Astronomical Posted August 30, 2021 Hello, This was a map I started working on yesterday. It isn't super detailed but I think It looks alright. I tested it in crispy doom so it should work in every other source port, and it almost worked in chocolate doom but it crashed the game with a visplane overflow and I didn't feel like fixing it. Ignore my use of god mode. The skybox is a modified sonic 2 background "casino night zone" and the Midi is of casino park from Sonic heros. I am exited to get feedback soon enough. Here is the map Slimefall.zip 13 Share this post Link to post
TheMagicMushroomMan Posted August 30, 2021 Looks cool but I don't see a single slime trail! False advertisement! 2 Share this post Link to post
The Almighty Egg Posted August 30, 2021 How funny would it be if it had slime trails everywhere 1 Share this post Link to post
oxobun Posted September 3, 2021 Pretty nice map! The only problem I really had with it is the last part being somewhat brainless compared to the rest of the fights, I punched 15 or so pinkies without any trouble in a straight line. Felt like that one secret was weird too, couldn't find a way to tag it but that could just be me being dumb. 0 Share this post Link to post
Nikku4211 Posted September 3, 2021 Played it on Crispy in HNTR. It was cool, though short. I know you're not supposed to be able to go back once you get to the first slime brick room, but what ended up happening to me was all the enemies going out of the room and infighting with each other and never coming back before the door shuts closed. It didn't bother me that much, but people who want to 100% kill this map would be disappointed I like how the room with the enemies on crates is appropriately big due to all the projectiles from Arachnotrons, Mancubi, and Knights, even if it does feel a bit empty. I also like the invisible platform in the hallway near the crate room. 0 Share this post Link to post
ElPadrecitoCholo Posted September 21, 2021 Slimefall station Ultra-violence || Zandronum || Default Plus Status: Deaths → 0 Saves → none ► 00:02:33 - 00:11;43 This map has turned out to be interesting, quite great for the kind of design it has, like its structure and architecture, very good in my opinion, besides that, the fighting feels good, being also all located in a kind of places with enough toxic soils that it seems that they were fighting on the outskirts of some nuclear reactor or something like that, but hey, with what the map design is and with the combat of the enemies I have no problem, but where would I have a complaint, it would be in the worst secret that the Wad has, that is definitely only filler and there is nothing useful about it... but well, I hope to see future maps that you get to create, colleague. 0 Share this post Link to post
Astronomical Posted September 21, 2021 6 hours ago, ElPadrecitoCholo said: the worst secret that the Wad has I don't remember tagging any sectors as secrets. That is most likely a glitch that most ports have. Ill look at it when I get home but I believe that in order for a map to have 100% secrets it has to have one. I may be misremembering if I did or not. 0 Share this post Link to post
galileo31dos01 Posted September 22, 2021 Hello, I played your map in crispy doom, UV. Some points I liked and some that could use improvements: - First of all, I liked the lighting in the first room, solid minimalist vanilla shadow-casting. The last room I felt had potential, like some more slime falls and gaps on the ceiling could go nicely. Likewise, raising the exit area by a few units would fix the currently weird texture transition from nukage to dry floor. Most other places seemed fine to me, squarish as they were, like the faux 3d bridge - ultra-detailed rooms aren't necessary for a successful map on the visual aspect, but exploring different room shapes and/or toying with lighting effects can do wonders. - I was entertained with the combat for the most part. Standout would be the early room with pain elementals, revenants and pinkies, since that configuration can easily create some chaos. What followed next, not so much, like the 3d bridge with pinkies on it that can't reach me on the other side (they kinda "protected" the chaingunner though), and several bulks on crates which could barely do a thing in their little space - all forgivable since you hand a lot of rockets, and I usually like watching distant arachnotrons infighting, though HKs as snipers are almost never threatening in large open spaces if you can move with all the freedom of the world. Mancubi, revenants or spiders generally have better chances to keep players attentive though. Just stuff to keep in mind for the future. - The final pinky ambush didn't sell. It's not only that it's campable, but with so much plasma ammo I could kill them from any point in the room without danger, so there's a lack of a climax here. One thing that could improve the room is to limit where the player can stand on - remove any campable spots (entrance, exit floor), maybe by making players drop from a higher point they can't go back temporarily, and have only the hexagonal platforms, adding higher threats to force moving (revs, mancs, perhaps a couple barons), because pinkies alone can't do much. If you don't want other species, you could cut the plasma count by a lot, so zerking is a bit more encouraged (players may still have enough bullets/shells by then, so it's something else to have into consideration). It's still in a solid state imo, with a few touches it can be an exciting little map, so don't be afraid to keep experimenting. Oh, there was also this secret sector, which looked like a minor oversight. 0 Share this post Link to post
Dusty_Rhodes Posted September 22, 2021 On 8/30/2021 at 2:20 PM, Plank_Guy_89 said: Hello, This was a map I started working on yesterday. It isn't super detailed but I think It looks alright. I tested it in crispy doom so it should work in every other source port, and it almost worked in chocolate doom but it crashed the game with a visplane overflow and I didn't feel like fixing it. Ignore my use of god mode. The skybox is a modified sonic 2 background "casino night zone" and the Midi is of casino park from Sonic heros. I am exited to get feedback soon enough. Here is the map Slimefall.zip ooohh the lighting in the second screen shot looks great 0 Share this post Link to post
Nefelibeta Posted September 22, 2021 Honestly I don't know why I'm getting the Mucus Flow vibes from that outdoor area. Pretty cool map for a beginner. 0 Share this post Link to post
Astronomical Posted September 22, 2021 10 hours ago, Nefelibeta said: Honestly I don't know why I'm getting the Mucus Flow vibes from that outdoor area. Pretty cool map for a beginner. Kinda, I've been mapping seriously since may but I have been learning doom builder for a while longer. 0 Share this post Link to post
Suitepee Posted October 1, 2021 https://youtu.be/XPx9iOvZZEM My playthrough starts at around 2:13:00. 1 Share this post Link to post