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HAK3180

I'm Also Looking to Play and Record Your Maps

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42 minutes ago, HAK3180 said:

Please do post your UV Max of this map.

I actually had two versions of the level (they are the same except for music and textures). French Doomer UV  Maxed it. 

 

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@mArt1And00m3r11339

In my original post I ask what source port the map is designed for. If no such information is given, I usually use GZDoom. What port is this video? For me the imp-stuck-on-arch-vile effect did not work properly, so I was immediately incinerated by dozens of archies. I thought it was just a joke. Didn't even notice the imps.

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@DooM_RO

 

I really don't play very well in this run, so there are a number of deaths. I also get lost from about 37-48 because I just didn't see a door. And the door is not even hidden at all. I just sucked at life. So feel free to skip that part.

 

Doomworld download page

 

The map looks nice. It's well detailed and the layout is good. There are often multiple ways to go and various windows, etc. to show you later or previous parts of the map. I was not familiar with the Doom 3 textures, but they worked well. Unfortunately, I think I was at a slight disadvantage, not being used to door textures, etc. so I think that is part of why I got lost for so long and part of why I only came away with 4/12 secrets. 

 

The progression and combat were fun and worked together well for the most part. Difficulty was about right where I like it, except toward the beginning where I did not have sufficient ammo. It's easily possible to encounter a hell knight, a revenant, and many demons and imps before getting anything other than a pistol. And now that I think about it, both plasma guns I found were secrets, I believe. The map is really not super big/long - just 230 enemies, so 12 secrets is a little bit too many, i think, because you just end up taking supplies that the player will definitely find and turning them into supplies the player might find. In other words, the difficulty difference between finding no secrets and finding all of them should not be as striking as it probably is in this map, but admittedly, I have no idea what is in the other 8 secrets.

 

I've noticed a style in DooM_RO's mapping in just three maps I've played of his: significant size/length, interconnected areas, quality fights that tend not to remind you of slaughter, and nonlinear progression, and it tends to be executed pretty well.

 

One another thing: after the fact I noticed it said this map is designed for no running. I'm glad I didn't see that because I probably would not have played the map, since I try to experience the map as intended. That's an odd parameter and I don't know why it would have made a difference.

 

Bottom line: At the end of the day, it's a solid Doom map with some nice touches via the Doom 3 textures.

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@HAK3180

 

Thank you for your playthrough!

 

I have no idea what happened at that first secret door. You were supposed to be able to open it. No one else had the problem.

 

If you want, leave a review on the Downloads section :).

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@Sparktimus

 

Download the .7z

 

First of all, I played this on Hurt Me Plenty because I didn't remember Sparktimus had suggested Ultra-Violence. I did find it a little bit easy, but perhaps more polishing was done on Ultra Violence. Still, it wasn't boringly easy - just a chill, Doom 1 feeling tech base.

 

The layout and look are well done. I nitpick a few things in the video, but there's plenty of detailing, interconnected areas, smart design techniques, etc. that make this feel like it's expertly put together. There are actually some nice lighting details. I think what I was getting at is that there's basically an overall 192 or so light level, and although there are nice shadows and flickers here and there, perhaps some rooms could be significantly darker overall.

 

I really liked the secrets in this map. Very Doom.

 

Bottom line: This is a short and sweet tech base that looks to be the start of a promising set.

 

 

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@HAK3180 I'd enjoy watching you play my latest creation. It is a short 5-8min map, intended for UV skill (all other skills are supported). The target port is any Boom compatible limit-removing port, I used PrBoom+.

 

Keep up the good work you are doing here!

 

 

 

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@beast

 

Doomworld forum topic

 

For the most part it feels like Knee Deep in the Dead, but it has a few hellish elements that are pretty well done and some Doom 2 monsters and super shotgun. Parts of it are (presumably intentionally) extremely similar to E1M1 but it's by no means a clone. The design is fine and it looks pretty good most of the time. There's definitely some attention to detail, like some lighting differences, lots of height changes, and texture variety. There are a few things that could use a little bit of work, like in a place or two the texture change is kinda abrupt. A little bit of shawn or support or something in between might work. Also, there are ways of getting around the fact that there are only so many switch textures. And I don't mean making new switch textures. In a spot or two it looked like you wish you had a different switch but just used the best match available. Maybe not though.

 

Game play was fine. Nothing too cheap and nothing too simplistic. I thought the teleporting room was odd, and I thought the commando room was too encouraging of camping, but other than that, enough of a challenge and not boring.

 

Bottom line: This being beast's fourth map, I'd say it's a promising new(er) mapper. It's a short and pretty sweet tech base. 

 

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5 hours ago, HAK3180 said:

Game play was fine. Nothing too cheap and nothing too simplistic. I thought the teleporting room was odd, and I thought the commando room was too encouraging of camping, but other than that, enough of a challenge and not boring.

 

Bottom line: This being beast's fourth map, I'd say it's a promising new(er) mapper. It's a short and pretty sweet tech base. 

 

That was awesome, @HAK3180. The teleport trick was actually inspired by MAP10: Refueling Base from the original Doom 2, where you encounter the cyberdemon and it teleports between rooms as you fight it.

 

Thanks for the commentary, you made some good pointers and I really enjoyed watching that 🤘

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Just saw this thread, it's cool! Gunna watch some wads that you've played later tonight. 

 I've made a DoomII style wad if you'd like to try it. WARNING!!: it's very long and detailed though. Not particularly difficult but the map itself is quite intricate and you'll need to look closely at the map at times, mostly for getting the blue key. It takes about 2-3 hours to complete (!).  I wanted to make a map that was like a mini-episode in one map and very non-linear and based on Exploration and Survival. I wanted to make the player feel like they were really lost in a huge Mars base and they need to focus on direction and balancing health and ammo supplies. Still, it has plenty of action and surprises. Many people don't like it because it's such a long map LOL oh well. It's my first map. 

 If you give it a shot then i hope you have fun!! 

 

https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dab79

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@Glaice

 

Doomworld download page

 

Pretty good map by Glaice again. I don't know if Abyssus is the right name since it's mostly tech base, but it's pretty well designed and plays pretty fun. It doesn't look absolutely terrific, but there's enough detailing that it certainly is not an eyesore. The flow of the map is such that there are a lot of doors, many of which open directly, some of which open on switches. It's not always clear what a switch does, but I wouldn't call it switch hunting; it's more like "which of the two or three locked doors did that open?" The combat is pretty good. Even when there's some backtracking, new monsters have popped in to guide you and make your life miserable. Much of the map is tight and filled with humans, so you often cannot just avoid projectiles easily. There are also some well thought traps and interesting secrets. There were a few odd combat situations, like by the blue key and the ending, but a nice E2 map overall.

 

Bottom line: pretty similar to an iwad map, and that's a good thing.

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I couldn't think of map names so I started using Latin words to describe things. Maybe the pits describe the name used for it?

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@PeterMoro

 

idgames download

 

The above video is just part 1, since the map is so long. It seems to be well designed and I have to give props for the intricacies and pretty good visuals throughout. But so far, it's just too big for me. This map would probably appeal to a certain audience, but for me, there's just too much to do. It feels like every route leads to a few more routes and that never ending sense of "At some point I have to come back and explore this some more" takes its toll. For the first probably 45 minutes or so, I was pretty much always seeing something I hadn't seen yet, but then I got to a point where I had to go back through the massive level to look for key doors/the next path. It didn't help that there were lots of each key door and even multiple exits. Plus, many of the doors don't open or open on switches. After the red key, I had no idea what my ultimate or preliminary objective was until I spotted the blue key, but then I didn't know how to get it anyway. The interconnected design is fascinating and probably genius in hindsight/after you finally figure it out, but for now, I'm thoroughly confused. I will probably not even start recording part 2 until I figure out where to go next. (*Hint hint* Or Peter could give me a hint)

 

Visually it's pretty good. There's a lot of attention given to lighting and some other details. Sometimes it's a little rectangular and occasionally there's a bit too much of the same texture, but its pretty well thematic throughout. 

 

I didn't have a problem with the monster selection/placement: lots of hitscanners to keep you on your toes but never really unfair. But the issue was balancing the level for so many possible routes. There were times where I really could have used a super shotgun but never found one. There were times where I could have used a rocket launcher, but I found it much later. I guarantee this map is played unrecognizably differently by everyone who plays it, due to how big and nonlinear it is. For that reason, it should probably feature multiple pickups of each weapon. I only saw one rocket launcher and no plasma gun or super shotgun in over 600 enemies and over 80 minutes.

 

Bottom line: It's well done for the most part, but it's long and exploratory to a fault. I'm hoping the second half is a bit more straightforward. 

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32 minutes ago, HAK3180 said:

@PeterMoro

 

idgames download

 

The above video is just part 1, since the map is so long. It seems to be well designed and I have to give props for the intricacies and pretty good visuals throughout. But so far, it's just too big for me. This map would probably appeal to a certain audience, but for me, there's just too much to do. It feels like every route leads to a few more routes and that never ending sense of "At some point I have to come back and explore this some more" takes its toll. For the first probably 45 minutes or so, I was pretty much always seeing something I hadn't seen yet, but then I got to a point where I had to go back through the massive level to look for key doors/the next path. It didn't help that there were lots of each key door and even multiple exits. Plus, many of the doors don't open or open on switches. After the red key, I had no idea what my ultimate or preliminary objective was until I spotted the blue key, but then I didn't know how to get it anyway. The interconnected design is fascinating and probably genius in hindsight/after you finally figure it out, but for now, I'm thoroughly confused. I will probably not even start recording part 2 until I figure out where to go next. (*Hint hint* Or Peter could give me a hint)

 

Visually it's pretty good. There's a lot of attention given to lighting and some other details. Sometimes it's a little rectangular and occasionally there's a bit too much of the same texture, but its pretty well thematic throughout. 

 

I didn't have a problem with the monster selection/placement: lots of hitscanners to keep you on your toes but never really unfair. But the issue was balancing the level for so many possible routes. There were times where I really could have used a super shotgun but never found one. There were times where I could have used a rocket launcher, but I found it much later. I guarantee this map is played unrecognizably differently by everyone who plays it, due to how big and nonlinear it is. For that reason, it should probably feature multiple pickups of each weapon. I only saw one rocket launcher and no plasma gun or super shotgun in over 600 enemies and over 80 minutes.

 

Bottom line: It's well done for the most part, but it's long and exploratory to a fault. I'm hoping the second half is a bit more straightforward. 

Thanks for trying and reviewing my map! I haven't watched all the review but just took a look to see where you were at to give you a hint. Basically many people get stuck in this part. This is where you've gotta figure out how to get the blue key. There are multiple paths to getting it, you just gotta connect a few dots with your map. What also helps with this map is to just try exploring some place you haven't been. Who knows? you might find the SSG or the rocket launcher ; )

People keep bringing up that it took me 4 years to build but I work slowly and it's not bragging but an embarrassing reflection of what a nooby map author i am. LOL I took my time and put in a few hours a week over four years. 

Hope you'll enjoy part 2, let me know if you need another hint : )

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@PeterMoro

A tip to you and anyone else watching (especially long) videos: You can still understand pretty much everything I say if you watch on 1.5 speed.

Yes, I do end up getting a rocket launcher, just no SSG. I'll probably attempt part 2 on Monday.

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