BennyD Posted February 3, 2014 Hi everyone, I've been busy these days making some maps and I decided to make a small wad (for now). I would like opinions from you guys, if I should keep adding new maps or not, where I need to fix if there is a problem in one map, or all of them... And a better name for the wad... I guess... http://www.doomworld.com/idgames/?file=levels/doom2/Ports/v-z/wmdr.zip 0 Share this post Link to post
Memfis Posted February 3, 2014 Fun bloody maps, in map32 two cacos were stuck in each other in that area where you kill the cyber, get megasphere and three doors open. Of course you should keep adding new maps. :) Usually people prefer to put "lower unpegged" flag on the walls with DOORTRAK texture so they don't move together with doors but it's just a tradition. 0 Share this post Link to post
BennyD Posted February 3, 2014 I have that fixed in the new version. And for the low unpegged flags, I've fix that as well. The next release will have a new map, that is sort of based on one of my old maps. 0 Share this post Link to post
Dutch Doomer Posted February 3, 2014 On map02 the blue keycard only appears on UV. And map01 sectors 44,46,47,48 can be deleted to make them solid. 0 Share this post Link to post
BennyD Posted February 3, 2014 Thanks Dutch Doomer. I'll fix that right now. 0 Share this post Link to post
BennyD Posted February 3, 2014 This is a link to a new version of my wad. https://copy.com/Udx0tQ08MJOI 0 Share this post Link to post
Vile1011 Posted February 4, 2014 Not bad gameplay wise. Map32 is pretty fun and suprisingly fair for the number of monsters it has. There's some HOM here and there (I remember seeing some in map1's mancubus pool and in one of the corners of the courtyard in map32), and a few doortrak textures that need to be unpegged. 0 Share this post Link to post
BennyD Posted February 4, 2014 I've fixed the HOM in Map32 and Map1. Use the copy link for the new version. 0 Share this post Link to post
BennyD Posted February 5, 2014 I'm having some problems uploading the new version into IdGames. I'll keep updating the Wad, and sending it to my Copy. Have someone tried to download it from there? 0 Share this post Link to post
BennyD Posted February 7, 2014 New version of the wad, with a new map. Still having problems uploading the zip file at IdGames. The Copy link still is working, download it from there. 0 Share this post Link to post
Steve D Posted February 7, 2014 BennyD said:New version of the wad, with a new map. Still having problems uploading the zip file at IdGames. Are you using Filezilla? I've had problems at idgames with that one. Whatever app you're using, if you keep having probs, try a trial version of a different one and see if that works. 0 Share this post Link to post
BennyD Posted February 7, 2014 You are correct SteveD, I'm using Filezilla. I'm changed to CoffeeCup... The problem was that the server timeout on me... 0 Share this post Link to post
BennyD Posted February 8, 2014 And finally, there is a new version of my wad at Idgames, check that out. And have fun playing it. 0 Share this post Link to post
Memfis Posted February 8, 2014 If you are using Filezilla 3.x, read this: http://www.doomworld.com/vb/post/1125421 (worked for me) 0 Share this post Link to post
Steve D Posted February 9, 2014 Map32 is the first slaughtermap I ever beat on UV, so you need to work harder because I'm a terrible player! ;D I died about 8 or 9 times, though. 1,524 monsters killed, almost decided to quit when the PE storm started, glad I kept going. One thing I objected to was trapping the Megaspheres, or stacking them on top of keys. I grabbed a Megasphere in Sector 123 and the next thing I knew, I faced a Cyb guarding a Megasphere in Sector 148, and I had to grab it even though I still had 200/200 after killing the Cyb, because you had to set off a trap to continue. Another time, I was at 200/200 and see a Megasphere on top of the blue key. So I wasted 400 health and armor. Me not happy. I played in GZDoom, and for some reason the path to the exit door wouldn't open after I pressed the switch in the monster closet of the yellow switch room, so I had to clip to the end. It might be because you have extra vertices on the linedefs of those doors at Sector 172 and 173. Sector 172 also has a weird floor and ceiling height of 64/56, so the floor is actually higher than the ceiling and I'm guessing it's stuck because of that. My advice, make Sector 172 the only door and make the floor/ceiling height 64/64, and delete Vertex 800. Might work then. Even better, delete that path and just have that switch open a real exit door that is clearly marked. This little path isn't cool enough for all that goes into it. The other 2 maps were okay beginner maps, one trap after another, no real flow. In Map01, when I got the Rocket Launcher, and considering the way the map had gone, I said to myself, "Okay, where's the Archvile?" Didn't take long to find out. ;D Predictable. Map02 had some nice lighting and was a little better, but still trap after trap. I died once on each map. Map32 was the most ambitious map, but still showcased a lack of effort in several details. With your skylights and some of your lighting, you showed you can do better, but there was still the sloppiness of the Doortrak texture not being lower unpegged in all the maps, some unattractive openings in walls (Map32, Sector 121), and so forth. I'm sorry I didn't have time to play these before they were uploaded, as I would have been insistent on fixing these problems. Another issue was having a rather large map where I see a yellow-keyed switch and only find the yellow key some time later, and forget where that switch was. I had to noclip to see where the monsters were to find it, because it's a small thing and you have to go all the way into the room and fully explore it to find that sucker. So it was just a frustrating switch-hunt. That said, I think you can do better maps if you put the effort in. You have the killer instinct to go after the player, and that's always a good thing. ;) 0 Share this post Link to post
BennyD Posted March 1, 2014 Sit Rep: I've been busy, so I did not have time to fix the maps, only now I have some time to fix some issues. In other way, I've started to design the 7th map for this wad. I'll look up for some issues in other maps later on. Anyway, I'm must distress that I'm still a new mapper, so I do make some mistakes, but I'm getting better at making maps. And I use normally PrBoom+ for testing the wad, so I really can't tell if there is any bugs in other sourceports. Btw, I hope to end this wad somewhere in december, if nothing goes wrong. I thank everyone for playing the wad and telling where are the bugs. You are been really helpful, and I wish make this megaWad an average one. 0 Share this post Link to post
gggmork Posted March 2, 2014 Here are my first demo attempts: http://www.sendspace.com/file/5m2nvn map 1 is broken (clip through walls) and map 32, a switch near the end didn't seem to work so I quit that demo. 0 Share this post Link to post
BennyD Posted March 2, 2014 Thanks for your demos gggmork. I'll keep fixing the maps. But for now I'll keep designing the map07. 0 Share this post Link to post
BennyD Posted March 6, 2014 New Sit Rep: I've been busy redesigning the first and second map. I hope to finish this first part of this wad as soon as possible. 0 Share this post Link to post
BennyD Posted March 26, 2014 I'm back... I've been adding new maps to the wad, and I added a wip version of what will be map 11. You can still download it from this link: http://www.doomworld.com/idgames/index.php?file=levels/doom2/Ports/v-z/wmdr.zip Anyway, for now I will make a stop. Maybe next month I give again a go at making more maps for the wad. 0 Share this post Link to post