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datdude12399

my first doom map

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this is my first doom map. if anyone has any criticism, let me know!

 

 

here are some screenshots:

Screenshot_Doom_20221024_115330.png.8e8f27f1fd3063971e64acd98ca304d1.pngScreenshot_Doom_20221024_115342.png.51d6676bdff83572365a27268418f35e.pngScreenshot_Doom_20221024_115355.png.616d99fcb3dc7fa30f2a716f71709895.png

 

 

 

 

its a doom 1 Zdoom map so dont load it in doom 2

 

Edited by datdude12399

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Hello, You can report your post and request a move. One of the mods will help you as soon as they can. The report post button is on the right hand side.

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ok read it

here's some screenshots:

Screenshot_Doom_20221024_115355.png.5589498a8f500af33c9ea995818de5e2.pngScreenshot_Doom_20221024_115342.png.94851a6a99ce773886ca8094528245ba.pngScreenshot_Doom_20221024_115330.png.191c9e7c5e9c12bb68065f7238edc969.png

 

 

 

 

its a doom 1 Zdoom map so dont load it in doom 2.

 

@Womp the Cat  the answer to your question is that above i meant i tested it with Zdoom

Edited by datdude12399

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Welcome to the wonderful world of mapping! I ran through your map in GzDoom (as you mentioned it was a zdoom map but I am not sure if you mean that's what you tested it with or the Format of the map is UDMF?) worked fine. 

as you say this is a first map, and like many first maps it has a fair few beginner mistakes, but that's nothing to fret over, these are normal learning blocks.

 

Some of the easiest things to do is create some height variations, if you can make a step, you can make a platform, and using height variations with in the rooms themselves, will make combat more interesting and dynamic. I like the size of the rooms alot, but you will want to fill them more, not just with decor and monsters but again things like platforms and other height variances can break up a room. 

 

There is a really nifty texture alignment tool if you select the texture in 3d mode and press "Shift A" you will align all the same connected textures to the one you have selected.

 

another thing that can help break up a room and make the space more interesting is by using lighting and because lighting in doom is (primarily) done through sector brightness, you can create really interesting lighting designs. just start by making a group of sectors and assigning them each a diminishing light value; I like (210;180;160;130) and you will see how much of a difference it makes!

 

There are tools in the editor that can help you build stairs and create varied lighting, but they may take a moment to get the hang of, so would focus on understanding what you are doing by doing them manually first.

 

Overall this was a pretty standard first map, no egregious mapping sins were made that I could find in my quick run through but I will also point you to some handy resources (keeping in mind that map design is pretty subjective and nothing these people say are HARD rules.)

 

 

 

 

 

Once you have the basics down, this is worth a look 

 

He's got a bunch of other rather technical videos. as well.

 

A1's Mapping on Youtube covers some interesting topics like light sequences and things. also all more advanced stuff.

Nirvana did some great lessons on monster placement and things, also a little more technical especially because he favors challenging content.

 

 

 

good effort, keep at it, and you will make some cool stuff! mapping like everything else takes a bit of practice. 

XD

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Hey, not bad fam. All the sectors are a bit big, there's some misaligned textures and I found a couple of demons trapped outside of the map, but otherwise you've got a decent handle of the basic mechanics. Keep practicing!

 

 

Edited by Biodegradable

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Eh, a first map with slanted linedefs :)

My critique would be in the way you construct doors.

 

Spoiler

UUCXR7K.jpg

 

While they work the way you made them,

 

Spoiler

a8akBQh.jpg

 

abutting sector heights set to height of adjacent  sectors and linedefs to doublesided, you will run into problems eventually when you do not set the sector heights properly.

 

Simply highlight the abutting sectors and delete, which will correct the door layout.

The door on the far right was done the correct way.

 

Spoiler

CZ5FGhL.jpg

 

And do not forget to set the texture above the door to Upper Unpegged.

 

In the starting room, the choice of the BIGDOOR1 texture is a bit unfortunate since the texture is only 96 high. If you want to keep this texture it is best to recess the door a bit.

 

Spoiler

xPgcbpu.jpg

 

 

Last but not least:

Periodically run Map Analysis (F4) to check for errors/warnings.

 

Spoiler

VlVgjnQ.png

 

Spoiler
Quote

Linedef 28 has missing upper texture (back side)
Sector 57 is not closed
Sidedef 100 has unused upper texture "GRAY7"
Sidedef 103 has unused upper texture "GRAY7"
Sidedef 108 has unused upper texture "GRAY7"
Sidedef 111 has unused upper texture "GRAY7"
Sidedef 114 has unused upper texture "GRAY7"
Sidedef 131 has unused upper texture "GRAY7"
Sidedef 134 has unused upper texture "GRAY7"
Sidedef 137 has unused upper texture "GRAY7"
Sidedef 142 has unused upper texture "GRAY7"
Sidedef 145 has unused upper texture "GRAY7"
Sidedef 148 has unused upper texture "GRAY7"
Sidedef 151 has unused upper texture "EXITDOOR"
Sidedef 154 has unused upper texture "GRAY7"
Sidedef 161 has unused upper texture "GRAY7"
Sidedef 164 has unused upper texture "GRAY7"
Sidedef 167 has unused upper texture "GRAY7"
Sidedef 172 has unused upper texture "GRAY7"
Sidedef 178 has unused upper texture "GRAY7"
Sidedef 265 has unused lower texture "DOORRED"
Sidedef 291 has unused lower texture "NUKEDGE1"
Sidedef 392 has unused upper texture "BROWNGRN"
Sidedef 46 has unused upper texture "STARTAN3"
Sidedef 481 has unused upper texture "COMPUTE3"
Sidedef 559 has unused lower texture "BROWNPIP"
Sidedef 568 has unused upper texture "BROWNPIP"
Sidedef 642 has unused upper texture "COMPUTE3"
Sidedef 646 has unused upper texture "COMPUTE3"
Sidedef 648 has unused upper texture "COMPUTE3"
Sidedef 669 has unused upper texture "COMPUTE3"
Sidedef 87 has unused upper texture "COMPTALL"
Sidedef 89 has unused upper texture "COMPTALL"
Sidedef 91 has unused upper texture "COMPTALL"
Sidedef 93 has unused upper texture "COMPTALL"
Thing 0 (Player 1 start) is outside the map at -1888, 1408
Thing 1 (Shotgun) is outside the map at -2144, 1536
Thing 10 (Barrel) is outside the map at -1344, 2752
Thing 11 (Barrel) is outside the map at -896, 1504
Thing 12 (Barrel) is outside the map at -1344, 1248
Thing 13 (Dead player) is outside the map at -800, 2720
Thing 14 (Dead player) is outside the map at -1024, 1824
Thing 15 (Backpack) is outside the map at -2592, 1504
Thing 2 (Box of Shells) is outside the map at -2208, 1536
Thing 3 (Player 2 start) is outside the map at -1888, 1344
Thing 4 (Player 3 start) is outside the map at -1888, 1472
Thing 5 (Player 4 start) is outside the map at -1952, 1408
Thing 6 (Imp) is outside the map at -1248, 1952
Thing 7 (Imp) is outside the map at -1236, 1632
Thing 8 (Former Sergeant) is outside the map at -896, 2048
Thing 9 (Former Sergeant) is outside the map at -1056, 1440
 

 

 

 

Edited by Kappes Buur

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@Biodegradable  also i saw you were looking for the 4th secret the problem with that is... that the game like... idk i wrote my mapinfo but it didn't work! can someone help me with this please its so goddamn annoying

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2 hours ago, datdude12399 said:

... idk i wrote my mapinfo but it didn't work! can someone help me with this please its so goddamn annoying

 

Your map is in the DOOM/BOOM format,

 

Spoiler

kFmY8rB.png

 

which means that you are targeting an engine like Chocolate, Crispy, PrBoom, etc. which do not know anything about Z/MAPINFO.

 

However, if your map is played with GZDoom, Eternity, etc. then a MAPINFO lump could be helpful. In that vain it would be helpful to know what you want the map to do, which could be something as simple as this:

 

Spoiler
Quote

map map01 "datdude12399"
{
    sky1  = "GRNSKY", 0
    smoothlighting
    music = "MUSIC"
    next  = "map02"
}

 

 

Edited by Kappes Buur

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