Lud Posted August 15, 2016 This is a crosspost from the ZDoom Forums. ============================================== After originally posting this in the What Did You Last Do Thread, I've decided to make it its own post. A little backstory: This is the very first map I made, using GZDB, around 2 years ago if I'm not mistaken. It includes a little bit of ACS and some custom actors. From the screenshots you can see it's a remake of Map01 from Doom II. Anyways, later on in the map I'm pretty sure I'll get negative feedback because of the monster placement and lack of traps. That I know about and will change it for any future maps. Reason I'm posting this map is feedback. I won't update this particular wad, but I will certainly use the knowledge for any future maps I make. The map has new secrets and almost all weapons. I've played through it several times, trying to balance it. Recommended difficulty is UV, though Nightmare could probably also work. The format is GZDoom: Hexen format. Enjoy! Download: Pyramid.wad Screenshots: http://imgur.com/a/GkeIU (Monsters have been removed from screenshots for tactical reasons. :P) 0 Share this post Link to post
joe-ilya Posted August 15, 2016 Your screenshots show a barely modified version of D2M1, not sure that encourages anyone to play this wad. 0 Share this post Link to post
Lud Posted August 15, 2016 True that. The changes on the original map are indeed few. A few secrets and removed sectors. The actual change is when you exit the base. Maybe I should have added a screenshot from outside, but don't wanna spoil the "Hmm, there's actually more?" moment, if there is such a moment at all. 0 Share this post Link to post
joe-ilya Posted August 15, 2016 Well, in this case, screenshots are unnecessary then. 0 Share this post Link to post
Lud Posted August 15, 2016 With the recent shitwad invasion, I'd rather post a crappy screenshot than no screenshot at all and get my arse kicked to post hell. Plus someone's gonna post screenshots anyway, so it doesn't matter much. There are also changes in the monsters - it's not just imps and zombie guys. 0 Share this post Link to post
gaspe Posted August 15, 2016 Played the map, though I quit after I got killed at the top of the pyramid. Areas are mostly taken from Entryway, and the pyramid area is just a big flat square in the end. Secrets without hints (the plasmagun, the SSG!) are usually bad, too few rockets. Putting the monsters in rooms in that way (the barons, the archviles) isn't really funny. It seems that you put some block monsters lines in the stair at the start, but those make the things easier there. I guess that it's more like a test map to try some basic stuff but it doesn't show much of what you can do :/ I suggest to you to try to create something from scratch. 0 Share this post Link to post
Lud Posted August 15, 2016 Noted. The SSG being a secret with no hint? I put it in a place where 99% of the players will press use, can't be that hard. As for the Plasmagun, I agree, that one was lacking creativity. Too few rockets are on purpose. Wouldn't be really balanced if you spam rockets, now would it? As for the Archviles + Barons, I feel like I could have used hell knights instead (if that's what you meant). The very reason I put Archviles is because of their resurrection ability. Big flat areas are apparently not very liked, that I can also agree on. I initially imagined that area to be a little bit different, but reality ended up being worse than expected. Thanks for the feedback, I'll use it in the future. 0 Share this post Link to post