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LarBob

Some images and a video of my first wad with more than one level, LinearInvasion.wad

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The name is because the wad is terrible as it's my first wad with multiple levels. It's my second wad overall. It's not very good, but I made it because I wanted to. I hope I can make some content that is more quality than this crappy map in the future, haha. Thanks for looking. I might upload some footage of it or even the wad if you guys want me too. The map is WAY too linear.

http://imgur.com/IeseKKj - Map01 opening
http://imgur.com/rlmKvTR - A narrow hallway found later in map01
http://imgur.com/nB62a7J - Some spectres in map02
http://imgur.com/bHf8Jv5 - A boss(?) battle in map02
http://imgur.com/78rA8pv - all dead :D
http://imgur.com/GSNcOec - A long hallway of monsters.

Images 1920x1080 OpenGL renderer on quality - Zandronum Latest.

Video: https://www.youtube.com/watch?v=3t9g-8Qqjsk&feature=youtu.be
MAP03 seen in the video is unfinished.

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I notice a lot of hallways in these shots (as in, basically every image is a hallway). Making maps with rooms/areas with real structure to them and a few hallways where appropriate is generally a better idea than "hallways everywhere".

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AD_79 said:

I notice a lot of hallways in these shots (as in, basically every image is a hallway). Making maps with rooms/areas with real structure to them and a few hallways where appropriate is generally a better idea than "hallways everywhere".

Yeah, I'm working on that. Right now I've just been figuring everything out and seeing what works when you play and what doesn't. Hallways seem kind of lame so far, and I'm probably going to revamp most of the levels. Thanks for the input and taking the time to actually reply instead of flaming. Other FPS forums seem to be full of flamers/trolls. (cs:go community, I'm looking at you) thanks so much guys for the input.

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The name doesn't fill me with confidence. :P I'll recommend the same thing I always do and that's to go play some of the more successful wads out there to get a sense of what people like in their maps. Here and here are good places to start.

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Obsidian said:

The name doesn't fill me with confidence. :P I'll recommend the same thing I always do and that's to go play some of the more successful wads out there to get a sense of what people like in their maps. Here and here are good places to start.


GTFO! They lack height variation.

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Obsidian said it best. I think you should also keep playing around in Doom Builder (or whatever you use) to learn more about it. Don't worry too much about detail - focus on gameplay first! Think about each encounter the player will face - what makes it interesting or unique? You want your players to have fun, so make sure they don't get bored. And most importantly, have fun!

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Your areas look very orthogonal, rather cramped, with low height variation, a bit too monochromatically textured (with an ugly ceiling texture), and snapped to a ridiculously big grid. Doom engine allows architecture with non-orthogonal walls, floor/ceiling height differences, light variation and variation in texturing. All of these aspects can (and should!) be utilized well to give a good impression to the player. Also, a generally good thing is to provide enough space for a comfortable movement without too much bumping into things, and avoiding symmetry / repetitiveness of areas, and avoiding too straightforward "shooting-gallery" gameplay and "door fights" (camping at doors and simply killing all monsters that are dumbly cluttered in a room).

On a side note, there's a better way to post screenshots than the one you've used, which redirects to an imgur page with all its extra stuff. You can post direct links (starting with i.imgur.com/ and ending with a file suffix like .png). You can even embed them on the forum page, if you feel like it. You can use thumbnails (s/m/l) for a smaller version of the pictures, and you can make the thumbnails into clickable links to images of full size. Like this: (quote my post to see how I did it)



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