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2goth4u

Putrid Halls - a three minute fun single map

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4 minutes ago, s4f3s3x said:

Chrome says your link to Doomshack is not safe, so I can't download it at all

I uploaded to Mega and posted a link, sorry about that :)

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I downloaded it and played : )

It was really nice! Loved the music and the classic Hell vibe. 

Only two things to consider IMO: a a certain lack of health, and the feeling the map is building up some kind of final threat that actually never comes. The exit stage is a bit underwhelming, it could use an harder encounter.

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5 minutes ago, s4f3s3x said:

I downloaded it and played : )

It was really nice! Loved the music and the classic Hell vibe. 

Only two things to consider IMO: a a certain lack of health, and the feeling the map is building up some kind of final threat that actually never comes. The exit stage is a bit underwhelming, it could use an harder encounter.

Thank you very much for playing and for your feedback!
And i higly agree with you, specially on the final part of the map, i was suffering from a creative block for a month trying a couple of ideas but nothing seemed right, so i went with this aproach making the map feel quicker but a little dull at the end.
Thanks again :)

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Here's the video I made of this map:

 

 

And a short summary: it is short and sweet, but a little mean with some traps and non avoidable lava floors. Other than that, it's pretty solid!

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With a name like that, I would've expected this to be a sewer level, lol. Looks nice though. Certainly very Sigil-inspired in its texture work.

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Love the vibe of the map.

Kinda lack of medkits, but overall on the enjoyable side.
 

Spoiler

btw where is the other secret?

 

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7 hours ago, TheSlipgateStudios said:

Here's the video I made of this map:

 

 

And a short summary: it is short and sweet, but a little mean with some traps and non avoidable lava floors. Other than that, it's pretty solid!


Thank you very much for playing my map!
I'll be sure to improve some things for my next set of maps. I think i went a little overboard on the mean side of things specially with the traps, haha.
Thank you so much for your feedback and hope you had fun :)

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Because of how short the map sounded I thought I was squeeze in a session before work

 

So because I rushed a few things went wrong I somehow wasn't recording my original run so start the video as my second run which I botched a few times but I played it again in that video for a saveless run 

 

I managed to telefrag the Archie every single time LOL. Nice little map 

 

 

 

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I gave this a quick playthrough yesterday, and I think it's pretty nice! I agree with the others that it could use a bit more health pickups, and I didn't like how the molten rock near the end is a damaging floor (it would be fine if it was telegraphed earlier on), but other than that I liked it. The winding, rift-like tunnels that you had to climb upwards were my favorite part here, especially the one at the end!

 

Oh, and if I were you I would look into changing the sky texture - if you don't want to use UMAPINFO (since the map is vanilla-compatible) or include IWAD textures in the wad, you can always either move the map to an episode 3 slot or look into getting a custom sky texture from one of the many community-made packs (imo a starry sky would work pretty well here).

Edited by sq. Tiramisu

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That map was surprisingly mean and trollish! Yeah, maybe that one platform sq tiramisu refers to is shouldn't be damaging. It's ok in a map like this but it gets exhausting to most people if it's all nasty surprises with no time to take a breath. I did like it though, but I sort of need to move on to something else that'll take far more time.

 

 

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20 hours ago, OfficeHyena22 said:

Awesome map, reminds me of sigil, really loving the theme you got going and the midi

Thanks for playing it!
Sigil was indeed a big inspiration while making this.
Oh and if your curious the midi is Sabrewulf's Theme from Killer Instinct (SNES version).

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20 hours ago, OpenRift said:

With a name like that, I would've expected this to be a sewer level, lol. Looks nice though. Certainly very Sigil-inspired in its texture work.

Maybe someday i'll try to make a good sewer level, sounds like a good challenge :P

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14 hours ago, Floowand said:

Love the vibe of the map.

Kinda lack of medkits, but overall on the enjoyable side.
 

  Hide contents

btw where is the other secret?

 

Thanks for playing it! Hope you had fun.
I do enjoy maps that like to play and torture the player a little, but i also think this map needs a few medkits more.

 

Spoiler

The two secrets are:

1 - Picking up the rocket launcher triggers a door to open and reveal a box of rockets and a very angry Revenant.
2 - After teleporting to the edge were you encounter the first Arch-vile, a sigil will appear on the right side wall across the water, shoot it and a hidden door will open, revealing two energy cell packs and a Plasma rifle.

 

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10 hours ago, Biodegradable said:

 

It was really fun watching you play this, your reactions were gold!
Hope you had a great time :D

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10 hours ago, NaliSeed said:

Putrid is a funny word 😆

That's how i feel after too much dairy products LMAO

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8 hours ago, Clippy said:

Because of how short the map sounded I thought I was squeeze in a session before work

 

So because I rushed a few things went wrong I somehow wasn't recording my original run so start the video as my second run which I botched a few times but I played it again in that video for a saveless run 

 

I managed to telefrag the Archie every single time LOL. Nice little map 

 

 

 

Had a great time watching you play this, thank you for taking your time before work to play it!
Cheers! :D

Edited by 2goth4u

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5 hours ago, sq. Tiramisu said:

I gave this a quick playthrough yesterday, and I think it's pretty nice! I agree with the others that it could use a bit more health pickups, and I didn't like how the molten rock near the end is a damaging floor (it would be fine if it was telegraphed earlier on), but other than that I liked it. The winding, rift-like tunnels that you had to climb upwards were my favorite part here, especially the one at the end!

 

Oh, and if I were you I would look into changing the sky texture - if you don't want to use UMAPINFO (since the map is vanilla-compatible) or include IWAD textures in the wad, you can always either move the map to an episode 3 slot or look into getting a custom sky texture from one of the many community-made packs (imo a starry sky would work pretty well here).

Thanks for playing it, i appreciate that :)
I agree, those rocks at the end were a little bit too cruel. I'll be sure to take notes and improve on my next set of maps!
Thank you so much for the tips on the skyboxes, i was going for a all-vanilla map this time but next i'll go with something a little more correctly themed next.
Hope you had fun my friend! ^^

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2 hours ago, LadyMistDragon said:

That map was surprisingly mean and trollish! Yeah, maybe that one platform sq tiramisu refers to is shouldn't be damaging. It's ok in a map like this but it gets exhausting to most people if it's all nasty surprises with no time to take a breath. I did like it though, but I sort of need to move on to something else that'll take far more time.

 

 

I took great inspiration from Episode 4 and Sigil while making this little level, while at the same time trying do create something with my own style.
I love punishing maps with small petite details that require strategy to beat it, that's the kind of vibe i was going for.
Thank you for recording your gameplay, it's great for me to learn later how to improve on my mapping skills! :D

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41 minutes ago, Dubbag said:

 

I laughed so hard at the part of the "damaging sector" at the end that i literally farted, hahaha!
Thank you for playing it, hope you had a great time!

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3 hours ago, natashanightmare said:

Surprisingly difficult for only 39 enemies, a fun bitesized map :) i see some cool Sigil vibes 

Thank you for playing Nathasha <3

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Excellent first-upload/release! I can tell you've already mapped before for sure. My only suggestion would be that if you end up getting lower than 15 HP it becomes insanely easy to repeatedly die on the skull pillars by the switch with the archie, so an extra stimpack up there would be neat.

No complaints about ammo or the fights. The combat is fun and the aesthetics are great, I've not seen many maps combine the white and red rocks together, it works really well.

Also, I've been looking for a MIDI version of that one tomb raider track in the end map for ages, cool to see someone using it!! although I think I found it on VGmusic.com as well after a little search.

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