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4shockblast

First Doom Level, would like some advice

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There isn't much of a theme to go with the level, so I realize the design isn't really special, but I would like comments from more people on my wad.

The wad works with PrBoom, so it should work with most modern source ports.

It's intended to be fairly difficult on UV, but I included difficulty levels.

Screenshots
http://i.imgur.com/e1Ez8.png
http://i.imgur.com/SUsMf.png
http://i.imgur.com/Dn94T.png

DL link
http://www.mediafire.com/?11wi8a40c4yrr57

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Tried it a bit, died after like 80 monsters or so. demo
I thought it was more tedious than challenging: killing lots of both weak and strong monsters with only sg/cg isn't fun at all IMO, at least give me a rocket launcher or something.
...
Ok, now I look in Doom Builder and see that there is a RL near the start but it is hidden. I really think it shouldn't be in the secret because the map is just too boring without it.
I guess I'll try again now.

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Not bad at all for a first attempt. I do agree with what Memfis said though. If you're planning to add lots of badasses, you have to provide the player with the tools to kill them.

Also:

-Try to add a little more height variation. It'll make your level visually more attractive.

-Be creative in connecting your rooms. Don't just connect them with a hallway but try to think of other ways. For example, you can have one big room look like it's split in two by adding pillars, steps, etc.

If you look around on the forums, you'll find plenty of maps which make good and creative use of the things I listed above.

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Yeah, it's almost impossible to get through the level without going in the secrets in UV, so I might make them less secret. I added difficulty levels, though, because I saw that UV is pretty difficult to get through.
I did test the level, though, and I was able to get through it with save states.

Thanks for the advice.

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I might play it later, but judging from the screenshots I would advice to use more variety in the angles to make your rooms a little less boxy. Even if your room is essentially still a box, there are plenty of ways to detail it in such a way to make it look less 'stale'.

Furthermore it looks okay for a first map, keep going!

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i'll just echo what everyone else is saying about the weapons, its a bit tedious to whittle away at everything with the basic stuff, on the other hand there isn't much option for running past monsters (after the chaingun). My instinct when i'm facing lots of higher level monsters with just the pea-shooters is to try and run through everything to find a safe spot or bigger weapon. That can also create some interesting chaos as the monsters follow you and mingle.

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made a demo, but I died at the 5th or 6th AV due to bad lack of armour/health then; you can even make rooms a little smaller, to avoid player having to run for minutes back and forth imo

some more variation in texture details would be nice, but can't say much more on the gameplay, i need some rest **

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