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Jthom

Hell Complex

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Hello everybody, I'm happy to release my newest doom WAD, it is called Hell Complex. Its a large singleplayer map using only Doom 2 textures, with custom music. The build time is a little over two weeks. Some of you may have seen some screenshots of it in the "post your doom picture" or "post your wads" threads. I have tested it in Prboom+, Glboom+, and GZdoom. There are no difficulty settings, I usually play in HMP. It is not especially difficult, but I tried to make it challenging. Some of the secrets are pretty well hidden, you need a sharp eye to find them. Also, Freelook/jumping is not recommended. I was hoping to get some feedback, maybe some constructive criticism, to find out what I could make better about it. Here's some screens:

 

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Map length is between 10-20 minutes, depending on whether you are going for 100% or not. Also, in case anyone is wondering, the music is a midi version of "Only Time Will Tell" by the band Asia. 

 

I would appreciate any feedback that anyone has to give, thanks !

 

DL link:

Hell Complex

 

Edited by Jthom : made changes to the map, added pickups and reduced number of hitscanners

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I downloaded this, but now I'm off to bed. Will play tomorrow. Looks nice, perhaps a bit rectangular.

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I don't mind the orthogonality but still didn't like the map very much. On an open map like this, I'd say give the player something from the very start or make sure the player gets something no matter the route he takes. The first couple attempts I was walking around the map with just my gun getting sniped by hitscanners on ledges until in my third attempt I finally went towards the shotgun. Just making the shotgun visible from the player start would be enough.

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Ya I guess I did make it pretty hard to find there. Ill just go ahead and edit it and put the shotgun in a more noticeable spot. 

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Never mind what I said about rectangles. Once I played it, I thought the design was very nice. Lots of detail and lots of real estate to explore. Parts of it reminded me of "Fear" from Thy Flesh Consumed. I actually enjoy this type of map where you don't necessarily have any idea what you're doing toward the beginning but you start to clear out enemies, notice some key doors, and eventually stumble upon a path that looks promising. 

 

On that point though, there were quite a few spots with very distant hitscanners. There was lots of health, but I just got frustrated and switched to ITYTD because I wanted to finish the level. Maybe a few more blue armors and change some of the distant and/or turret hitscanners to imps, even hell knights.

 

I had killed 43 enemies before even getting a chaingun. They were definitely not all humans and imps. Lots of demons, mancubi, cacodemons, even a baron of hell. The shotgun is probably my favorite weapon, but even I get a little annoyed when I have to single shotgun so many 400+ hit point monsters. I understand that could be simply the "bad luck" of the path I chose, so I don't know what to do about it necessarily, but it did get a little tedious toward the beginning.

 

I am not a big fan of "doors" that don't open, at least not so many.

 

Near the end, since the switches create the lifts, perhaps make them look more like traditional lifts. I wandered for a full two minutes before figuring out what I had to do. I never even realized the lifts had come up, since they look the same and I was a little preoccupied when I hit the switches in the first place, if you know what I mean.

 

Other than that, I very much enjoyed this map, especially the middle section.

 

I finished with something like 98% 85% 20%

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45 minutes ago, HAK3180 said:

I understand that could be simply the "bad luck" of the path I chose, so I don't know what to do about it necessarily, but it did get a little tedious toward the beginning.

I've thought about this. If you have an open map and you have multiple possible paths, some of which are intended to be harder then others, there should be some sort of visual cue to let you know that you're taking the harder path than the easier path. Doing it so that it's perhaps less obvious and more organic and still work with your map, may be a bit more involved.

 

For example, let's say you essentially have three paths from the beginning. The first way has mostly imps and chaingunners and you come across a super shotgun quickly. The second way has chaingunners and hell knights, but you find a plasma gun and a trove of cells after about 8 or 10 enemies. The third way has a dozen barons, five pain elementals, and six mancubi in the first four rooms and you don't get anything more powerful than the super shotgun and a berserk pack until room 5. It might pay to let people know that they're in for it if they proceed down the third path from the start.

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12 hours ago, HAK3180 said:

On that point though, there were quite a few spots with very distant hitscanners. There was lots of health, but I just got frustrated and switched to ITYTD because I wanted to finish the level. Maybe a few more blue armors and change some of the distant and/or turret hitscanners to imps, even hell knights.

 

I had killed 43 enemies before even getting a chaingun. They were definitely not all humans and imps. Lots of demons, mancubi, cacodemons, even a baron of hell. The shotgun is probably my favorite weapon, but even I get a little annoyed when I have to single shotgun so many 400+ hit point monsters. I understand that could be simply the "bad luck" of the path I chose, so I don't know what to do about it necessarily, but it did get a little tedious toward the beginning.

 

I think what happened is I tried to make the map challenging for myself, but I didn't take into account the fact that I created it and already know the layout and where everything is. So whenever I play, I just automatically choose the easiest or best route, even when I try to change my play style I still know where to go, how to get the CG/SSG, etc. and that results in it being unfair to someone who's never played the map before. 

 

So yeah, thanks for the feedback! I already edited the map to make it more fair and set most of the hitscanners to only be on UV. 

 

11 hours ago, Pegleg said:

I've thought about this. If you have an open map and you have multiple possible paths, some of which are intended to be harder then others, there should be some sort of visual cue to let you know that you're taking the harder path than the easier path. Doing it so that it's perhaps less obvious and more organic and still work with your map, may be a bit more involved.

 

Interesting idea. It makes a lot of sense to me, and I think in a large map with many different paths to go, it could be really effective. I'll keep it in mind and maybe incorporate it into this map. 

Edited by Jthom

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