Kurogachii Posted February 28, 2021 (edited) Operation Last Resort - An episodic action-packed adventure for D00M 2 Every couple months a new episode will be available for download, every episode contains 3 unique maps - made by Lukas (Kurogachii). And with a kick-ass original soundtrack - composed by Ben (Prospekt Mir). Story: A space division of Nazis take over the moon base of the UAC (Codename Athena), they plan to use dark magic and rituals to revive the fallen demons of the Phobos base on Mars, it's your mission and duty as a marine of the UAC to eradicate them all and to stop them from invading earth. About the project: Sourceport Compatible - Gzdoom Genre - Singleplayer Action Length - Episodic Map packs (3 levels each) Gameplay - Mouselook and jumping enabled Recommended Difficulty - Ultra Violence Screenshots: Spoiler DEMO AVAILABLE HERE Edited March 11, 2021 by Kurogachii : Demo Released 2 Share this post Link to post
Kurogachii Posted March 2, 2021 The demo for Operation Last Resort is finally here! it contains the first level + a unique secret level! ¿Can you find all the secrets? Download link in original post. 0 Share this post Link to post
Kurogachii Posted March 2, 2021 Demo Patch 1.1 - Fixed some extra details inside the demo, textures, items, and doors. 0 Share this post Link to post
Biodegradable Posted March 3, 2021 Not too shabby of a start. It's a little small and flat with pretty basic combat, but it's not without some nice attention to detail and such. Fairly decent. 1 Share this post Link to post
Kurogachii Posted March 3, 2021 (edited) 16 minutes ago, Biodegradable said: Not too shabby of a start. It's a little small and flat with pretty basic combat, but it's not without some nice attention to detail and such. Fairly decent. Thank you for the feedback! i'll definitely use it to improve the final product, a little comment on the invisible pinkies, i thought it would give a "wow factor", i was WRONG, by watching your reaction i realised it was a bit cheap and that's not the point of my mega wad, also the "both answers" thing was talking about the two secrets lying behind a "pillar" structure, my idea was to implement "secret" hints without it being too obvious. Also about the flat combat and scenario, of course you're not wrong about that! I kinda wanted it to give a "knee deep in the dead" kinda vibe but honestly i don't think i really made it to that level of design yet, i still have much to learn.. Thank you for playing my demo, more improvements will come in the future! cheers! 1 Share this post Link to post
thelazyqdude Posted March 3, 2021 First ever doom project? Is it also your first (published) map? 0 Share this post Link to post
Kurogachii Posted March 3, 2021 (edited) 1 minute ago, thelazyqdude said: First ever doom project? Is it also your first (published) map? It is, it's actually my first map project on D00M. ¿Thoughts? 0 Share this post Link to post
thelazyqdude Posted March 3, 2021 Just now, Kurogachii said: It is ¿Thoughts? I'm playtesting it RN. Expect review very soon. 1 Share this post Link to post
thelazyqdude Posted March 3, 2021 (edited) Played MAP01 on UV. Layout & Design: 2/10. Gameplay: 2.5/10. Detailing: 2.5/10. Overall: 2.5/10. There are MANY common problems for beginner mappers. You should read up on some articles designed for beginner mappers since they'll help you stop making these same mistakes. I'm not experienced enough and can't be bothered to capitalize on them, but here are some ones I found: Flats & Textures used interchangeably. That's not gonna do well on older sourceports. Nazis.. because why? Sky is used wrong. EW! HEXEN FORMAT! GET IT AWAY YUCK YUCK YUCK!!! AAH!!! 0 Share this post Link to post
Kurogachii Posted March 3, 2021 8 minutes ago, thelazyqdude said: Played MAP01 on UV. Layout & Design: 2/10. Gameplay: 2.5/10. Detailing: 2.5/10. Overall: 2.5/10. There are MANY common problems for beginner mappers. You should read up on some articles designed for beginner mappers since they'll help you stop making these same mistakes. I'm not experienced enough and can't be bothered to capitalize on them, but here are some ones I found: Flats & Textures used interchangeably. That's not gonna do well on older sourceports. Nazis.. because why? Sky is used wrong. EW! HEXEN FORMAT! GET IT AWAY YUCK YUCK YUCK!!! AAH!!! Holy cow that's a low rating... I kinda believed i deserved more but that might be my pride, thanks you for taking your time to review my wad! About your points: 1 - I specified the sourceport on the original post (GZDoom) 2 - The mega wad backstory is: A division of space nazis took the moon base of the UAC called Athena, and discovered a way to revive the demons of mars and use them as their personal army. (That's purely your opinion so if you don't like the nazi thing i understand) 3 - Yeah i know, didn't know how to use skybox yet i watched some tutorials after, it will be fixed in the final version. 4 - I read your post about the formats and i'll take it in consideration for the final version! Cheers! 0 Share this post Link to post
thelazyqdude Posted March 3, 2021 On 2/27/2021 at 7:06 PM, Kurogachii said: i'll make sure that the mega wad is fun and re-playable levels filled with content and secrets! Yeah.. Not to be an ass, but this isn't going to happen unless you pull off some miracle. Fun and replayable is tricky for even people with good amounts of experience mapping, and learning doom mapping by making a megawad isn't exactly a great idea. In the meantime, here's some content that'll help you get better at mapping so you don't make those same mistakes again: https://www.realm667.com/index.php/en/tutorials-mainmenu-138 https://www.doomworld.com/idgames/docs/editing/handbk21 (old) https://www.dfdoom.com/tips-for-making-an-engaging-doom-map/ https://doom.fandom.com/wiki/Tips_for_creating_good_WADs https://www.dfdoom.com/staying-motivated-as-a-doom-mapper/ https://www.dfdoom.com/tutorial-utilising-the-stair-builder-curve-tool-to-save-time/ https://www.doomworld.com/forum/topic/74073-vanilla-level-editing-lesson-1-preliminary-reconnaissance/ https://www.doomworld.com/forum/topic/117694-vanilla-doom-wads-utilities-more-megathread/ https://www.doomworld.com/forum/topic/117704-i-made-a-video-series-for-complete-beginners/ https://www.doomworld.com/forum/topic/107025-avoiding-the-room-corridor-room-loop/?tab=comments#comment-2000542 https://www.doomworld.com/forum/topic/104878-interconnected-mapsneed-help/?tab=comments#comment-1968178 https://www.doomworld.com/forum/topic/114564-how-do-people-come-up-with-map-layouts/?tab=comments#comment-2132759 https://www.doomworld.com/forum/topic/101927-how-to-properly-improve-layout-skills/?tab=comments#comment-1907685 http://doomnexus.drdteam.org/Tutorial/basics.html There is much much more content you can find as well. Doomworld's advanced search will get ya far. 1 Share this post Link to post
thelazyqdude Posted March 3, 2021 1 minute ago, Kurogachii said: 1 - I specified the sourceport on the original post (GZDoom) And I used GZDoom, but using flats & texture interchangeably only works for a small number of sourceports, so backwards compatibility is out of the question. RIP all the PRBoom+ lovers. Hell, I'm sure this could be reduced to just a single wad with Doom Format maps if all of the unnecessary stuff like the hud messages was removed. 1 Share this post Link to post
Kurogachii Posted March 3, 2021 3 minutes ago, thelazyqdude said: Yeah.. Not to be an ass, but this isn't going to happen unless you pull off some miracle. Fun and replayable is tricky for even people with good amounts of experience mapping, and learning doom mapping by making a megawad isn't exactly a great idea. In the meantime, here's some content that'll help you get better at mapping so you don't make those same mistakes again: https://www.realm667.com/index.php/en/tutorials-mainmenu-138 https://www.doomworld.com/idgames/docs/editing/handbk21 (old) https://www.dfdoom.com/tips-for-making-an-engaging-doom-map/ https://doom.fandom.com/wiki/Tips_for_creating_good_WADs https://www.dfdoom.com/staying-motivated-as-a-doom-mapper/ https://www.dfdoom.com/tutorial-utilising-the-stair-builder-curve-tool-to-save-time/ https://www.doomworld.com/forum/topic/74073-vanilla-level-editing-lesson-1-preliminary-reconnaissance/ https://www.doomworld.com/forum/topic/117694-vanilla-doom-wads-utilities-more-megathread/ https://www.doomworld.com/forum/topic/117704-i-made-a-video-series-for-complete-beginners/ https://www.doomworld.com/forum/topic/107025-avoiding-the-room-corridor-room-loop/?tab=comments#comment-2000542 https://www.doomworld.com/forum/topic/104878-interconnected-mapsneed-help/?tab=comments#comment-1968178 https://www.doomworld.com/forum/topic/114564-how-do-people-come-up-with-map-layouts/?tab=comments#comment-2132759 https://www.doomworld.com/forum/topic/101927-how-to-properly-improve-layout-skills/?tab=comments#comment-1907685 http://doomnexus.drdteam.org/Tutorial/basics.html There is much much more content you can find as well. Doomworld's advanced search will get ya far. Thank you for the links and the criticism, it might be harsh, but sometimes it's just the truth lol. I'll use everything available to deliver the best D00M experience possible. 1 Share this post Link to post
Dubbag Posted March 6, 2021 @Kurogachii Thank you so much for the awesome request. I loved this WAD and think that secret room is pretty funny man lol. 1 Share this post Link to post
Kurogachii Posted March 6, 2021 41 minutes ago, Dubbagdarrel said: @Kurogachii Thank you so much for the awesome request. I loved this WAD and think that secret room is pretty funny man lol. Wow man thank you for that review! loved it! The final product will be greatly improved and more of that kick-ass music coming too! 0 Share this post Link to post
Kurogachii Posted March 12, 2021 Spoiler -Still tweaking and adding more detail. 1 Share this post Link to post
Dubbag Posted March 12, 2021 14 hours ago, Kurogachii said: Hide contents -Still tweaking and adding more detail. SWEET! 1 Share this post Link to post