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Roofi

[Doom 2] Woodcraft

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Hello everyone ! Some screenies to begin my thread :

 

Screenshot_Doom_20170816_090836.png.48f5cd7fffd98d0da2e77cf3980e3f96.png

Screenshot_Doom_20170816_090857.png.b04519f54c5969fc7a973500919e5283.png

Screenshot_Doom_20170816_090919.png.066a78c19fdaef24e5d0edf05ac99dbd.png

 

Woodcraft is a Doom 2 vanilla-compatible single map I have made a month ago. This is a jungle/mountain themed map where you must explore various places before reaching the exit ! I got a lot of inspiration from Hell revealed 2 and Kama sutra.

 

 

Iwad : Doom 2

Slot : 01

Compatibility : Vanilla

Playtesting  : DOSbox , prboom , Chocolate Doom

Allow jumping and/or crouching : No

Coop : Yes but not tested with.

Deathmatch : Yes

Skill settings : Yes

Resources (list sources of custom textures and sprites) : A new sky

Music track : Excess Meat by Metabolist (Hr2 map 18)

Bugs : No major bugs detected.

 

Download link :

 

 

New version :

https://cdn.discordapp.com/attachments/292378951588773888/348051726885978112/wc_v2.wad

 

Old :

 

https://cdn.discordapp.com/attachments/292378951588773888/347279442655182850/woodc.wad

 

Edited by Roofi

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This one certainly feels like a Hell Revealed 2 level. It's cute to see a more traditional slaughtermap released in 2017.

 

I have to ask... Are you aware of "block sound" lines? The "deaf" flag is nifty but in many situations it allows the player to cheat a little. Deaf monsters notice you only when they are sort of in your view, so by moving slowly you can awake little groups of them instead of everyone at the same time, which makes things really easy in many situations. Are you okay with that?

 

Also when mapping for vanilla try not to put items near sector edges like this, because this is what happens:

http://i.imgur.com/iX1xpLc.png

http://i.imgur.com/RZNxcQZ.png

 

I'm attaching a demo of my playthrough. Sorry, it might be kinda boring to watch because I was playing very slowly just trying to survive. But there were some dangerous fights where camping wasn't an option so it was pretty fun overall.

 

One thing I disliked though was the overwhelming darkness in some areas. If you have a large area with 128 as a main brightness, it really helps to add some brighter sectors. Maybe you could put some torches with lights around them here and there. Also if you have a bunch of enemies teleporting to an area, it might be a good idea to give them more than one teleport destination so that it doesn't take too long for them to appear. Keep in mind that each destination will need its own tagged sector (you can't just put several destinations in the same sector).

woodc_mem_FDA.zip

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Thank you for your review memfis , I will watch your FDA !

 

Quote

I have to ask... Are you aware of "block sound" lines? The "deaf" flag is nifty but in many situations it allows the player to cheat a little. Deaf monsters notice you only when they are sort of in your view, so by moving slowly you can awake little groups of them instead of everyone at the same time, which makes things really easy in many situations. Are you okay with that?

 Yep , I know that the "deaf" flag makes the map easier in the most of cases but it was intentional , especially when you enter in the forest. I wanted  the player to move slowly in this part. However , I will remove that flag at some parts...

 

Quote

Also when mapping for vanilla try not to put items near sector edges like this, because this is what happens:

http://i.imgur.com/iX1xpLc.png

http://i.imgur.com/RZNxcQZ.png

 

 

Damn, I noticed the problem but I was lazy to correct it ... Il will do it right now.

 

Quote

One thing I disliked though was the overwhelming darkness in some areas. If you have a large area with 128 as a main brightness, it really helps to add some brighter sectors. Maybe you could put some torches with lights around them here and there. Also if you have a bunch of enemies teleporting to an area, it might be a good idea to give them more than one teleport destination so that it doesn't take too long for them to appear. Keep in mind that each destination will need its own tagged sector (you can't just put several destinations in the same sector).

 

That's a good idea , I will add more light sources and more teleporter destinations in my map.

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Thanks  Walter confetti !

 

Here is an update of the map.

 

I increased the difficulty by removing many "deaf" flag , some ammo/health , optimizing some traps...

 

I increased slightly the general brightness too instead of adding more light sources.

 

I corrected some little bugs too that Memfis noticed.

 

https://cdn.discordapp.com/attachments/292378951588773888/348051726885978112/wc_v2.wad

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