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Ofisil

THEME-GAWAD PROJECT #1

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2 hours ago, forgettablepyromaniac said:

this should hopefully be the last version, fixed the HOM and changed the archvile to a chaingunner.

Also added in a bit more detail with more decorations and a hole in the ceiling for the cement building.

MAP12.zip

 

Almost forgot to tell u btw - no Revs here (check the list on the original post). Pay attention to the rules to avoid the extra work, because extra work sucks.

Send the name of the map along with the fixed version. Thanx!

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So I decided to scrape the current map I was working on. I'll probs finish it, but I had better ideas that I wasn't able to fit into it. So I started a new one, with a better looking starting area to sorta fit with the theme of a canyon, sorta. I'll upload both of them and you can decide which one you would like to use if you'd like. But I might take awhile to finish, starting back up on that wagie life again. If things workout, I'll have weekends off to map all day. I'll post a screen of the new starting area when I finish it shortly. 

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Although I still may do more tweaking/detailing/polishing, I think map 19 is at a stage where it's ready for others to test. 

 

THEME-GAWAD Map19.zip

 

Spoiler

Screenshot_Doom_20210326_002733.png.2eb3c350e6f2450cc6ced66224efcb4d.pngScreenshot_Doom_20210326_002832.png.6147738c96bfd83d8c3467bf82fefbc7.pngScreenshot_Doom_20210326_002925.png.af980519d1ab290f94a77ebc9b4ed0ea.pngScreenshot_Doom_20210326_003041.png.8619a4ccefeeb465deec1953f5f7c1f5.pngScreenshot_Doom_20210326_002851.png.84b39f2d8d018437980532976a159a2a.pngScreenshot_Doom_20210326_002956.png.33a9ea7d3619acb93229834ac2fbd0dd.pngScreenshot_Doom_20210326_003204.png.fc502a1fb0c1323aef44e53cb5bd2e9b.pngScreenshot_Doom_20210326_003243.png.3aee793c462a3088f0c8a2f18979b892.pngScreenshot_Doom_20210326_003348.png.11fd4e43fc03e04f6d2a6f36406c311f.png

 

I find it hard to gauge difficulty. I thought previous versions were more difficult than the map is supposed to be, so I've toned the difficulty down a bit. It's possible it might need to be toned down some more, though. Any thoughts/suggestions would be much appreciated!  

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7 hours ago, Fiendish said:

Although I still may do more tweaking/detailing/polishing, I think map 19 is at a stage where it's ready for others to test. 

 

THEME-GAWAD Map19.zip

 

  Reveal hidden contents

Screenshot_Doom_20210326_002733.png.2eb3c350e6f2450cc6ced66224efcb4d.pngScreenshot_Doom_20210326_002832.png.6147738c96bfd83d8c3467bf82fefbc7.pngScreenshot_Doom_20210326_002925.png.af980519d1ab290f94a77ebc9b4ed0ea.pngScreenshot_Doom_20210326_003041.png.8619a4ccefeeb465deec1953f5f7c1f5.pngScreenshot_Doom_20210326_002851.png.84b39f2d8d018437980532976a159a2a.pngScreenshot_Doom_20210326_002956.png.33a9ea7d3619acb93229834ac2fbd0dd.pngScreenshot_Doom_20210326_003204.png.fc502a1fb0c1323aef44e53cb5bd2e9b.pngScreenshot_Doom_20210326_003243.png.3aee793c462a3088f0c8a2f18979b892.pngScreenshot_Doom_20210326_003348.png.11fd4e43fc03e04f6d2a6f36406c311f.png

 

I find it hard to gauge difficulty. I thought previous versions were more difficult than the map is supposed to be, so I've toned the difficulty down a bit. It's possible it might need to be toned down some more, though. Any thoughts/suggestions would be much appreciated!  

 

Just finished your map! Pretty nice. It's a really good-looking and detailed map, and you milked the whole "Corruped tech base" idea to its full extent. Almost build engine-y at times, even! I think it could maybe use doing a bit more stuff with brightness, though, having more contrast between brighter and darker areas could make your map look even more gorgeous.

 

With that said, I think there is one thing in particular you could improve - I feel like the enemy density in the level is a bit too high. What I mean by that is that you have a lot of big, cool open rooms that could make for some really interesting fights, but the way you put those enemies make it so that the player will mostly stay into a corner, or start doorfighting, not using the rooms to their full extent. It's a combination of having a bit too many hitscanners and enemies popping right into your face as you enter, but there are a lot of other ways to solve this problem - I'll leave it to you!

And that's actually why my favorite part of your level is the big arena scramble at the red key! The enemy placement is much better, the hitscans are put in places where they don't bog down the fight itself and you have tons of room to maneuver around. I just loved it!

 

Other than that, I only have a handful of minor gripes that could be fixed very easily. Ammo is a bit too scarce, so I would recommend adding a few shells or clips here and there. And I also got stuck in a few elements of the architecture I'm pretty sure I should be able to walk through? There are the hanged bodies in the red key room, and this part in the screenshot.

 

Spoiler

image.png.aec4b50820495e0d8b7800e73f63a4c2.png

 

Good luck! This could honestly turn out to be a fantastic map with a bit more tweaking.

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44 minutes ago, Dwimepon said:

 

Just finished your map! Pretty nice. It's a really good-looking and detailed map, and you milked the whole "Corruped tech base" idea to its full extent. Almost build engine-y at times, even! I think it could maybe use doing a bit more stuff with brightness, though, having more contrast between brighter and darker areas could make your map look even more gorgeous.

 

With that said, I think there is one thing in particular you could improve - I feel like the enemy density in the level is a bit too high. What I mean by that is that you have a lot of big, cool open rooms that could make for some really interesting fights, but the way you put those enemies make it so that the player will mostly stay into a corner, or start doorfighting, not using the rooms to their full extent. It's a combination of having a bit too many hitscanners and enemies popping right into your face as you enter, but there are a lot of other ways to solve this problem - I'll leave it to you!

And that's actually why my favorite part of your level is the big arena scramble at the red key! The enemy placement is much better, the hitscans are put in places where they don't bog down the fight itself and you have tons of room to maneuver around. I just loved it!

 

Other than that, I only have a handful of minor gripes that could be fixed very easily. Ammo is a bit too scarce, so I would recommend adding a few shells or clips here and there. And I also got stuck in a few elements of the architecture I'm pretty sure I should be able to walk through? There are the hanged bodies in the red key room, and this part in the screenshot.

 

  Reveal hidden contents

image.png.aec4b50820495e0d8b7800e73f63a4c2.png

 

Good luck! This could honestly turn out to be a fantastic map with a bit more tweaking.

 

Thank you for the detailed and very helpful feedback! Doorfighting/corner fighting is something I also was concerned with in certain places. In previous iterations, I tried to discourage it with nastier monsters teleporting in from a bit behind, but took a lot of that out thinking it was too punishing for something that was supposed to be Doom II-level difficulty. I'm pretty sure I know which rooms you have in mind, so I will rework those fights and also reduce the overall enemy density a bit for the next version of the map. 

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15 hours ago, Ofisil said:

 

Almost forgot to tell u btw - no Revs here (check the list on the original post). Pay attention to the rules to avoid the extra work, because extra work sucks.

Send the name of the map along with the fixed version. Thanx!

All i did was change revs to chaingunners,

was thinking of naming it "Keen Hunt" or like "A Keen City" Cuz

yknow, it's a Keen Hunt, and it's a city... with keens in it.

also has an RSD with a very simple ENDOOM if you wanna see.

MAP12.zip

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May I name it 'Keen City?' I like the sound of it (reminds me of Sin City by The Offspring lol)

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@T.Will Unless you have a newer version, the map is ready for me. I've found a very fitting MIDI from a composer, and I'm ready to wrap things up.

 

So, is this the final build?

Can I use the name Broken Rest?

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3 minutes ago, Ofisil said:

@T.Will Unless you have a newer version, the map is ready for me. I've found a very fitting MIDI from a composer, and I'm ready to wrap things up.

 

So, is this the final build?

Can I use the name Broken Rest?

This is final. Broken Rest is a go.

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Test Version 2 is here!

Changes include:

the inclusion of the awesome midi by @northivanastan

additional visual details

replaced some of the hitscanners with imps

and all the other stuff that was recommended, I think

 

Once again, any suggestions are welcome. I intend to add some more visual flair to some parts of the map.

If you find bugs, slime trails, stuck spots and other such stuff, mention it for fixing the test version 3! 

A.I.M. (TEST Version 2) (theme-gawad map01).7z

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19 hours ago, Fiendish said:

Although I still may do more tweaking/detailing/polishing, I think map 19 is at a stage where it's ready for others to test. 

 

THEME-GAWAD Map19.zip

 

  Reveal hidden contents

Screenshot_Doom_20210326_002733.png.2eb3c350e6f2450cc6ced66224efcb4d.pngScreenshot_Doom_20210326_002832.png.6147738c96bfd83d8c3467bf82fefbc7.pngScreenshot_Doom_20210326_002925.png.af980519d1ab290f94a77ebc9b4ed0ea.pngScreenshot_Doom_20210326_003041.png.8619a4ccefeeb465deec1953f5f7c1f5.pngScreenshot_Doom_20210326_002851.png.84b39f2d8d018437980532976a159a2a.pngScreenshot_Doom_20210326_002956.png.33a9ea7d3619acb93229834ac2fbd0dd.pngScreenshot_Doom_20210326_003204.png.fc502a1fb0c1323aef44e53cb5bd2e9b.pngScreenshot_Doom_20210326_003243.png.3aee793c462a3088f0c8a2f18979b892.pngScreenshot_Doom_20210326_003348.png.11fd4e43fc03e04f6d2a6f36406c311f.png

 

I find it hard to gauge difficulty. I thought previous versions were more difficult than the map is supposed to be, so I've toned the difficulty down a bit. It's possible it might need to be toned down some more, though. Any thoughts/suggestions would be much appreciated!  

that's a berry noice map you made there bro! I really liked how you aren't safe anywhere you go. Demons literally everywhere! Good stuff and very nice detailing! 

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MAP11's layout feels 80% done. The remaining 20% is those grey blocky sections that need to be fleshed out. No enemies yet, but plenty of closets!

 

image.png.973484c0ec85adc677ac61f87cabf8c0.png

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Was working on this room all night. Went through a lot of designs before I settled on something I was happy with. Got a lot more to do with it, but it's coming along alright so far. 

Screenshot_Doom_20210327_044221.png

Screenshot_Doom_20210327_044257.png

Screenshot_Doom_20210327_044346.png

Untitled.png

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@Fiendish fantastic work. Definately one of the best wads of this project so far.

 

The only things it needs is to tone down the difficulty, either by reducing the enemies, or replace some hitscanners and Revs with Demons, or by simply adding a lot more health items.

 

Design-wise it's excellent, by it's a pity there aren't many lights to show off that excellence. Light up parts of your map to create some constrast with the darker ones.

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Damn, I just realized my slot is before Revenants and Arch-Viles allowed. How am I supposed to make a map without an arch-vile in every room?

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8 minutes ago, ViolentBeetle said:

Damn, I just realized my slot is before Revenants and Arch-Viles allowed. How am I supposed to make a map without an arch-vile in every room?

 

Oh, you are one of those people :DDD

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7 hours ago, Ofisil said:

@Fiendish fantastic work. Definately one of the best wads of this project so far.

 

The only things it needs is to tone down the difficulty, either by reducing the enemies, or replace some hitscanners and Revs with Demons, or by simply adding a lot more health items.

 

Design-wise it's excellent, by it's a pity there aren't many lights to show off that excellence. Light up parts of your map to create some constrast with the darker ones.

 

Thank you! Here's an updated version of the map.

 

THEME-GAWAD Map19 ver2.zip

 

Changes made:

- Reworked some fights (primarily the yellow key room, but some others as well).

- Reduced overall enemy count a bit.

- Replaced some hitscanners and revenants.

- Added more health/ammo pickups.

- Added more sector lighting contrasts (and a few other minor aesthetic changes).

 

The map is noticeably easier, and I'm happier with the newer versions of the fights that were changed. I might still do a few more lighting changes for the final version as well, besides any adjustments based on feedback.

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2 hours ago, ViolentBeetle said:

Damn, I just realized my slot is before Revenants and Arch-Viles allowed. How am I supposed to make a map without an arch-vile in every room?

Put 10 billion cacos they should be as annoying as 3 archviles

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I've decided to scrap the level that I had so far. I didn't really like the way it was turning out and I felt I could do a lot better. I've also currently decided on the name "The Factory's Runoff" in reference to the factory level before my level. 

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Contiuation of the same progression. I think the feel of my map is coming together nicely, I just need to add more details in the middle.

 

Hope you guys like Chasm.

doom101.png

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