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EricsonWillians

Lurking Evil (MAP01)

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I've devoted some hours to a "dark" level. Almost two years ago, I was new here and used to post some maps under the username of "Tellerstein" (And received some terrible reviews, mostly (Not the quality of the reviews, but concerning the quality of my maps (They can still be found on the archives.))).

I'm back, played more Doom, and now I'm developing under Unix (Eureka + SLADE). I've used two of my compositions on the WAD.

If anyone would like to give it a try, I would be glad to hear the critics.

It does not require any fancy Source Port (No fancy features, no jump, no mouse-look). Nevertheless, it was only tested on Zdoom, and I use a .ogg file (So, I don't know if other Source Ports read .ogg files like Zdoom does).

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The BFG trap room seemed silly to me, it's almost NUTS-like: just a rectangular room with a horde of monsters in it (plus that strange texture...). The rest is decent, level progression is a bit awkward though (when you press the switch in the red key room you have absolutely no idea what it did so you have to recheck every area) and the spider room is a bit naive. I mean, there isn't much sense in putting a crowd of monsters behind a door like that since killing them without entering the room is very trivial and boring. I think that's what people call a doorfight.

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Memfis said:

The BFG trap room seemed silly to me, it's almost NUTS-like: just a rectangular room with a horde of monsters in it (plus that strange texture...). The rest is decent, level progression is a bit awkward though (when you press the switch in the red key room you have absolutely no idea what it did so you have to recheck every area) and the spider room is a bit naive. I mean, there isn't much sense in putting a crowd of monsters behind a door like that since killing them without entering the room is very trivial and boring. I think that's what people call a doorfight.


Concerning the overall level-design/details, it improved when compared with my first attempts, mostly, I think, because of the Eureka map editor. I felt really comfortable mapping with it, much more than with Doom Builder.

Nevertheless, of course, "details" are not everything, and there are things that only skilled players/mappers already know (Strategically speaking). I'll avoid silly endings like that in the future, and instead of hurrying to a "crowded/squared" ending, progressing to some levels more. And, I FELT the "Doorfight" feeling at that room, and that's why I've "explained" it with the raised-floor at the beginning (Without jumping, the only way of getting there is through that room.). Nevertheless, it's a doorfight, and this word is just brilliant (I'll remember of it in my next WAD).

Concerning the switch, that was my intention (The player feeling lost). That was a desperate attempt in creating a "non-linear level", and of including exploration on it.

Thank you for playing it, and for the feedback!

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