BauwenDR Posted October 22, 2020 (edited) So I only just recently got into making wads. And I am posting my first 2 creations here to get some feedback. I am not 100% certain about the gameplay at this moment as I feel like it is currently just doorfighting. Anyway I tested the wad on prBoom+ and GZdoom, so it should be playable on just about everything. Also IWAD used is DOOM2. And as required some screenshots: Map01: Map02: BDR_first_levels.zip Edited October 23, 2020 by BauwenDR : zip file update 7 Share this post Link to post
ElPadrecitoCholo Posted October 22, 2020 Very interesting the Wads created friend, I will give you a test to see their content and see if they were to my liking. 0 Share this post Link to post
FabulousDoom Posted October 22, 2020 I really like the architecture of the maps. I died at the beggining of map02, but quickly found the medikits. Keep it up! 0 Share this post Link to post
Oldschoolgeek32 Posted October 22, 2020 Map01 Summary :) @BauwenDR Good and Well Done Map! I like the overall map design and its balance of combat and enemies. Many good elements are present in this map such as the monster traps and a lot of good architecture! The Revenant at the end was very unexpected! I wasn't able to find all the secrets but overall, nice job and I look forward to your future maps! :) 3 Share this post Link to post
Pseudonaut Posted October 22, 2020 Map01 FDA (also UV-max in 2:19) Finally, my habit of wallhumping everything has paid off. It's a decent map, but the combat is pretty simple. The fights for the keys are the best parts, but the group of imps behind the red door is a pretty bland encounter (though it would've been less boring if I had used the rocket launcher). The lone revenant at the end is also not very threatening, and ammo is quite overabundant. It would be nice to have some monsters roaming around so that the combat isn't 100% ambushes. A pretty easy map overall, but maybe I would've felt some amount of pressure if I hadn't found the secret soul sphere. Map02 FDA (100% kills, didn't find the secret, 5:38) The exit didn't work properly, but I think it's because I used -complevel 2. It works correctly in -complevel 9. I was still able to exit, I just had to awkwardly shoot at a barely-visible cacodemon until it died. There's also a HOM effect in the yellow key room. Otherwise, I like this a little better than the first map because of the tough start, but like you said, what follows is just doorfighting. It would be better if something in previously explored areas opened up whenever the monsters are revealed, so the player has to worry about monsters creeping in from behind as well. Monsters teleporting in would work too. Also, it would be better if the wad's filename didn't have spaces in it. When setting up the command line to record these demos, it didn't work, but when I edited the spaces out of the filename, it did. 1 Share this post Link to post
Ciphie Posted October 22, 2020 Hey, This seems really interesting! Can't wait to play it! 0 Share this post Link to post
ElPadrecitoCholo Posted October 22, 2020 My first 2 wads Ultra-Violence mode || GZDoom || Vanilla+ . . . MAP 01: Status: *Deaths: 0 *Saves: none A really simple but brief map, with direct combat and without much obstacle or setback, with a more primitive style and similar to a wad created in the 90's, mostly due to the style of traps that have been implemented as well, very interesting to tell the truth. It is appreciated that in the secret of the beginning you gave the rocket launcher, at least it serves to get rid of some Imps from the area with the red door, or also to kill the revenant that is there more quickly. The difficulty is good, despite containing mostly Hitscanners, the truth is that getting rid of all of them is not a big problem, like the Imps and Pinkys that this level contained, and no matter how simple the whole map looks, it It makes up for how short it is, and its difficulty too, in addition to giving away a Soul Sphere that is good enough for the next map. Well done here, I really had a lot of fun. MAP 02: Status: *Deaths: 0 *Saves: none Now, let's talk about this second map, and it is that... the beginning has really been a bit cruel, the fact of getting enemies that, in their vast majority, have been Hitscanners, hmm... is an ugly way to punish the player for having the Soul sphere from Map 01, which by the way, not enough with that, the Chaingunners quickly took care of draining absolutely all the health I got with that sphere, returning me to 100% of original health in just seconds, a very hard start, but fortunately, after going through that little hell of bullets, the rest is easier, since in the next entry, there is a shotgun that activates a trap that has several imps, 2 Cacodemons and 2 Chaingunners, after that, In the first door on the left, there is a rocket launcher with several missile boxes, which are very useful for the next battle that awaits us, with the Hitscanners, the Hell Knights and other enemies (in addition, here they give us a Soul Sphere), and also for the last encounter of the other door that requires a key, as there are quite a few Imps, Revenants, Pinkys and a Cacodemon at the end. To conclude, this map is also as good as the first Map, with a simple and direct combat again, without much obstacle, but that unfortunately I must subtract some points for that really hard start, and a bit unfair, because I really wanted See how far I kept my Soul Sphere from the previous level, but hey, I also had fun here, I got to enjoy it a bit, and it entertained me a lot, just like the previous map, good job in this area, but I would recommend that you do not take this class of initial traps if the player does not have at least a Mega Armor with which he can protect himself from the shots of many Chaingunners and Imps at the same time. 1 Share this post Link to post
Iacobus Posted October 23, 2020 The maps are fairly detailed and the ambushes well tought out, specially for being first time maps, but apart from the very first room and the last one in Map02, all rooms are in the same plane, making the maps look and the combat feels very flat. Adding height variation to your maps not only enhances them aesthetically, but makes combat more interesting and dynamic aswell. Also, adding loopbacks helps a lot with the flow of the map, to avoid repeating the <enter room> <grab key/press switch> <exit room> routine and give the player more options. 1 Share this post Link to post
Biodegradable Posted October 23, 2020 The maps are really nicely made, especially the first one. Your layout and texture work is really good, mate. Where you fall a bit flat though is in the gameplay as everything feels really basic. Despite how nice they look, the maps aren't very interesting to progress through and the combat is very predictable with these densely-packed monster closet traps in tiny rooms that allow you to simply bottleneck the horde in the doorway, which sadly makes the demon murder tedious rather than fun. Mind you, this was more notable in MAP02 save for the very first encounter, that one was good. Doom combat works best when both the player and the demons have room to move. It's all about speed and the demons attack dynamics that give it that memorable, ageless replayability we all love it for. Be sure to check out Doomkid's video on how you can avoid newbie mapper pitfalls. I see some real potential from the level of detail you put into your map designs, so you're on the right track mate. Oh and welcome to Doomworld :^) 1 Share this post Link to post
BauwenDR Posted October 23, 2020 (edited) First of all, thanks for the all the feedback, it was really handy in determining what felt like was missing. So I made a few changes... First of all map01: The outside area is now a little wider, making maneuvering around the center a good strategy. Along with that I also made a way to get from one side to the other a little faster, but it is only one way. Resulting in being able to dance around the enemies way better (which is what doom is about if I am not mistaken). Also added some more height variation. Now for map02: Switched the shotgun pickup to a rocket launcher and revamped the whole room (see screenshot). And then changing the already present rocket launcher into a ssg, making it more likely that the player will dance around the enemies (amazing how much swapping a weapon can do...) Changed the entrance to the final room to once again make it more engaging and less door-fighting. A last note about map02, if I were to continue on this wad in general I am going to must likely move it back in the wad. I also changed the original downloadable BDR_first_levels.zip 0 Share this post Link to post