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Rorix

Play my new map for GzDoom

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I just finished my new map for GzDoom. The screenshots don't really do the map justice, there are plenty of stacked rooms and scripts in the level. I'm sure most of you will notice my little homage to Hexen... The map runs fine in GzDoom. It may work with other ports that support ACS and 3d floors.

Here are some screenshots:
http://img41.imageshack.us/img41/502/eqc2.png
http://img14.imageshack.us/img14/9127/eqc4.png
http://img14.imageshack.us/img14/9559/eqc3.png
http://img14.imageshack.us/img14/8674/eqc1.png

And the map:
http://rapidshare.com/files/286798786/EQC.wad

EDIT: I added a railing to prevent falling into the GSTONE courtyard before you can get out. The cyber now teleports MUCH less often as well.

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Played until the blue key switch (about 2/3 through I guess) then got blindsided by chaingunners. Up until then, the architecture was looking good, 3D floors were used interestingly, but I think you had too much going on as far as demons are concerned. Rooms were a bit small for the number of monsters in them, and there were too many revenants for too little health/armor/firepower.

Which reminds me, is the SSG only available as a secret? I didn't find any more through my playing, and I think I went over most of the ground you can get with the blue key until the switch. I think it was needed basically right off the bat, and even with it I needed the chainsaw and berserk for some lost souls and hell knights, respectively.

Speaking of lost souls, that's a very annoying spawn right after flipping the red key switch, and the blue key one isn't much better. The arch-vile that randomly seems to teleport into the big room with poly-object doors was also rather annoying, couldn't take him with the SSG, and didn't have the ammo to chaingun or shotgun snipe him.

To wrap up, I'd suggest using colored lighting on larger areas if you're actually going to use it, and also not to use it in rather bright areas. IMO a good use would be slight color changes in brighter areas and heavy in dark, especially if the colored light will be bright v surrounding dark.

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The SSG is supposed to be hard to find. I didn't want to give it away, but I wanted the player to find one. There are 3 on the map, the only one that isn't in a secret is in the lava pit connecting the underground area to the courtyard with the torches on top of the green arch.
I'm dismayed that you ran out of ammo. I know that there are a ton of monsters, but I put in a ton of ammo as well - I never ran out. Then again, I know where it all is. It shouldn't be necessary to find any secrets to beat the map, but you have to look around. Some ammo/health is in corners/behind walls and may be difficult to spot.
I think you may be right about too many monsters. The courtyard in the middle of the map is VERY hard if the archvile and arachnotron are in there at the same time.
I included an autosave just before the boss fight. Should I include more, or decrease the number of monsters/difficulty of the traps?

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I'd consider that lava pit a secret, especially since it damages you. I accidentally ran into it and instantly got out when I first got to it, and was wondering what was in it but didn't want to waste the health nor save and find out. Making it easier to find the SSG or simply removing a revenant here and there will make it more forgiving, I can't say completely on ammo as I still haven't played all the way through but it looks ok, that berserk and the chainsaw help plenty.

Also, if it's not too much trouble, please find a midi to use that fits, or maybe skulltag isn't playing it (I was pleasantly surprised it showed the 3D rooms though). It's kind of annoying to be stuck with MAP01's music, and playing without music is meh.

I'll get around to playing it all the way probably tomorrow.

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I didn't consider the lava pit SSG a secret because you can see it if you look down into the lava.
Yeah, the map01 music does get kind of irritating. I tried to find some midi versions of rock/punk songs, but the midi renditions sounded awful. Is there a site where I can get good midis for doom?If I can't find any I'll probably just use a track from a different doom2 map or a map from doom1.

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Either side of the lava pits. I CAN see it, just barely, but I'm not in the habit of taking second glances at lava pits ... it was easier to find your other 2 SSGs when roaming around than this one (not that I found it on my own).
http://i36.tinypic.com/oqa9ap.jpg
http://i33.tinypic.com/2wpm4ih.jpg

Here's a site that's got some good midis, I've used about 5 of em in my Area42 maps though so it might be a good idea to save those ones for later ;)
http://www.angelfire.com/punk4/knightriderofdoom/midis.html

Also I played your map to the cyberdemon. WTF? Teleporting every 5 seconds? And into places with a 50/50 chance it'll be behind you? great -.- And that arch-vile was a pain in the ass to kill too, I had to get a route down to even catch him where I wanted to fight him, which took at least 10 tries -.-

This is seriously a map I'd rather look at in DB then figure out a route in to play, because just playing normally there were so many things that could backfire on you, like when you have the blue key and you get on that balcony over the yellow key area, you have no way to know that you can't get back out of there >.< Please make a 3D railing there. And each key switch spawning demons, I thought the lost souls silly, the chaingunners cheap, and the cacodemons were just annoying.

Meh, this map is just too intricate I guess, everything is right next to each other, such that you can't go into a room without waking up another room's demons. If you could've made the whole thing 2x larger, or took off 2 demons in each room, it'd feel better.

Really ... I didn't like the gameplay all that much.

EDIT: that's weird, I guess the SS show the top layer opaque ... >.<

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ZOMG what a n00bcake mistake for me to make. An area that you can't get out of. I've been mapping off and on for 14 years... *Hangs head in shame*
I have to admit that I didn't plan this map out very well, I just built it and then had to figure out how to make it into an A -> B -> C doom level. Thanks for the help though, until I discovered the doomworld community (a few months ago) I just made empty maps to amuse myself, my populating/detailing skills definitely need work.
I think the cyber battle could use some work as well, 6 seconds is too often for a 4k health monster. I'll increase the time to around 30 seconds.
(I know I misspelled *******ely, for some reason the word was blanked out)

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