Mayomancer Posted September 24, 2017 (edited) This is the first wad i made, it's no big deal but it's a start, i guess. Creatively named Chamber of Hell, you fell into a pit of hellish despair and must fight to reach the surface. Playtested with ZDoom, but it is (supposedly) Boom compatible. DOOM 2 Map 01, some stuff changes based on difficulty level. Download link: https://drive.google.com/open?id=0Bwc8QhVP-DDRV2NyeVptUDZhWFk 1 Share this post Link to post
spaztacus Posted September 24, 2017 Not too bad. I enjoyed the look of the red rock room. The start was a challenge, but not impossible. One thing that always makes me sad is large door tracks. Maybe make the doors smaller so they look better. Also, maybe try to throw some traps or add some more monsters. Since there is a lot of ammo laying around and space, player aren't going to have a hard time. One issue I noticed is that the Archville room didn't awake for me. So I was able to blast the whole room pretty quickly without much resistance. Quick and fun map. 3 Share this post Link to post
Mayomancer Posted September 24, 2017 5 minutes ago, spaztacus said: Not too bad. I enjoyed the look of the red rock room. The start was a challenge, but not impossible. One thing that always makes me sad is large door tracks. Maybe make the doors smaller so they look better. Also, maybe try to throw some traps or add some more monsters. Since there is a lot of ammo laying around and space, player aren't going to have a hard time. One issue I noticed is that the Archville room didn't awake for me. So I was able to blast the whole room pretty quickly without much resistance. Quick and fun map. Youre welcome! I made this map some years ago, in fact, and i still need to adjust a lot of stuff, so thanks for the feedback! I still have a long way to go with map editing since i never really done this before, but i hope to get good with it at some point. 0 Share this post Link to post
spaztacus Posted September 24, 2017 practice works. Also playing other wads, both good and bad give you ideas or shows you how things work. I will usually look at a wad in my editor after I beat it to see how some of the things were done. 1 Share this post Link to post
Obsidian Posted September 25, 2017 Not a fan of the Ghoul's Forest series, I take it? :P Not too bad for a first effort. The initial Cybs threw me for a loop, but there was more than enough resources to take them down and not much proved to be a challenge after that. I dug the REDROCK room as well, including the MIDGRATE texture you used as a makeshift drain: top tip, it looks cool in ZDoom but in other ports like PrBoom the black will turn into texture bleeding and consequently look like a box of rectums. All things considered, I've definitely seen worse first efforts and I'd advise you to keep mapping and improve your skills. Use the tips spaztacus gave you and you should improve before too long. 2 Share this post Link to post
baja blast rd. Posted September 25, 2017 Is indeed compatible in prBoom+, so I did a casual playthrough. Spoiler I'd either reduce the amount of supplies everywhere or multiply the monster count by five. You really have enough rockets and cells for this to be a full-on slaughtermap, but the opposition is fairly minimal. :P Cheeky opener, okay redrock section (could be 'good' with more monsters + encounters springing after you do stuff in it), the rest could use a big tune-up. The two-vile part is odd because the monsters won't hear you until you shoot while you are inside the room, so you can just stand back and take care of everything one by one without any retaliation. You can fire a pistol at the vile to lure it into the main room and take it out with a BFG. All of this is patently unnecessary given the supplies, but setups that are so obviously 'broken' by sound block lines that way are problematic in principle. The end area has those spectres in a pit, which you need to use infinitely tall rocket splash to kill in prBoom+ without freeaim. Even with freeaim, they wouldn't really have much of a purpose. The area with the chainsaw and cellpacks is inaccessible because the door is opened by a W1 trigger, which can't be crossed since the door itself is in the way, instead of a D1 trigger. 3 Share this post Link to post
HAK3180 Posted September 26, 2017 Overall I like the look of the map. I think it could use some traps and/or less ammo. It feels like it can't decide if it's a slaughter map or not. And personally, I'm not a fan of unmarked doors/switches that do require a key. 1 Share this post Link to post