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Game: Doom 2

Compatability:Vanilla

Tested on: DSDA Doom, Crispy Doom and Chocolate Doom

Replacing maps: Map01, 02 ,03 and 04

Known bugs: 

 

Screenshots:

Spoiler

DOOM0028.png.d3616f9ffa0b7a3cea657e8c0ef1e7c0.pngDOOM0027.png.f660b25ddbe44ad1b4b0cfeb18099daf.pngDOOM0026.png.6bd27b716ed804ea7d4d62f78bd856ed.pngDOOM0024.png.f47648143b2560312a5ada45e6ddf55b.pngDOOM0023.png.b4576630d1fec681cfcdb28937d7be0c.pngDOOM0022.png.533ec3b8d83aca8d312e9f4576d0528f.pngDOOM0021.png.7ad002c924548472f2306a3284352e31.pngDOOM0020.png.aadaea30745da3ee3746af2b832d5c3a.pngDOOM0019.png.81b3b9e1e0d4c80170bccd6f19d9c5cf.pngDOOM0018.png.a1e13c17c74f7bcef3b20022c449a3b7.pngDOOM0017.png.810292b912f05745bbd048935e554f7a.pngDOOM0016.png.de9c662933436ae2cc474bd78db517f2.pngDOOM0015.png.7591d764d8520615e7f5c88aa53a973b.pngDOOM0014.png.304b66132db555ac835719a576486084.pngDOOM0013.png.3f88992db4d603bb04df989e415ad9ec.pngDOOM0012.png.a432234edf90247f14d392a41cf1c87e.pngDOOM0011.png.8ba38a080ab8ead8e3872b76f167dfc8.pngDOOM0010.png.ec6a8013bf2dbb22857415be01b7a697.pngDOOM0009.png.82471de88de504fe14f849b5c7151a88.pngDOOM0008.png.b6e62caa26afa1dd76765166ff709b63.pngDOOM0007.png.a5a9488a57f0dcdce3773233099e97ef.pngDOOM0006.png.66e1b14d8456b72f182e1ac92af1baa6.pngDOOM0005.png.04ebf4f376e07786271dad89b459e7a9.pngDOOM0004.png.8226a5a96a938aa81c8e797cf56b3af2.pngDOOM0003.png.3afd3b86fb6c1b31164dcf1548dcffef.pngDOOM0002.png.fbc409bc14bce150bea862c47914a8f3.pngDOOM0001.png.d9a492cb395b6fd69f4778542b7f025d.pngDOOM0000.png.2c351bf5567ab87b647057e6b309460e.png

 

 

 

 

 

FirstMaps.7z

Edited by DoomedPerson : another Update

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Everyone has to start somewhere. Most of our first maps tend to have the same problems.

 

1. Hallways too narrow

2. Having repetitive textures that don't flow well, when changed. 

3. textures change arbitrarily. (Use metal or support, or even door track if need be.)

 

I do like the monster placement, and i'd even say it was a fun challenge at times.

 

 

I may as well share my first map if that's ok. I made it during the summer of 2009, then revisited it and added detail once I learned more. (about a year later is the version this is from.) 

My first ever doom map.7z

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7 minutes ago, lff-2000 said:

Everyone has to start somewhere. Most of our first maps tend to have the same problems.

 

1. Hallways too narrow

2. Having repetitive textures that don't flow well, when changed. 

3. textures change arbitrarily. (Use metal or support, or even door track if need be.)

 

I do like the monster placement, and i'd even say it was a fun challenge at times.

 

 

I may as well share my first map if that's ok. I made it during the summer of 2009, then revisited it and added detail once I learned more. (about a year later is the version this is from.) 

My first ever doom map.7z

Thanks for the tips! Also, your first map is pretty awesome, compared to mine. I will try to improve, though, maybe i'll make a map04 later.

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Pretty good for someone's first! I especially like the way the secrets were hidden! The second level is probably my favourite, due to said secret-hiding, but level 3 was fun too!

I didn't mind the narrow hallways or the texturing in the slightest, because I was enjoying the sense of place in the maps.

One thing that I want to make note of for the two computer/screen-pressing secrets is that there's not much in the way of feedback when you press them. Maybe a distant sound if you're lucky, but there's a trick to making it more obvious. Essentially, place a switch texture on a texture slot that cannot usually be seen (i.e. upper/lower texture on a one-sided line, which usually exclusively shows the middle texture). This way it'll make the switch noise, making it clear that your "use"-press did something!

Also, bugs. They always come around, so here's the ones I found:

doom08.png.52a4a71d0b58d80f3166cb23ca8aa959.png

One of the computer screens has its sector accidentally marked as secret, making 100% secrets impossible.

doom07.png.fe1a4750b0b57d69687af883b9cabb33.png

This tree occasionally looks weird due to a so-called slime trail, jiggle around the vertices and it might fix itself.

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3 minutes ago, Alper002 said:

Essentially, place a switch texture on a texture slot that cannot usually be seen (i.e. upper/lower texture on a one-sided line, which usually exclusively shows the middle texture). This way it'll make the switch noise, making it clear that your "use"-press did something!

Also, bugs. They always come around, so here's the ones I found:

doom08.png.52a4a71d0b58d80f3166cb23ca8aa959.png

One of the computer screens has its sector accidentally marked as secret, making 100% secrets impossible.

doom07.png.fe1a4750b0b57d69687af883b9cabb33.png

This tree occasionally looks weird due to a so-called slime trail, jiggle around the vertices and it might fix itself.

Thanks! I'll try to fix those

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Played through on UV in DSDA Doom (-complevel 2). I record a blind pistol start demo for each map: doomedfirstmaps.zip. Hopefully you find demo playthroughs as useful as I do; it's amazing how much player thought process is cleared up for me by watching a playthrough.

 

I'm curious; did you work on these in order, first MAP01, then MAP02, then MAP03? It seems like you developed your style further with each new map. If that's true, then I'm inclined not to comment on MAP01 at all, as many gripes I might have with it ironed themselves out in the latter two maps.

 

One thing I have noticed: your secrets seem to get the most attention out of the areas in your maps. I think your maps would shine if every area got the level of attention that your secret alcoves received. Things like the 3D trees or the monitors in the plasma secret are what I will remember from this mapset. Regarding how you telegraph your secrets: my inclination is to say that the secrets seem very tricky, but I found a bunch of them, so maybe they're just the right level of tricky. I did enjoy the secret hunt in MAP02, since so much more content was stashed away in them; MAP02 felt sort of bare without the secrets, which is okay if you want to create a secret-centric level without halting game progression.

 

Combat-wise, there was minimal challenge here; I only felt danger in the ammo starvation at the start of MAP02. The four cacos at the top of the elevator could have gone sideways as well, but the opening is narrow enough that I can keep them all at bay with the chaingun. I think the reason the combat is easy is the straightforward layout of most rooms; if everything is in front of you, you can always duck out of the way of threats. I think you started experimenting with more varied and dangerous room shapes as the maps progressed, so I encourage you to keep delving with that! It will make your combat much more dynamic to have monsters from multiple sides.

 

I look forward to seeing what you produce as you progress! I encourage you to keep this short map format you have going; it makes digestion much easier. That said, if you get an idea for a longer map, go for it! Just don't make your maps longer because you feel like you're supposed to.

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1 hour ago, Large Cat said:

 

I'm curious; did you work on these in order, first MAP01, then MAP02, then MAP03?

 

Yes, I did, map01 is definely the weaker one of these maps, it wasn't even supposed to be a map released to the public, it was supposed just to be a test, but I kept expanding on it.

 

Quote

One thing I have noticed: your secrets seem to get the most attention out of the areas in your maps. I think your maps would shine if every area got the level of attention that your secret alcoves received. Things like the 3D trees or the monitors in the plasma secret are what I will remember from this mapset. Regarding how you telegraph your secrets: my inclination is to say that the secrets seem very tricky, but I found a bunch of them, so maybe they're just the right level of tricky. I did enjoy the secret hunt in MAP02, since so much more content was stashed away in them; MAP02 felt sort of bare without the secrets, which is okay if you want to create a secret-centric level without halting game progression

 The reason I did this is because I really like the secrets in No Rest For The Living, they expanded the map whilst they're giving you some goodies.

 

Quote

Combat-wise, there was minimal challenge here; I only felt danger in the ammo starvation at the start of MAP02. The four cacos at the top of the elevator could have gone sideways as well, but the opening is narrow enough that I can keep them all at bay with the chaingun. I think the reason the combat is easy is the straightforward layout of most rooms; if everything is in front of you, you can always duck out of the way of threats. I think you started experimenting with more varied and dangerous room shapes as the maps progressed, so I encourage you to keep delving with that! It will make your combat much more dynamic to have monsters from multiple sides.

Yeah, I agree I was very forgiving in these maps, especially with the secrets.

 

Quote

I encourage you to keep this short map format you have going; it makes digestion much easier.

Map02 and 03 were actually supposed to be a single map, but I thought it was way too long.

 

Thanks a lot for the criticism and the demos!

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First demo attempt on UV, for Chocolate Doom. Where's the super shotgun?

imdoomed.7z

 

Also, I've noticed some tutti-fruttis here and there. Please test your vanilla maps in Chocolate Doom.

DOOM58.png.25aa93d6423b5cf29c2a74dab8eb0d6d.pngDOOM57.png.8c3385655fddba237ba2d76452fe7fb0.pngDOOM56.png.a3fa316ff1d39581dd771b3f60ccc479.pngDOOM55.png.67dcae71281530ca70611981e426a048.png

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Hey, Don't feel down. Also, you should check out my first map and see how that failed spectacularly. Second one failed as well but I'm still working on it.

Anyway I'll try your map later today when I get home and post a video with my thoughts. Right now...well..work life :D

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On 3/3/2022 at 12:56 PM, lff-2000 said:

I may as well share my first map if that's ok. I made it during the summer of 2009, then revisited it and added detail once I learned more. (about a year later is the version this is from.) 

My first ever doom map.7z

What source port is your map for, if any?

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2 hours ago, Nikku4211 said:

What source port is your map for, if any?

I tested it and it works just fine in vanilla, just a few tutti fruttis

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On 3/3/2022 at 12:56 PM, lff-2000 said:

I may as well share my first map if that's ok. I made it during the summer of 2009, then revisited it and added detail once I learned more. (about a year later is the version this is from.) 

My first ever doom map.7z

 

UV-Fasted your level in Chocolate Doom. 72 seconds.

lfffast.7z

 

I was actually surprised at the difficulty tags being used in both you and Doomed's 1st WADs.

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Map 4 is out! This map is a lot tougher than the previous ones.

 

Known bugs: This map won't load on chocolate for some reason (Not anymore! Thanks Alper002)

 

FirstMaps.7z

 

Screenies:

Spoiler

DOOM0027.png.dffe4b41b4987a51bf3b1944771fd4ba.pngDOOM0026.png.254d294109b44b861868944b00ef8cef.pngDOOM0028.png.955c85e70f3af5bbdd0de44048482846.png

 

 

Edited by DoomedPerson

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I've played through level 4 with a pistol start, and I enjoyed it. Didn't find any of the early power weapons and triggered both the megasphere and blue key traps, resulting in quite a bit of running. It was then fun to then turn the tide with the SSG and RL thereafter.

 

One little thing that I feel like nitpicking just now is that a fair few lines that ARE walls don't look like it on the automap, which seems to stem from said walls being closed sectors. I'd prefer if the sectors that represent the pillars were deleted(resulting in an empty void), and in case some wall HAS TO be a closed sector you can put the line flag that makes it look one-sided to make the automap a little more readable.

I also think the return trip secret is a little less obvious than might be ideal, as the clue is texture cutoff in a map that has been a bit messy with the textures... but it's good that it's there at all.

My favourite secret was probably the two-step one with the lift, though I was briefly misled by that weird switch next to the SSG.

 

Also, bug report:

doom10.png.4030e43eaf72dc2fdfdb0de180fdc025.png

A HOM.

I examined in an editor, and the reason the map doesn't run in vanilla is due to some weird lines facing the void in the staircase near the start of the map. It's one of those things Chocolate Doom doesn't give an error message for, frustratingly enough.

As for future releases, given the playtime of each individual level not being that much I think releasing multiple at a time will work best.

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