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Zip File: 2fort.zip

 

This is a Doom 2 map rewriting map 01 as an enhanced version of Team Fortress/Team Fortress 2's iconic capture the flag map. In its current state, 2fort.wad is NOT a capture the flag map, and is made for DEATHMATCHES only. (I apologize for having to use the bold, I just don't want someone to accidentally stumble into this thinking its something else) Give me your thoughts on the map and what I could change. I'm open for criticism.

 

-Jumping/Crouching not required

-Freelook not required

-Recommended player count is 8-10

-Uses only vanilla Doom 2 resources

 

Screenshots:59a4c939ef5af_2fort.wad(MAP01)-DoomBuilder8_28_20179_44_36PM.png.9fa1514ba432d856dad09c271d8e4549.png59a4c969bd8f2_ZDOOM2.7.1(2013-07-0215_47_49-0500)8_28_20179_41_40PM.png.85a232b3547038bafce05a4ad0082a85.png59a4c95f7ca14_ZDOOM2.7.1(2013-07-0215_47_49-0500)8_28_20179_41_28PM.png.79b51a85d312c70965656712343f3256.png59a4ca118f942_ZDOOM2.7.1(2013-07-0215_47_49-0500)8_28_20179_42_59PM.png.7c890f0e9e86a018017687aad8932756.png59a4ca3b0f0b4_ZDOOM2.7.1(2013-07-0215_47_49-0500)8_28_20179_41_55PM.png.5fbe247325f3b4ee72110f7190b9d4fa.png

 

Thanks for checking this out. Enjoy!

 

Edited by JetStream76

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Sweet looking screenshots. I'll have to give it a play to leave more concise feedback but at a glance I'm liking what I see.

 

EDIT: I just took a glance around, about the only criticism I have right off the bat is that there are some spaces that are a little too tight and a few little things around that you could get snagged on in a fast-paced DM. I would say make it a little more "breathable", if that makes sense. Still, this looks quite good overall!

Edited by Doomkid

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10 hours ago, Doomkid said:

Sweet looking screenshots. I'll have to give it a play to leave more concise feedback but at a glance I'm liking what I see.

 

EDIT: I just took a glance around, about the only criticism I have right off the bat is that there are some spaces that are a little too tight and a few little things around that you could get snagged on in a fast-paced DM. I would say make it a little more "breathable", if that makes sense. Still, this looks quite good overall!

Thanks for the feedback! I'm going to mess with it to see what I can do. 

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And they called me mad for making Granary a CTF map in 2010.

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Sorry to be a downer but as a big fan of 2fort, I dont see any resemblance. Even if we're abstracting the layout because the original makes heavy use of 3 dimensions, I find myself lost in every room including the the bridge with it's wacky angle and sniper battlements on the wrong walls and turned in to ledges. I wouldn't even call this a remix, maybe "inspired by".

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It's been a very long time since I played 2fort.

 

First things first

- nobody likes playing symmetrical DM maps. why didn't you just stick with CTF? even as TDM this doesn't work well because there isn't much incentive to control anything or really go past the middle if you even had dedicated team starts in the map

-if it's recommended to use zandronum, you should've utilized 3d floors to more accurately remake/demake the map

- the lack of health and weapons make this to be a terribly playing map. even if you are replicating a map from another game, try to adjust the game play to fit doom, because this simply doesn't cut it

- there are too many fake doors

- there are some obstructing items

- anything made for 8-10 is typically too big. aim for 6-8 at most. this map would require at least 12 people to be decent intensity in DM and probably 10 v 10 in tdm

 

overall this is not a good remake/demake of 2fort, not a good dm map, and not a well playing one (but this is a symptom of being a poor demake).

 

Instead of trying to fix it, I recommend making different kinds of DM maps to hone your mapping skills, and then maybe come back and try it again.

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1 minute ago, Decay said:

It's been a very long time since I played 2fort.

 

First things first

- nobody likes playing symmetrical DM maps. why didn't you just stick with CTF? even as TDM this doesn't work well because there isn't much incentive to control anything or really go past the middle if you even had dedicated team starts in the map

-if it's recommended to use zandronum, you should've utilized 3d floors to more accurately remake/demake the map

- the lack of health and weapons make this to be a terribly playing map. even if you are replicating a map from another game, try to adjust the game play to fit doom, because this simply doesn't cut it

- there are too many fake doors

- there are some obstructing items

 

overall this is not a good remake/demake of 2fort, not a good dm map, and not a well playing one (but this is a symptom of being a poor demake).

 

Instead of trying to fix it, I recommend making different kinds of DM maps to hone your mapping skills, and then maybe come back and try it again.

I think you're right. Symmetrical DM maps can be rather boring as they offer two of the same areas to fight in. This did not go through my head at the time. Thanks for the feedback.

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not a problem; like i said though, try making some other dm maps, as you get better at mapping you'll be able to do a better demake that'll include translucent, swimmable water, bridges, and proper floor over floor action.

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13 minutes ago, Vorpal said:

Sorry to be a downer but as a big fan of 2fort, I dont see any resemblance. Even if we're abstracting the layout because the original makes heavy use of 3 dimensions, I find myself lost in every room including the the bridge with it's wacky angle and sniper battlements on the wrong walls and turned in to ledges. I wouldn't even call this a remix, maybe "inspired by".

"Inspired by" is certainly the right phrase. The wacky bridge angle was a result of me trying to keep it fresh. The weird other rooms I added were to not restrict the hallways, a complaint I hear on 2fort a lot. Either way, this was the second .wad I ever bothered finishing and it shows. Thanks for the feedback.

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On 8/28/2017 at 10:02 PM, JetStream76 said:

Zip File: 2fort.zip

 

This is a Doom 2 map rewriting map 01 as an enhanced version of Team Fortress/Team Fortress 2's iconic capture the flag map. In its current state, 2fort.wad is NOT a capture the flag map, and is made for DEATHMATCHES only. (I apologize for having to use the bold, I just don't want someone to accidentally stumble into this thinking its something else) Give me your thoughts on the map and what I could change. I'm open for criticism.

 

-Jumping/Crouching not required

-Freelook not required

-Highly recommend Zandronum for playing

-Recommended player count is 8-10

-Uses only vanilla Doom 2 resources

 

Screenshots:59a4c939ef5af_2fort.wad(MAP01)-DoomBuilder8_28_20179_44_36PM.png.9fa1514ba432d856dad09c271d8e4549.png59a4c969bd8f2_ZDOOM2.7.1(2013-07-0215_47_49-0500)8_28_20179_41_40PM.png.85a232b3547038bafce05a4ad0082a85.png59a4c95f7ca14_ZDOOM2.7.1(2013-07-0215_47_49-0500)8_28_20179_41_28PM.png.79b51a85d312c70965656712343f3256.png59a4ca118f942_ZDOOM2.7.1(2013-07-0215_47_49-0500)8_28_20179_42_59PM.png.7c890f0e9e86a018017687aad8932756.png59a4ca3b0f0b4_ZDOOM2.7.1(2013-07-0215_47_49-0500)8_28_20179_41_55PM.png.5fbe247325f3b4ee72110f7190b9d4fa.png

 

Thanks for checking this out. Enjoy!

 

rooms arent bad, but this seems something more suited for odamex play than zandronum and the symmetricality can be a downside as well, good luck with future maps and have fun mapping

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Just now, Mondobizarrro said:

rooms arent bad, but this seems something more suited for odamex play than zandronum and the symmetricality can be a downside as well, good luck with future maps and have fun mapping

As I said in a previous reply, the symmetry was a result of me not thinking. Thanks for the feedback.

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2 minutes ago, Mondobizarrro said:

rooms arent bad, but this seems something more suited for odamex play than zandronum

How is this map more or less suited to a particular port? It'll play equally on odamex, zandronum, or zdaemon, it is not "suited" for any particular port.

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Just now, Decay said:

How is this map more or less suited to a particular port? It'll play equally on odamex, zandronum, or zdaemon, it is not "suited" for any particular port.

I honestly do not know what I meant by that. I didn't bother testing anywhere else. It was useless to include in the description.

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Not you, JetStream, that was directly specifically at mondo's statement.

 

As for you though, making it more port specific would be beneficial, as zandronum would offer the most features you could use for it. Zdaemon and odamex lack feature support, though I suppose you could get away with using transferheights and bridge things...

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I like the texture choice. Beware, some texture in your map have tutti-frutti in vanilla Doom (like the lava walls and the small gray doors).

 

There's also two blocking corpses hanging from the ceiling in the pentagram room. They block the player, even if they are on the ceiling.

 

I have no criticism. It's a nice map.

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It should be far better to play in DOOM than it is in TF2. In the latter game you either need to win in the first minute or deal with heavily entrenched defenders for the next 45 - 90 minutes before the server declares it a draw and goes to the next map... which is inevitably 2fort.

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