Sandy Posted May 8, 2022 (edited) Living Flesh is a twelve level map-pack for doom 2. (start: Map01, end: Map12) I built it in Doom Builder 2 using vanilla doom 2 assets and scripting, and it was tested in GZDoom. The maps are mostly short and open with a couple exceptions. The Wad starts in city streets and visits on the face of the moon. I wouldn't call it impressive, but I think it's quite fun. one final note, the moon levels are semi-reliant on no vertical mouselook. Don't worry, no other levels will make you wish you kept it on. If you feel like downloading, here's the link: Idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/living Moddb: https://www.moddb.com/games/doom-ii/addons/overrun-11 I have received criticism on this wad in it's previous state, I have taken as much of it as I can into account, and one name-change, four new levels, one cut level, and plenty of minor updates later, I re-uploaded to Idgames and to Moddb a final version. I was glad to make this and improve my mapping ability. I'm just going to move on now and hopefully create an excellent second wad. Edited May 27, 2022 by Sandy : Final Update 15 Share this post Link to post
Alaxzandarz Posted May 9, 2022 Hello dude, here's a blind playthrough in Demo format: Overrun_FDA.rar (Played on DSDA-Doom on UV in complevel-2)(You can find some guides on this site if you don't know how to play back demos.) So, some observations from this wad for the future ones, if you decide to release more: There is some definitely creative visuals in this one, like the giant flesh walls and especially map eights depiction of the moon. The wad isn't too spammy with hitscanners, which is great and I think you have used Archviles and Pain elementals well. I wish you had placed an Archvile at the end of the final map. Your health placement is quite good, not too too much, but also not too little. Map sevens fights are quite fun. And I didn't run into any gamebreaking design flaws or HOMs. and now some problems: There is a too much ammo, you always have way more of it than what you need to spend. The wad has very low amount of detail, even compared to Iwads and the early maps are the most bare. The levels are quite large compared to the amount of enemies, resulting in the maps feeling empty. You can just run past the final enemies in a lot of the levels, resulting in anticlimatic endings. There are quite a few stuck enemies, especially spiders, you can see them in the demo. You seem to use fearly inefficient monster teleporter setups, I would advise you to check how some modern high profile vanilla wads do them. I hope I didn't sound too negative, I definitely enjoyed playing it. It's a nice first wad. I hope you make more. 1 Share this post Link to post
Sandy Posted May 10, 2022 20 hours ago, Alaxzandarz said: Hello dude, here's a blind playthrough in Demo format: Overrun_FDA.rar (Played on DSDA-Doom on UV in complevel-2)(You can find some guides on this site if you don't know how to play back demos.) So, some observations from this wad for the future ones, if you decide to release more: There is some definitely creative visuals in this one, like the giant flesh walls and especially map eights depiction of the moon. The wad isn't too spammy with hitscanners, which is great and I think you have used Archviles and Pain elementals well. I wish you had placed an Archvile at the end of the final map. Your health placement is quite good, not too too much, but also not too little. Map sevens fights are quite fun. And I didn't run into any gamebreaking design flaws or HOMs. and now some problems: There is a too much ammo, you always have way more of it than what you need to spend. The wad has very low amount of detail, even compared to Iwads and the early maps are the most bare. The levels are quite large compared to the amount of enemies, resulting in the maps feeling empty. You can just run past the final enemies in a lot of the levels, resulting in anticlimatic endings. There are quite a few stuck enemies, especially spiders, you can see them in the demo. You seem to use fearly inefficient monster teleporter setups, I would advise you to check how some modern high profile vanilla wads do them. I hope I didn't sound too negative, I definitely enjoyed playing it. It's a nice first wad. I hope you make more. Thanks for the comment, Alaxzandarz, and thanks for letting me know how I can improve this wad and my future doom levels. I could ramble on and on complaining about the problems you listed, (a very tempting option, I'm sure you understand,) but that wouldn't be very constructive, as they are all completely true. The lack of detail problem especially was one that I noticed, and I have come to hate the textures ROCK5 and BIGBRIK2 because of how much I've overused them in these maps. I intend to work on these problems for future maps, but for now, if you care to give this one another chance, I have worked out some of these problems on certain levels, but more importantly I have added levels that I hope are more representative of my level of quality going forward. I plan to continue refining these levels (and possibly replacing Map 06, because it is just bad) before moving on to other things, but thanks again for your comment. If you choose, this is a google drive link containing the updated file: https://drive.google.com/file/d/1uZWZeVURCHcNS5JnWq7HUV4tFhaJp9FP/view?usp=sharing 0 Share this post Link to post
TheCyberDruid Posted May 10, 2022 (edited) Just had a quick look and wanted to add one thing to the things that Alaxzandarz mentioned: I could be wrong but it seems like you put (all?) the weapons in secrets. By map 4 it becomes quite obvious that if you don't find them you are very outgunned. I also quickly pistol started on map 10 and I got lucky finding the plasma gun. Otherwise it would have been pretty tedious to play the map. 1 Share this post Link to post
Sandy Posted May 13, 2022 On 5/10/2022 at 3:16 AM, TheCyberDruid said: Just had a quick look and wanted to add one thing to the things that Alaxzandarz mentioned: I could be wrong but it seems like you put (all?) the weapons in secrets. By map 4 it becomes quite obvious that if you don't find them you are very outgunned. I also quickly pistol started on map 10 and I got lucky finding the plasma gun. Otherwise it would have been pretty tedious to play the map. Just spent some time editing this wad, were you playing on HMP by any chance? I just realized that a bunch of the weapons throughout the wad were marked as hard only. At any rate, certainly not through fixing the problems in this wad. (starting to regret uploading it so early, I guess.) 0 Share this post Link to post
TheCyberDruid Posted May 13, 2022 4 hours ago, Sandy said: Just spent some time editing this wad, were you playing on HMP by any chance? I just realized that a bunch of the weapons throughout the wad were marked as hard only. At any rate, certainly not through fixing the problems in this wad. (starting to regret uploading it so early, I guess.) I wasn't playing on hard, so yes. I had a very similar experience with my first wad ;) You live and learn :) 0 Share this post Link to post