The Civ Posted June 1, 2014 I recently began to work on a new, and my first DOOM WAD. I plan to have at least 3 levels in the WAD in total, although I only have 1 finished at the moment. I would like any possible advice on how to improve it. Here is a download link: http://www.mediafire.com/download/2j9vgkvyw5j9tj2/Pile+of+Skulls.zip I would just like some basic opinions, and advice on how to improve it. I made this in ZDOOM format, and tested it myself in it's derivative, GZDOOM. You will need a copy of DOOM 2 to run this WAD. Here is a screenshot of the main teleporter room, since many people like to see screenshots: http://i.imgur.com/DRxbv0Y.jpg?1 0 Share this post Link to post
scifista42 Posted June 1, 2014 Hi, welcome to the forums. I really hope you can accept honest criticism, even if very negative, which I'm going to give you. My intention is not at all to offend you or put you down, in fact, I'd like to help you. You said you wanted to improve your work. I find it great, and I'm supporting you to do it, but be prepared that it will be a long, hard way. Even though Doom is an old game, making good maps for it is not that simple, and people won't be grateful for every linedef you give them, because the community and design have developed quite far. You're too far below the standards yet. So: What you've showed looks like a first test map; it's ugly, nonsensical, totally out of balance and against any normal player's sanity. But that's actually what we see from many newcomer mappers. Maps similar to these have been made since 1994, but players in the 21st century need far more. First you need to think and get an idea of what makes the right aesthetics, gameplay balance and flow. Experimenting like you did (and getting feedback from other people) is the right way to gain experience. I think it's far too early for you to come up with some story, or bring up Brutal Doom. You should know that Brutal Doom is a very controversial mod, many people like it as well as many others condemn it, but it's just a mod, please don't think about Brutal Doom as "the right Doom". Better develop your mod without thinking that most people will use BD on it. Sorry, I went off-topic now. Well, to get an idea about quality, I can recommend playing other people's maps and mods. This page contains the best Doom maps and mods from the past decade, there's a whole archive of Doom maps, and you can search this forum for numerous mapping projects to check out. Regarding your map in particular, I'll try to point out the flaws and advise you:Improve texturing. Yours is ugly, random, and clashing. Try to depict a place, even if abstract, and make it look more eye-pleasant and rational. Some textures belong on walls, some to decorative detail, some are best as borderline textures etc. Similarly, improve level structure. Random walls, angles, obstacles, placed things are highly unprofessional. Why do you use triangles for rooms and stairs? Balance monsters/weapons/health/items appropriately and reasonably. Not too steeply, like throwing out the Cyberdemon right away. Don't overstock the player or let him struggle. Have a balance in mind. The secret area was a pretty exaggerated reward. Place things with a thought, not just randomly scatter them around. Again, have a balance in mind. Preferably even in secrets. Also take into account that the player needs enough space to move, to look around and manage the combat. Avoid bland-ness. The right way to make an interesting environment, is NOT to have many random clashing textures and wild angles. The right way is to use height variation, light work and solid structured in an interesting way, imposing to look at. Your level is quite flat and consists of rectangular or oddly shaped rooms, simply connected together, which is a very bland and stale design. Door textures need some kind of border (lite textures etc., see in custom maps). Also, linedefs on their sides should be flagged "Lower Unpegged", and look best with a DOORTRAK or similar texture. The lighting effect is bugged. Secrets need to be hinted in some way. Player should be able to find them without just randomly bumping walls. Use different textures, candles in front of a wall, don't use the "secret" linedef flag to make it easier...All of these flaws I've mentioned (and hinted to improve) add to the overall feel of low quality of your level. You have a large room to improve, and if you'll try and put some effort, you can do it, everybody can. Sorry if my criticism sounds harsh, I mean it well. But please, don't underestimate the particular mistakes I'm pointing out. Even if you might not see them that bad (you've put effort into the level), I tell you that they give a bad impression and disallow your map to be perceived as good. Good luck with your mapping. 0 Share this post Link to post
plums Posted June 2, 2014 I'll try to have a go at your map sometime, but it looks like scifista did a pretty thorough job. Maybe I'll try to focus on the positives? In the meantime, please keep your screenshots to a lower resolution. 800x600 is the "official" limit for the forums, 1024 wide is usually ok. With imgur you can automatically resize images by putting a one-letter suffix before the filename extension. i.e. for this image, https://i.imgur.com/vxmZz8Xh.jpg produces a 1024 px-wide image, and https://i.imgur.com/vxmZz8Xl.jpg produces one that is 640 px-wide. 0 Share this post Link to post
schmerr Posted June 2, 2014 just like those above, i only say these things to improve you. The cyberdemon jump, while yes, unexpected, was wholly unwarranted, try an archvile, they are powerful, but still reasonable. The texturing is a bit crazy, which is to be expected from a first map, my first maps texturing was... ugh, embarrassing. Secrets, keep the rewards minimal, this huge arsenal is a bit much for one secret room. The map feels a little all over the place, which is really confusing, but also i kind of like the pace of the enemies. until the cyberdemon at least. Remember, this is all constructive criticism, with time i'm sure you can make some excellent maps, its just practice. 0 Share this post Link to post
clamgor Posted June 2, 2014 You seem to be a really good sport for handling the negative criticism. Makes sense since it's thorough. I'll try the map sometime. I've seen people not take criticism to their maps (or anything they make, really) lightly, sometimes they outright call it cyberbullying. It's ridiculous. 0 Share this post Link to post
The Civ Posted June 2, 2014 Crasger said:You seem to be a really good sport for handling the negative criticism. Makes sense since it's thorough. I'll try the map sometime. I've seen people not take criticism to their maps (or anything they make, really) lightly, sometimes they outright call it cyberbullying. It's ridiculous. I have no problem with negative criticism, just as long as they aren't purposely trying to annoy me, with stuff like: "EVERYTHING SUCKS, YOU ARE SHIT AT MAPPING, JUMP OFF A CLIFF." I don't even get offended at that stuff, I just get really annoyed at them. This is my very first WAD, so I expected it to be a bit crappy, and the only way I can get better, is by doing more and more. 0 Share this post Link to post
clamgor Posted June 2, 2014 The Civ said:the only way I can get better, is by doing more and more. Indeed, trial and error. Don't stop trying 'till you get it right. 0 Share this post Link to post