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Posted (edited)

No Need is a very short Doom mod with one level.

I would love to see your experiences with my mod, so feel free to record a video or post your thoughts in the replies!

IMPORTANT NOTE: THIS WAS TESTED WITH GZDOOM, SO PLEASE PLAY THIS WITH GZDOOM.

Credits: ID Software, Decino

Crouching: No

Jumping: No

ACS: No

Custom Monsters: No

Custom textures: No

Custom items/weapons: No

Custom Music: yes

ZScript: no

click to download

image.png.e53321cf8f5bffff7e96d5c661544a9b.png

image.png.209330e687b630bb5e7b6a3513a155cb.png

Edited by soss

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As requested, here's a video of my blind playthrough.

 

The map is very basic, both visually and in terms of combat design. Placement of weapons and powerups felt very haphazard, with most of the items being unnecessary. Prime examples of this are the super shotgun I didn't feel the need to use because of the plasma rifle in the same room, the invisibility sphere that was really only good against a single chaingunner, and the rocket launcher and soul sphere at the very end that I didn't even have a chance to pick up.

 

That said, there were little touches of creativity on display here that I genuinely appreciated. The visuals are very basic, but they aren't ugly, and I thought the room with the little pool of water and drain was a nice bit of detailing.

 

My advice is to spend more time on your maps, especially when it comes to deciding the item and enemy placement. Even a small, basic map can be a lot of fun if it feels well thought out.

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Posted (edited)
18 hours ago, jmac said:

 

As requested, here's a video of my blind playthrough.

 

The map is very basic, both visually and in terms of combat design. Placement of weapons and powerups felt very haphazard, with most of the items being unnecessary. Prime examples of this are the super shotgun I didn't feel the need to use because of the plasma rifle in the same room, the invisibility sphere that was really only good against a single chaingunner, and the rocket launcher and soul sphere at the very end that I didn't even have a chance to pick up.

 

That said, there were little touches of creativity on display here that I genuinely appreciated. The visuals are very basic, but they aren't ugly, and I thought the room with the little pool of water and drain was a nice bit of detailing.

 

My advice is to spend more time on your maps, especially when it comes to deciding the item and enemy placement. Even a small, basic map can be a lot of fun if it feels well thought out.

thanks for the advice! This map was actually one of my first projects, so I will take these tips for granted.

 

And I probably should have mentioned that this was tested with gzdoom, so a lot of the things didn't apply in your playthrough.

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1 hour ago, soss said:

thanks for the advice! This map was actually one of my first projects, so I will take these tips for granted.

 

And I probably should have mentioned that this was tested with gzdoom, so a lot of the things didn't apply in your playthrough.

I used dsda doom. Aside from the sky and the music, was anything else missing?

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4 minutes ago, jmac said:

I used dsda doom. Aside from the sky and the music, was anything else missing?

the mancubus at the end was tankier and the Invisibility sphere made the enemies not see you in the room, kind of like a stealth mission... until you bump into one of them.

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Music is great and so is the map!  Everything ran good for me in gzdoom and with the Russian Overkill mod lol.

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Posted (edited)

A fun little map. Like others have said, the overall design is basic, but I think it checks most of the marks as far as functions & playability goes. You could probably extend the map's longevity by adding some more optional areas to explore. Music felt appropriate, gameplay flows well as you pass through different rooms. The Plasma Gun felt unnecessary though, I never used it. Up until the point with the beefed-up Mancubus, the SSG worked great. I finished him off with some rockets.

 

You should probably mark your doors too, so the player knows which key goes where.

 

Looking forward to more!

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I completed noneed.wad with GZDoom with Brutal Doom v22 Beta Test 3 brutalv22test3.pk3 DOOM mod, I am not providing this DOOM level with a rating.

 

The important part of the level is the fact the player is able to complete the level, and there are no real bugs in the level except for unaligned textures.

The main problem with the level is the overall flatness of the level, and the level consists of only square shaped rooms with minimal detailing in each area.

 

I will have to assume you do not usually build DOOM levels, because of the overall quality of this level resembles a speedmap, and everyone has to start somewhere.
With the release of noneed.wad, members of the Doomworld Forums will provide you with advice to improve the level design, advice explained in much greater detail.

 

RECOMMENDATIONS
To improve the gameplay experience, build a larger map with more areas to explore, because the level layout is very linear.

Consider increasing the size of each area in the level, and change the shape of each room (Tetris Pieces) to improve the gameplay experience.

Add objects to every area in the level to improve the presentation of the level, because areas in the level are empty, and full of empty space.

Adding more enemies to the level increases the level difficulty, because more enemies in a level extends the gameplay experience, and add enemies behind objects in ambush locations.
For new DOOM level developers, I recommend placing items in a location accessible to the player before the player explores the next area of a level to balance the difficulty of the level.

 

Why is Decino in the credits? Only include names in the Credits of your project only when necessary to avoid causing problems with people.

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34 minutes ago, FireWarden1000 said:

I completed noneed.wad with GZDoom with Brutal Doom v22 Beta Test 3 brutalv22test3.pk3 DOOM mod, I am not providing this DOOM level with a rating.

 

The important part of the level is the fact the player is able to complete the level, and there are no real bugs in the level except for unaligned textures.

The main problem with the level is the overall flatness of the level, and the level consists of only square shaped rooms with minimal detailing in each area.

 

I will have to assume you do not usually build DOOM levels, because of the overall quality of this level resembles a speedmap, and everyone has to start somewhere.
With the release of noneed.wad, members of the Doomworld Forums will provide you with advice to improve the level design, advice explained in much greater detail.

 

RECOMMENDATIONS
To improve the gameplay experience, build a larger map with more areas to explore, because the level layout is very linear.

Consider increasing the size of each area in the level, and change the shape of each room (Tetris Pieces) to improve the gameplay experience.

Add objects to every area in the level to improve the presentation of the level, because areas in the level are empty, and full of empty space.

Adding more enemies to the level increases the level difficulty, because more enemies in a level extends the gameplay experience, and add enemies behind objects in ambush locations.
For new DOOM level developers, I recommend placing items in a location accessible to the player before the player explores the next area of a level to balance the difficulty of the level.

 

Why is Decino in the credits? Only include names in the Credits of your project only when necessary to avoid causing problems with people.

i put decino in the credits because the music used was one of his analysis songs. But anyways, thanks for the advice, i'll be taking it for granted to improve my maps!

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