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Planky

Plankys DM level

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This is the closest I've come to actually completing a level, let alone releasing one. I am having trouble finishing it off though and would like your thoughts on it, anywhere from the overal design, thing placement, texturing, light levels, etc...

Was inspired by the rusty, dark, almost gothic Orgo textures by Fran├žoisX Delmotte. Its designed to be a 2-3 player deathmatch level (based off a single player map I designed eons ago when Legacy was in its heyday, again never released nor finished).



http://planky.soulsphere.org/images/Screenshot_Doom_20101222_145746.jpg
http://planky.soulsphere.org/images/Screenshot_Doom_20101222_145735.jpg
http://planky.soulsphere.org/images/Screenshot_Doom_20101222_145728.jpg
http://planky.soulsphere.org/images/Screenshot_Doom_20101222_145709.jpg

Download (GZDoom and Orgo texture pack required)

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introducing difficulty in navigation generally does not lead to good gameplay. Also, lose the lava though it looks good.

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Can you expand on that? I can only imagine you are referring to the lava room with the small isles? or maybe the crates?

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My philosophy to DM mapping is to have simple detail--simple map designs that are easy to navigate without obstructions or pits. Your map has crates that block smooth flow of the player. It also has these lava pits that can only be gotten out of if you go up the steps. One direction actually requires you to jump 'less you go back whence you came (ugh). All that stuff makes your map more interesting, but makes for worse gameplay. Additionally, damage floors in DM are generally frowned upon.

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Ok, thanks Hellbent. The crates weren't meant to be gotten past - I haven't closed the gap enough. One of the earlier incantations of this didnt have them, but just a wall there. I wanted to open it up a little but still limit the amount of intersections.

The lava pit in the middle doesn't require jumping to get out in either direction, but does require you to run in a certain path to get out - I realize this must be irritating in a DM given the high pace nature of it, thus giving you less time to worry about navigating.

I do like the damaging lava though, I see it in a lot of DM levels, but outside of Doom. I'll think about that.

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Hellbent said:

My philosophy to DM mapping is to have simple detail--simple map designs that are easy to navigate without obstructions or pits.


In my opinion more complicated maps are more interesting to play deathmatch in. If the level is more open you get to run around and do interesting things like trick people into following you/hiding/etc. but if the level is a simple arena the game's mechanics will take over and whoever has the lowest ping, quickest reactions, and the best weapons will almost always win.

But that's just that opinion. Also, if you're careful then detail shouldn't have anything to do with whether the map has a simple design (which I'm assuming means the layout).

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Updated map: http://planky.soulsphere.org/misc/planky_dm_v03.wad

Tested successfully in GZDoom, Zdoom and Skulltag. Crashes Legacy and Eternity - guessing due to use of floors on walls/vice versa.

Reworked the middle room, now a stream of lava running through rock, rather than islands in the lava. Less likely for the player to get stuck or hurt by said lava.

The pillar room has had raised floors put in the lava, for the same reasons above.

Added detail to the outside areas. Thanks to DooMAD for some inspiration and assistance. Let me know what you think - I think its ready to upload to idgames.

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