FishingHoek Posted March 27, 2020 (edited) Just my little own WAD I've been working on. Works with: ZDoom, IDK about GZDoom my computer's too old to run it, most likely though. Freelook is recommended but not necessary. Jump is cheating Version: Ultimate Doom. Maps: E1M1-E1M8. All Difficulties. Not Multiplayer or deathmatch compatible. HomeMadeHell v2.rar Edited April 19, 2020 by FishingHoek : update to WAD and Archive file 3 Share this post Link to post
RagingKrikkit Posted March 27, 2020 Clever fist secret, I like it. Needless to say it's a rather cramped .wad, and your affinity for shotgunners does tend to turn those tight corners into a simple reflex check. That said, your "larger" encounters do demonstrate that you seem to have the basics of encounter design down, and I like your "hub-and-spokes" level design. Try experimenting with giving the player a little more room to maneuver next time, and add some more projectile enemies to give them something to do with said space. Also, I'd be remiss to not note that E1M4 has a game-breaking bug: the elevator beyond the blue door will automatically rise once the door is opened, and then lock into place, causing the level to become impossible to complete if the player misses the trip up. Oh, and the side of the elevator isn't textured, resulting in a hall of mirrors. 0 Share this post Link to post
FishingHoek Posted March 27, 2020 10 hours ago, RagingKrikkit said: Clever fist secret, I like it. Needless to say it's a rather cramped .wad, and your affinity for shotgunners does tend to turn those tight corners into a simple reflex check. That said, your "larger" encounters do demonstrate that you seem to have the basics of encounter design down, and I like your "hub-and-spokes" level design. Try experimenting with giving the player a little more room to maneuver next time, and add some more projectile enemies to give them something to do with said space. Also, I'd be remiss to not note that E1M4 has a game-breaking bug: the elevator beyond the blue door will automatically rise once the door is opened, and then lock into place, causing the level to become impossible to complete if the player misses the trip up. Oh, and the side of the elevator isn't textured, resulting in a hall of mirrors. Ah, thank you very much for the tips. I have been experimenting more with open space in my next level. I'll also make sure to change up some levels, adding more space and projectiles. I'll be sure to fix that bug with the elevator. 1 Share this post Link to post