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About KevvyLava
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I very much appreciated a good simple level. So much focus on architecture these days, so I liked the straightforwardness of the design. The ending gave me a chuckle.
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Drömmar - Surreal map based on dreams
KevvyLava replied to Astar's topic in Map Releases & Development
There were some fun dream-like ideas in there. Hard to capture that kind of thing so I give you credit there. I do think the map dragged on and ultimately became tedious. If you tightened it up and removed a few of the teleports in favor of cutting to the chase, I think you could make it a step better. I liked the occasional odd use of textures, though. -
House of Dead Skin [single map, -cl21]
KevvyLava replied to ivymagnapinna's topic in Map Releases & Development
This map is as meticulously designed as any I've ever seen. Clearly an expert performance! Any criticism I could muster would be more personal preferences of mine. In fact, it's so well done that in my mind, I developed a 'wish list' of things I'd liked to have seen in a similar map. In short, well done. I'd be interested to see what else you can put together. -
Derelict Storage (First Map Release)
KevvyLava replied to elisd24's topic in Map Releases & Development
Quality map, I was hoping it'd be longer because you had such a good handle on the format. Nicely done! -
The scope of this map is extremely impressive, but I feel the difficulty is too hard, where I don't think I'd ever be able to actually complete the map without dying a ton of times, even if I memorized exactly where I was supposed to go. But as far as design and style, I think you got yourself a definite winner.
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[GZDoom] A short single-level wad
KevvyLava replied to Papyesh's topic in Map Releases & Development
This was a cool simple little level. I dig it. -
First Strike Still Deadly - Limit Removing - RC2
KevvyLava replied to jazzmaster9's topic in Map Releases & Development
The map is extremely well-designed, but I'm not a fan of levels where you just run from arena to arena with a bunch of revenants, then eventually arch-viles. The architecture of the map is excellent, so it was fun to run around, but then it was more of the revenant/arch-vile thing. I'd also like to see different aesthetics apart from the common textures I saw in the first 1.5 levels I played. -
Divers DOOM I maps from various episodes
KevvyLava replied to Bri0che's topic in Map Releases & Development
These were a lot of fun! Excellent work, and I like that it wasn't just a ton of the same old traps all the time. Sure, there were traps, but not in the super obvious way with tons of overbearing enemies. Just enough to pump some 'drenaline and keep you hyper-focused. Maybe it's the lack of enemy types in Doom1 that forces people to be more creative? Dunno, but job well done so far. I really liked all of the maps so far, I don't think there's really any critiques I could offer. -
Doom: EVILUATION (One Map GZDoom WAD)
KevvyLava replied to Ragher's topic in Map Releases & Development
This was a cool map! Right on the money, difficulty-wise. I only died/resurrected once, trying to run by the cyberdemon, and really it was just a lack of patience vs. actually getting legit killed. -
Hostile Intent (3-Map) (limit-removing)
KevvyLava replied to Turbulent's topic in Map Releases & Development
I really enjoyed the first map...reminded me of the part in HL2 where you were in Nova Prospekt. Second map had some fresh ideas and I liked that you could go inside the tower. The long corridors of prison bars is an interesting idea. You could've gone overboard if you wanted to, making that whole bit a maze, but I'm very glad you didn't! However, the 3rd map was a bit tedious and boring guessing where to go, so I got annoyed and quit. Based on the screenshot above, it appears I might've missed out on a cool ending. -
Introducing my first map - Testing Facility.wad! (Dashwad #1)
KevvyLava replied to Dashy's topic in Map Releases & Development
That was a fun little map. Very well-balanced with ammo and monsters, and still gave a full Doom experience. Excellent for a first attempt. -
Dogtag DM - a NEW 3-Map Military-Themed Zandro: UDMF Deathmatch Pack
KevvyLava replied to Arrowhead's topic in Map Releases & Development
I'm familiar with the basic concept of deathtag/dogtag, but these levels seem confusing. Can you explain the objectives on these maps specifically? What do the teleporters do and how do you score points? Maybe I'm missing something on how these modern ones work. The design of the levels is very aesthetically pleasing, though! Well done regardless of the dogtag deal. -
map 31 but harder (all cradit go to doom 2 creators for the original map 31 this is jast my take on it)
KevvyLava replied to elai7's topic in Map Releases & Development
This was playable, but sort of pointless. I think the idea is simple enough, but I'd rather have seen something more than a ton of enemies and some rooms dragged to be bigger. As a test, it's fine. But you can maybe expand your ideas and refine the execution. -
Road To Hades [32 map megawad for TNT]
KevvyLava replied to Rose Holmes's topic in Map Releases & Development
This is extremely cool so far!! Very nicely done with a balance of difficulty. -
[Heretic] [Limit-Removing] Shattered Palace
KevvyLava replied to Amaruq Wulfe's topic in Map Releases & Development
Unable to download due to apparent approval process on ModDB.