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illuknisaa

Illuknisaa's first wad

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Here is my map:
http://www.mediafire.com/download/cebk17qxhm61pr1/mikv2.wad

Stuff about the map
Map is mostly lacking in detailing, lighting, monster and item placement.

pics:

Spoiler




Shit you need
doom2
gzdoom (zandronum works but you will see errors with map spots, i dont know how to fix this)
Texture resources used:
2mbrown.wad (too much brown)
avp2tex.wad
doompotpourri.wad
miktex (my custom textures)
nmncorp1.wad
nmncorp2.wad
decontex.wad (deConstruct)

All can be found here:
http://www.doomworld.com/afterglow/textures.shtml
http://www.mediafire.com/download/uld94p4m7tsir7e/miktex.wad
http://realm667.com/index.php/en/repository/texture-stock-mainmenu-152/1107-doom-potpourri-texs

Also maps uses dynamic lights so you might want to have that option on.




old op:
Spoiler

Recently I've been playing various games from my childhood so I
started playing Doom and doom got me exited making a map for doom.

I want to ask what you guys think of the basic layout?

http://postimg.org/image/hh7oj5pll/

Basically map is divided into 4 parts, start hub, red key, blue key and boss arena. Both key areas are completely optional but keys give access to weapons and armor (red and blue blob areas) which might prove usefull and you can't backtrack until after the boss fight (tag 10 is an elevator that takes only down).

I personally think the map looks a bit linear. The red key area is basically just a long corridor and blue is not much better.

The map size is about 8700x4800 units.

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I worked a bit more on my map and I'd like some feedback.

http://www.mediafire.com/download/cebk17qxhm61pr1/mikv2.wad

Some info
- map maybe like 75% complete, mostly missing some monsters and needs more detailing.
-There is no exit yet (because I don't know how to add that)
-I use bunch of custom textures so unless you have those too you might see loads of missing textures.
-map is intended to be played with brutal doom on harsh difficulty. Also I use extra light shaders that the author of brutal doom recommends which quite dramatically change how the map looks (eg. nukage create light).
-map uses doom2 in udmf format and I use gzdoom source port.

custom textures used:
2mbrown.wad
avp2tex.wad
doompotpourri.wad
miktex (my custom textures)
nmncorp1.wad
nmncorp2.wad
decontex.wad

All can be found here:
http://www.doomworld.com/afterglow/textures.shtml
http://www.mediafire.com/download/uld94p4m7tsir7e/miktex.wad
EDIT: http://realm667.com/index.php/en/repository/texture-stock-mainmenu-152/1107-doom-potpourri-texs
EDIT#2: Link to post process effects:
http://www.mediafire.com/download/eg1mo6404u5xlg6/PostProcessingEffectsForGZDoom+and+Zandronum+engines.zip

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Should probably start off mentioning "doompotpourri.wad" isn't on Afterglow, or at least I can't find it.
Anyway, not shabby for a first attempt. In fact it's almost too good for a first attempt (not implying anything, I'm guessing you practiced a bit beforehand unlike a lot of people) but it still has some of that kind of new mapper feel to it. The difficulty feels all over the place, like it's easy enough to mow down the zombies fairly quickly, but then there pops up a mancubus while I've only got a shotgun and a chaingun. There is also basically no ammo and health laid around, making it feel very limited, and most of the ammo was coming from the zombies. You also forgot to add in floor damage to the nukage. Speaking of nukage, it crashed when I got to that fan thing in the swimming section. I took some snaps on my tour though

I have no idea what these are supposed to be


This was a cool effect


Missing texture here


Textures were glitching here (those textures up on the wall were spazzing out)


And this happened a couple of times


You also didn't unpeg and change this texture here


Apologies I couldn't get further but like I said, it crashed.

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Apparently I had remember wrong the potpourri. I don't remmeber where I got it but atleast real667 has it: http://realm667.com/index.php/en/repository/texture-stock-mainmenu-152/1107-doom-potpourri-texs

What source port you are using? Those errors are suppose to be "map spot (fraggle script)" things. I use gzdoom and doom2 iwad. I also don't get those errors myself when test it with gzdoom builder or with brutal doom.

Did you pick up the blue key card? Picking it up causes trigger a warning system which infinately spawns imps and can only be stopped if you press a button in the super health room (you need the keycard to enter). I'm not sure but this might cause crashing

I'm not sure if I'll keep the mirror effect. The point of the mirrors was to show the player where the button is but that didn't work so well (cause the angle is bad). With the buttons concenled placement I wanted to show what happens when player presses the button (stairs raise for the keycard). The mirrors effect is also a bit buggy (it creates this wierd visual error especially if the mirrors are taller)

While the "assault rifle" start seems pretty harsh I also intend to have this map to be a middle map in a map series (I was thinking doing like 4-5 maps this being map#3) so the player should have other weapons at this point.

This pretty much my first. I did watch a video series where romero talks about his maps among other tutorials tho.

EDIT: I figured out why the caused the glitch in pic #3. Because I had 2 lines triggering the monster closet. Walking over the same area twise cause the ceiling go hom. Ty.

Btw there is SS right at beginning so...

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The shots SavageCorona took look quite nice (other than the glitches of course), when you iron out the game breaking stuff I'd be happy to give it a spin!

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Thats already done. I don't know why the map spots show up as errors but it might be because of zandronum. I use gzdoom and I get no errors or crashes. I'll have to try zandronum and see if I can replicate these problems.

EDIT: Tested Zandronum myself and I confirm that creates the problem.

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Well I'm adding this to my upcoming playtesting stream #4 (will be after I finish with Valiant), but I couldn't find the 2mbrown.wad that you said you'd used on this map.

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2mbrown = too much brown. It is on the afterglow site. After I get this map done I'm going combine texture directly into wad so people don't have to dick around with 10+ files.

I wonder is there some sort of limit how many sectors, tags and linedefs you can in a single map? I remember seeing map which was so big that the sheer size would cause crashes. I'm currently at like 2300 sectors, 70 (sector) tags and 16 000+ lines.

EDIT: updated the wad (same link in the second post), fixed stuff, added a new starting area, added a really wip new area to mancubus area and added bunch of monsters and equipment.
http://www.mediafire.com/download/cebk17qxhm61pr1/mikv2.wad

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Updated the wad.

I think I'm finished building all the areas now. Just detailing, item and monster placement remain.
Red and blue keycards have multible ways of getting them (yellow is just to block skipping certain areas, I might remove it and put a button or something) with varying degrees of difficulty.

I let my roommate play the map a bit and he thought that it was rather unclear where to go and what you gain by exploring.

Currently the only way to exit the map is by going straight from the starting area to boss arena and this seems like bad design because the player can pretty easily miss the optional* goodies. It also bad because the way map is laid out the route is just a straight corridor (no slings, loops or horseshoes).

My idea to fix is to put a big computer with a layout of the map on screen. eg something like this: http://ak-hdl.buzzfed.com/static/enhanced/webdr06/2013/9/13/14/enhanced-buzz-24483-1379098305-12.jpg
Also if the player activates the computer the player gets like a message telling what he needs to know.

I could also block the elevator with a key but that seems lame.

*technically they are optional but trying to take out the boss with a pistol/assault rifle might be a bit difficult. The fact is that I've yet beat him in brutal doom makes me think this battle is too difficult for a intermission boss.

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illuknisaa said:

My idea to fix is to put a big computer with a layout of the map on screen. eg something like this:


You can just give the player the computer map, anyway looking at your layout screenshot it doesn't seem confusing or complicated imo.

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gaspe said:

You can just give the player the computer map, anyway looking at your layout screenshot it doesn't seem confusing or complicated imo.


Honestly this idea has multible of problems.

- Comp map is usually associated as a secret and just slapping the player's face with it feels wrong.

- Comp map reveals alot without actually giving the information he needs. He sees all the lines including the ones that purely decorative (eg lighting lines) making his map a huge mess
I could fix this but the work needed is just massive (I estimate that about 50% of all lines are decorative). I want the player to know where he needs to go to find keys for supplies and exit the level.

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Updated both the map and tex file

http://www.mediafire.com/download/cebk17qxhm61pr1/mikv2.wad
http://www.mediafire.com/download/uld94p4m7tsir7e/miktex.wad

I think the map is like 90% complete. There may be too much shit thrown at the player at the redkey area and boss pit but considering that you don't have to kill anything to complete the map so I think it's kinda ok.

Also currently it makes me around 15-17 min to get 80% completion and 1 min just to rush through.

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Could it be all the texture packs are causing some sort of conflicts?

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Glaice said:

Could it be all the texture packs are causing some sort of conflicts?

???
What are you talking about?

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Updated both maps and miktex.wad. Maps work with gzdoom (zandronum has some issues with "things").

Maps feature heavy lack of oppression from gravity and player shouldn't suffer from back pains.

Maps are intended to be played in succession and pistol starting map02 is pretty rough. Map01 isn't suppose to the first map of the wad but like 3rd (I intend to do like 4-6 maps).

map02 doesn't have an exit but if you get on top of the dam consider yourself exited. The idea is to have horde defence gameplay section similiar to hl2ep1.
Also there are areas which you can get stuck with no way out. The areas have black floor texture. If you happen to fall to these areas just noclip out. The point of these areas is that player gets teleported into a area which is underneath the normal map. The player then navigates this area back to the normal area.

changes:

Spoiler

-map01 hasn't changed much. Mostly just small tweaks.
-Biggest change in my opinion is the yellow key requirement* for optional side areas.
-secret areas are now marked

-map02 doesn't look like buch of weird room with spartans painted on the walls.


*You can still get to them without the key but escaping might be difficult

http://www.mediafire.com/download/cebk17qxhm61pr1/mikv2.wad
http://www.mediafire.com/download/uld94p4m7tsir7e/miktex.wad

Also made a zip that includes texture resources that maps use (you dont need these if you already downloaded them). I'm not sure if its ok for me to share these like this but I'll keep the link up until someone says otherwise.
http://www.mediafire.com/download/do6unobjo7fwca6/resources.7z

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