stashes of rockets but never a launcher. I also think the style of combat gets old very fast in this wad. Available health is pretty low or stockpiled in certain areas. Ammo can be quite low, too, so you end up in ammo conservation camp mode, which is a decidedly unfun way to play Doom. And all that aside, give me some space. Ever. You’re basically in a hallway the whole wad. Even the rooms are cramped with monsters and or Things and sector detailing.

 

Bottom line: This project could so easily be so much more enjoyable

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7 hours ago, HAK3180 said:

The ending, even though it killed me half a dozen times or so, seemed a little bit trivial.

Yeah, that's the problem when everyone is coming from the same direction. I'll have to think about it. Or maybe I'm OK with it because BFGing everying like this is pretty fun conclusion to a map.

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11 hours ago, HAK3180 said:

@Chief Smokey Chief, please confirm whether these maps are intended for continuous or pistol starts before I begin episode 2.

 

They are intended for continuous play. This has since been added to the readme for future releases.

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Hey, I've got a new map I'd like you to take a look at. As with the previous one, no rush! Here is the link to the main post. The map was made in BooM: DooM (DooM format), and I tested it in PrBooM+ and GZDooM.

 

I am not sure what you mean by compatibility, but I am going to say: No jumping/crouching. Looking up/down is fine, but ideally you'd play with infinitely tall monsters (makes the final fight harder and more in line with what I imagined).

 

https://www.doomworld.com/forum/topic/116121-my-second-wad-your-way-out/

Edited by Pechudin

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@Clippy

 

Doomworld forum topic

 

In my mind this is a perfect candidate for an EXM9 or Map 31 or 32 slot. 31 would probably be the best because then the 100th secret could give up the secret exit. You can exit (normally) at any time but then you know what you’re leaving behind. There’s an in-map tracker of your progress and the map unfolds more and more depending on how many secrets you find. 100 is probably too many for as small a map as this. And it’s a big map, but by having 100 secrets, every little thing has to be one. Concept aside, the execution was medicore. It’s not appealing visually at all. The combat is a drag, for the most part. I’d rather see a map like this mostly empty with a few setpieces for major points of sequence and some scattered fodder. I should see what easy is like, but the draw here is clearly the exploration and puzzle solving. Having to fight all the time in a decidedly not combat-centric map can get frustrating, whether the fights are hard or easy.   

 

Bottom line: I love the concept, not so much the map itself

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@HAK3180thank you so much for the playthrough

 

As you may know, I love to hide secrets in maps, so I thought I would go full tilt and make this nonsense. A lot of things confused people here, haha. Such as exit at the start, glad you liked that, I got flack for it. But I couldn't see how to hide all these secrets in a traditional style map, so this whole thing really is a gimmick. Also that red door near the start is meant to also be shot at, a hint at how to get the yellow key later on. This double feature door confused EVERYONE!

 

I'm curious what you used to play this? I used latest Gzdoom which also had the dynamic lights to make those dark sections more playable and visually interesting. Also some things happened to you that didn't happen to me. Such as when you could grab that SSG and plasma gun through the bars *shakes fist* - good one buddy I immediately replaced the wad with a fix cause of you, which is great! People keep finding things for me to tweak which is the joy of playtesting.

 

PS I made this map and many played it but nobody pointed out that you could click that switch from down low in the tech room. It never occurred to me. That's fine though I'll leave that in

 

But yeah good times, I was actually thinking this type of map wouldn't be up your alley so I'm surprised you played it so much - much appreciated

 

.I spent waaaay too much time on this one. Making secrets wasn't so hard but it quickly dawned on me that Doom 2 doesn't have enough items to warrant 100 secrets ... ever. It became harder and harder to figure out what exactly to put in these areas!

 

Next time I'll be back with a much smaller and traditional map.

 

Have a good one!

 

 

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