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Astro

Return to Hell (10 maps of eyecandy!)

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this looks great from the screenshots,

can't wait to play it!

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This is top-notch mapping. Starts good and gets better. You're very talented! Here's a playthrough of map 1-3 and a bit of 4 (because ya got me and I wanted to continue!) Hope the feedback is of use!
 



 

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Actually playing this (I'm at the MAP07) and all I can say is that I'm very entertained. Good gameplay, good texture choice, good sector detailing. I really feel like I was playing a good modern WAD from a solid project, good job :)

 

The only minor least I can tell is the texture alignment, easy to fix in the editor tho, simply press A on a texture you want to adjust in the visual mod (using Doom Builder 2).

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5 hours ago, Bobby “lolmcswagger” said:

What is the map format? Pretty please :)

Doom 2.

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I got to about 65 kills on map 8 before I just had to give up because I got lost, got the red key, thought that little bus-thing might have had something to do, but no, went around the whole map checking I didn't miss anything, went around again to be extra sure, so I'll suppose I'll have to retire early, but I definitely liked what I was able to see, and also what I heard, good soundtrack

 

A lot of the map replaced the regular switches with these computers and such, which I'm not a big fan of, since it makes it hard to tell what parts of the map I'm supposed to interact with, and which parts are purely decoration. If you happen to not like the default switch textures, then I'd suggest importing them from Quake or Duke 3D, or making something yourself, anything to make them visually distinct. On a similar note, this door, as well as a few others, didn't seem to be colour-coded properly, it has the red pillars, but I opened it without a key

Screenshot_Doom_20210408_171508.png.ddf94398b98690154ffb5a144fab119f.pngScreenshot_Doom_20210408_165616.png.1d463b0e4b0288d09b08f7f4082369d5.png

 

As for more specific grievances, this fence right here is infinitely tall, but its size seems to suggest you can just walk over itScreenshot_Doom_20210408_165643.png.a9ed368c5c3ea5ee4fe023b590d5dbb5.png

 

This window doesn't seem to let you shoot through it, despite being a completely transparent hole

Screenshot_Doom_20210408_173012.png.4bea7db5626fb0b1565b0538296549a9.png

This door is completely useless, the level design leads you to a door can't actually walk through so you have to go around, which you would have done anyway

Screenshot_Doom_20210408_174408.png.5597f7eb078193a04e57c83e9c7a9cc3.png

 

This texture, which you can't see properly because I forgot to get close enough for the screenshot, from a distance looked to me like some mosaic, but it's a bunch of misaligned Wolf3D eagles

Screenshot_Doom_20210408_174553.png.6fd7c0d3bb9db5c274116bb8ba48d62c.png

On this level here, I thought seeing the Hell Knights infight was neat, but that was the whole level, I'm not sure if it was an oversight, but I noticed there were about 150 enemies in the level, but you kill these Hell Knights (or don't, you have more than enough time to just run away), turn right, and the level's done

Screenshot_Doom_20210408_171805.png.611a167a3d575ef9f0d4c8e2263707e4.png

Nothing wrong with the content of these screenshots, the opposite, this is just some shite I screenshotted because it looks cool, especially the boat

Screenshot_Doom_20210408_172425.png.368bd5e2f00182c706b1dbb1ddccde95.pngScreenshot_Doom_20210408_173609.png.4a470a4bf4cc259e25082f03fc1923e1.png

Screenshot_Doom_20210408_173012.png

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You were correct to assume the bus thing was next. You can jump out the window. It took me a second to catch that.

 

Well, I just finished this. I played your previous megawad but got bored about half way through. The looks of this and your previous work is good. No qualms there. I guess my only gripe would be the backtracking. It wasn't as bad as Back to Hell was, but I still had to look at the map quite a bit.

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17 hours ago, Sena said:

I got to about 65 kills on map 8 before I just had to give up because I got lost, got the red key, thought that little bus-thing might have had something to do, but no, went around the whole map checking I didn't miss anything, went around again to be extra sure, so I'll suppose I'll have to retire early, but I definitely liked what I was able to see, and also what I heard, good soundtrack

 

A lot of the map replaced the regular switches with these computers and such, which I'm not a big fan of, since it makes it hard to tell what parts of the map I'm supposed to interact with, and which parts are purely decoration. If you happen to not like the default switch textures, then I'd suggest importing them from Quake or Duke 3D, or making something yourself, anything to make them visually distinct. On a similar note, this door, as well as a few others, didn't seem to be colour-coded properly, it has the red pillars, but I opened it without a key

Screenshot_Doom_20210408_171508.png.ddf94398b98690154ffb5a144fab119f.pngScreenshot_Doom_20210408_165616.png.1d463b0e4b0288d09b08f7f4082369d5.png

 

As for more specific grievances, this fence right here is infinitely tall, but its size seems to suggest you can just walk over itScreenshot_Doom_20210408_165643.png.a9ed368c5c3ea5ee4fe023b590d5dbb5.png

 

This window doesn't seem to let you shoot through it, despite being a completely transparent hole

Screenshot_Doom_20210408_173012.png.4bea7db5626fb0b1565b0538296549a9.png

This door is completely useless, the level design leads you to a door can't actually walk through so you have to go around, which you would have done anyway

Screenshot_Doom_20210408_174408.png.5597f7eb078193a04e57c83e9c7a9cc3.png

 

This texture, which you can't see properly because I forgot to get close enough for the screenshot, from a distance looked to me like some mosaic, but it's a bunch of misaligned Wolf3D eagles

Screenshot_Doom_20210408_174553.png.6fd7c0d3bb9db5c274116bb8ba48d62c.png

On this level here, I thought seeing the Hell Knights infight was neat, but that was the whole level, I'm not sure if it was an oversight, but I noticed there were about 150 enemies in the level, but you kill these Hell Knights (or don't, you have more than enough time to just run away), turn right, and the level's done

Screenshot_Doom_20210408_171805.png.611a167a3d575ef9f0d4c8e2263707e4.png

Nothing wrong with the content of these screenshots, the opposite, this is just some shite I screenshotted because it looks cool, especially the boat

Screenshot_Doom_20210408_172425.png.368bd5e2f00182c706b1dbb1ddccde95.pngScreenshot_Doom_20210408_173609.png.4a470a4bf4cc259e25082f03fc1923e1.png

Screenshot_Doom_20210408_173012.png

 

I've added a guide to MAP08 now. You were supposed to jump out of the window by going on the chair in the tram. I will be also fixing bugs and some design errors. Thanks for pointing out!!!

 

Screenshot_4.png.8eba2ed26e6707fe0ae909d93d1be446.png

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3 hours ago, Astro said:

 

I've added a guide to MAP08 now. You were supposed to jump out of the window by going on the chair in the tram. I will be also fixing bugs and some design errors. Thanks for pointing out!!!

 

I should add that after Bryan told me where I had to go the other day, I beat the rest of it, and I don't necessarily have a huge amount to add, the game is very abundant with its ammo, and that city level with the cyberdemon and the car and freight trains and stuff might have been the best one there, I'll definitely be looking forward to playing the rest of this when it's done.

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I finally got around to play this. It's pretty solid work, but the first few maps don't look nearly as good as the latter ones. I think it may dissuade some players from playing further. Overal difficulty is on the low side, I don't think my health ever dropped below 50. I played in GZdoom 4.5.0 and I noticed some bugs, though nothing critical:

 

MAP03: you don't actually need the blue key to open the blue door.

 

MAP04: teleport linedef to the secret megashpere should point the other way. Also, sector 685 should be secret instead of 1190, it's so narrow it's hard to "find" in GZdoom.

 

MAP06: sector 976 is not visually marked as yellow door.

 

MAP07: in Gzdoom, the player can become trapped behind sector 1036.

 

MAP09: lost soul 36 can't see the player and thus 100% kills is impossible.

 

MAP10: unclosed sector 990 (I think), which results in missing floor texture, see the screenshot. Also, walls around sector 1421 don't appear on automap.

 

MAP12: linedef 269 shouldn't be impassable.

 

And GZdoom complains about some geometry issues:

 

MAP05 - The Nuclear Works
Line 4320 has no first side.
Line 4571 has no first side.

 

MAP10 - The Bunker
Line 4759 has no first side.
Line 4759's right edge is unconnected

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Just finished playing, got to level 12, ran into a dead end and realised I was playing a demo haha.

 

This was a great map pack. I enjoyed it and it kept my attention all the way through.

 

Unless I missed it, the eyes in the wall on an early level, with a lift on each side of the street and the red card behind the opposite door. Was this a secret? If not, it was kind of strange.

 

 

 

I found a few bugs during the playthrough - one is the hole in the crates which is screenshotted above me.

 

On the first level, the blue key door opens without needing the blue key, as you can see in this shot, it's midway open and I don't have they key in my inventory:

 

Screenshot_Doom_20211016_145537.png.e3091b9983644686ce44e71bf61fb46a.png

 

On two levels I managed to get stuck behind some crates:

 

Screenshot_Doom_20211016_175350.png.83f6f05170af4d52909a6d8b7ec7ac47.png

 

Screenshot_Doom_20211016_220148.png.a67bd92830821be52b08cf42035de48e.png

 

The hell screenshot / pink floor - the door texture is fixed so it just dissolves as you can see in the shot:

 

Screenshot_Doom_20211017_190939.png.d8bf7a5ecdc27a38e45c66b6de727043.png

 

The fences all around this section are non-clipping:

 

Screenshot_Doom_20211017_210923.png.4fb58305106c555732407eafafe75481.png

 

 

As for the jumping out the train window, I played the arrow version so I never got a chance to see if I would have figured it out, however, having to use arrows is generally the sign of a bad design. I would personally have this damaged or something to make it obvious you can get out.

 

I never found out how to get to that blue card behind the tv.

 

I liked the fast opening, automatic, two column doors (around level 10). It's simple but not something I have seen before.

 

It was a bit clunky with the rooftops on the last map (12?) with the invisible blocking walls. It needs some small walls or something to show that you can't drop off from that side. Then unblock that section because it just ended up with all the lost souls bouncing off the invisible wall and I just stood there on the rooftop and blasted them all without them being able to reach me.

 

There was another invisible wall which broke immersion for me, it was like an S walkway with small fences. Blue armor on one side, but the other side was some kind of secret I guess? I didn't find it in the end, but for a minute I thought aha I just run and jump off the lift. But I bounced off a blocking wall.

 

Also the lift into and out of that section - are they intentionally linked? Moving over the one I was talking about kept making the entrance elevator go up and down as well.

 

Let me know if anything isn't clear and I'll track it down for some better screenshots / details.

 

 

Screenshot_Doom_20211017_185822.png

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One more reply as I forgot to tick notify me of replies on the first post and its not there when I press edit.

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