spaztacus

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About spaztacus

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  1. Thanks. Yeah, I was having trouble with the timeframe. I also couldn't get the sound blocking to correctly stop the "maze" section to behave the way I wanted to. The shotgun action was because I didn't want to take the time to balance out a chaingun lol. A super shotgun would have made it too easy I think. Anyway, thanks for feedback. If you wanted to throw it into the session wad, that's fine by me. I just started my own thread since it was not during the session, although I did follow the timeline and started it as soon as I saw the themes. Hopefully I'm free on the 4th do take part in real time. If not, I'll probably do it this way again
  2. Hey there everyone. I've just started seeing Eagle's Speed mapping sessions and I wanted to give it a shot. This is from session 7, which just happened Saturday. I'm putting this in its own thread since I didn't have the chance to be a part of it in real time.: Doom 2 - Map01 tested in ZDoom and GZDoom Themes: no light level higher than 160, mostly use specters and lost souls, creepy haunted mansion Haunted.zip
  3. Man, I've only recently discovered these threads. I'm loving these things!!! Hopefully I will find the time to participate in one. May make one based on these themes right now for fun. Never tried a speed mapping session.
  4. Similar thoughts from everyone else. Couple of things: 1) Why the red key? Did I miss something? 2) Was expecting a fight at the end. Adjust the levels of the floors in the last room and make me fight to exit. Or throw a switch in the back corner somewhere that I have to fight through to reach the exit somehow. 3) Just a pet peeve of mine, but the damaging floor section: Maybe put some kind of reason for the damage. Even if it is just a blood floor section, or red rocks. Something to break it up visually. Keep at it!!!!
  5. 1) maybe my fav new texture wad for me to discover. 2)Overall enjoyed the map. Great looking map. I liked the floor levels and pits. Gave the map some depth and a sense of fear of falling into the pits while fighting. 3)I agree with @guineu don't like the empty areas. Even some zombies to add a little more umph. 4)Also agree that a lot of the fights are ignored. Saw a whole room of Imps I didn't even have to go through. And didn't fire a single shot at the Cyberdemon. Just let him kill the knights and ran in to hit the switch. But overall, killer looking map that I enjoyed.
  6. Nevermind. Found it on Realm 667
  7. Any link to the texture wad you are using? Tried Google and came up with a lot of options lol
  8. I was not complaining about Helloween. It was just driving me crazy I couldn't place it
  9. Map02 - is that Helloween playing in the midi. It was driving me crazy that I could not place it. What was the song on Map01? On to the point: -Good stuff here. I felt bonnie was right about some areas being the same. -took me a while to get used to how you were using sectors for light casting. It grew on me. -too much ammo. I played it on UV. Never felt worried about not having enough. -I enjoyed Map 3 the most I think. I liked how you connected everything and made going back and forth not too big of a issue. -one thing I don't like, and this might be just personal, is I hate where there are no key car lights or indications by doors, as in Map 02-03. Overall, I enjoyed it. Maybe a little too easy, but was fun. I enjoyed the different textures and the overall look of the maps. Can't wait to play the rest
  10. I enjoyed your themes. The half base half hell sections. Then playing through the same halls in both themes. Nice. I also enjoyed your traps and tricks. Kept me on my toes. The only issue I had was I didn't have enough ammo to beat the spawner. May that was on me and my love of rockets. Maybe some ammo staches in the last room? Otherwise, great job
  11. 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.
  12. 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.
  13. Just finished this one as well as your first. See those comments as well. Got some of the same things there. Try mixing up your textures and find flats that compliment the walls without being the same color or texture. Keep going!!! And feel free to message me if you have any questions or need some suggestions
  14. My main suggestion is to watch some You Tube videos on using Doom Builder. Easy things like learning how to make smaller door sizes and find missing textures would go a long way. The comments about a 1994 wad stem from the tools we had back then were primitive and a lot harder to get smaller sectors and add vectors to make small line def sections like the door key lights. Tools now a days are soooo much better. And we have access to a ton of info out there to help you learn. Keep going!!!!
  15. 2) Another option for Map01 is maybe go a little smaller in size. Just a quick starter. Or maybe not make the chainsaw as much of a secrect. A fun little run where the chainsaw is a trap and a bunch of pinikes pop out for you to mow down :) 4) If the key thing was your design, that's fine. Just wanted to point it out. I've seen some maps that work that way and I've never really enjoyed them. Always gave me a sense that I was lost or forgot something. But that's my opinion. You do you :)