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Yeah, I've been mapping a lot. Instead of making a full level, I just put the 1 level out because often it can't fit into weapon progession.

Tested on GZDoom

1 level

Here you go, and please try to give feedback.

 

Noname.zip

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Hey buddy, I finished the map, I had fun but there are some issues:

 

-Forcing the player to backtrack through damaging sectors can be a problem if you are low on health.

-The archvile secret makes no sense, you either try to fight it with a pistol, which is impossible, or you come back after getting more weapons, but this eats up time with the rad suit, so the secret is more of a punishment that anything, and isn't worth the rocket launcher with three rockets.

-The damaging sector stopped being damaging halfway through the hallway.

-Putting enemies in hallways where you have no room to dodge their attacks isn't fair, and beating them comes down to RNG luck. This is evident in the first ambush after the teleporter.

-The berserk pack is invisible.

-Spotted some textures that weren't aligned correctly.

-Some more detailing wouldn't hurt.

 

Screenshot_Doom_20201101_201445.png

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Alright, thanks for the feedback!

The berserk pack is invisible because the health bonuses are supposed to point to it, like E1M6's computer area map.

And yeah, the narrow hallways are definitely dickish.

It's nice to know you had fun.

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1 hour ago, Castr_Tricks2 said:

Alright, thanks for the feedback!

The berserk pack is invisible because the health bonuses are supposed to point to it, like E1M6's computer area map.

And yeah, the narrow hallways are definitely dickish.

It's nice to know you had fun.

That's pretty cool about the berserk pack, I didn't notice that. In that case, it should be hidden better, because I accidentally picked it up each time I played the map :P

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