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obake

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  1. Hello, Doomworlders. I am in the process of creating a new episode wad, rebooting specific levels from my first megawad release, but now with custom textures, enemies, and overall better level design.

    The project is taking forever, but I thought I'd at least release a prototype of it, so thus here is the first level it will feature.

    Note the file is somewhat big. That is because it contains the Psx Doom sounds and a few tracks from the Psx versions as well, plus a free track from Myuuji.

    However, this isn't the final version of the project, so I'm not expecting anyone to hold on to this file for long after playing it, because the true version will be uploaded soon. This version is only a temporary test to see what others think thus far.

    Which is why I'll ask you guys to please test this thing out, and tell me what you think. Hopefully it works without any bugs. You will need Zdoom in Hexen Format and Slade 3 in order to play it.

    http://wadtemp.fathax.com/files/

    The file is rtmd.zip

    Thanks, as always, for your support!

    1. Show previous comments  9 more
    2. Acid

      Acid

      First map. Played in Zdoom 2.7.0 because no ports were specified. It was an easy map without much challenge and alot of ammo/health.

      I didn't know your intention going into the wad, but since it has PSX material and music, I'm going to assume that you aimed for that style. The main problem I had with your map is the inconsistency in general with monster usage, placement, design choice and general gameplay decisions.

      The coloured lights look awkward here, coming from a solid red square. Since you turned up the fog and brightness, you can't actually see the sky that's shooting these extremely contrasted red beams into the room. Maybe lower the windows to make them bigger and so that we can actually see what's making the light instead of these red squares.

      http://i.imgur.com/N0Nk8nyl.png

      Then this hallway looked pretty plain because it's one huge smooth hallway with some square alcoves every so often. There's also no more coloured lighting here which also made it look a bit weird, considering how strong the earlier area was. Gameplay wise was ok at best, because you run to the plasma gun and hold down the fire button for a while. You know that switch that teleports the monsters into the hallway? Maybe it could lower some monsters behind the player, or simply teleport them behind.

      The entire hallway was also very brown. Although Doom Builder groups those textures together as a "theme", there's no contrast besides the lighting, and leaves a dull, boring image. Try adding lights, metal textures or other marble decorations.

      http://i.imgur.com/atEst2ql.png

      I did NOT like the mini spider masterminds. They were too small to prove a threat, and looked out of place because of the original sprite size being squished to a smaller dimension, making them more "hi res" than the other monsters/weapons. They have no relevance to the other monsters, and aren't balanced either. Something like rats in the sewage; small, annoying, can't really hurt you. I don't see its usage very well.

      The paintings here made no sense. I've no context, and they're never seen again, so why the little art pieces?

      http://i.imgur.com/hv60Od2l.png
      http://i.imgur.com/CGURdGel.png

      The little box here has no relevance, and is a square room. There's nothing remarkable here, and the only monster doesn't hurt you. The whole hallway is one ceiling height, one wall texture, one floor texture, and one brightness.

      http://i.imgur.com/Vci2ypJl.png

      The atmosphere is better in the other room with the blue door, but again I don't get the usage of blue light here. I mean, you already marked the door down with blue skulls, so why do we need the blue light? Unlike the earlier window, there's no visible source for it either.

      For this hallway, why is there an underwater reverb effect? It makes no sense simply because you're walking on water. Just like the earlier rooms, it's one long rectangle with no aesthetic throwbacks. Dim coloured lighting can only take you so far before it looks boring and dull (for me).

      What's with the turrets? They shoot at you, can't be taken down, and make no sense? You can't really discern it from the wall because it's completely smooth and the red lighting blotches it out.

      http://i.imgur.com/Olmd698l.png

      You repeated the one wall texture for this entire room, when you already used it for the previous hallways. The wall of torches makes no sense either. No other area has an entire row of torches, and you don't need to utilize them.

      http://i.imgur.com/ph4PLMpl.png

      The little bumps actually stop the player here. Since the room's one texture, how did you manage to mess up the vertical alignments? In DB2, point at the standard wall and press SHIFT+A. This should solve your problems. If not, make them all unpegged.

      http://i.imgur.com/Y1lpgePl.png

      The slopes look out of place because you never see them again. Not in this room, but iirc, you don't use such steep slopes in any other room. It's inconsistent with the other areas because it's unique in the way you use ZDoom features.

      You can't get our of this area unless you jump, which I'm going to assume is intentional.

      http://i.imgur.com/3nXJ705l.png

      I sound like a broken record. Why is this hallway green? The marble is already green, and there's no source of light anywhere. The hallway itself is a bother since there are no traps, and it just leads you to another area. Consider widening it or scrapping it for a teleporter.

      http://i.imgur.com/kk7FzLFl.png

      You missed the lighting for the two torches. I don't recommend using such strong lighting here because it defeats the purpose of using coloured torches - everything's brown.

      http://i.imgur.com/WRPQi9ql.png

      This room looks a little bland.

      http://i.imgur.com/b18lqyWl.png

      This one too.

      http://i.imgur.com/1iEZfSHl.png

      Instead of using these turrets, why not just perch the monsters up here? That way you can force the player to dodge and kill the monsters, rather than ignore them because the turrets are too far away to be a threat. By the time it registers the player and fires the mancubus ball, the player's not even there anymore. There's also no need to backtrack, so you'll never get hit.

      http://i.imgur.com/ho9S5xvl.png

      ... a green hallway? This marble texture is out of place. The jumping sections don't make any sense either, especially the crouching medikit. You never needed to crouch before, so this pokes out as a mistake if anything. Also, weird texturing.

      Either use the the jumping/crouching mechanics more often so they don't feel out of place or scrap them. At this point, I can't tell if you want the player to move like this or not because I never needed to use it to advance the level.

      http://i.imgur.com/DhLjnVRl.png
      http://i.imgur.com/EsSO0Gbl.png
      http://i.imgur.com/Sn1LDVyl.png

      The final room didn't make sense again. The IOS doesn't do anything, and the little spider masterminds are worthless. You can press the exit switch if you know where it is beforehand, so consider moving that to a different room.

      Things I recommend you work on:
      *height variation, so not all rooms are one height across
      *texture combinations - you don't have to stick to what DB groups for you. Try combining base and wooden textures, or metal with marble
      *gameplay consistency - make up your mind where and when the player will have to jump or crouch, instead of having random 32px high ledges to confuse people
      *detail consistency - some rooms have no coloured lighting while some do. Some rooms have slopes, others don't.
      *watch your monster usage - most traps were monsters attacking you from one side. Try sprucing up fights with teleporters, damaging liquids that force the player over a catwalk
      *room variation - try building structures that are not always 90 degrees
      *diverse room structure - for example, lifts that would have ledges to previous rooms

      I'll do MAP02 soon.

    3. obake

      obake

      BloodyAcid said:

      What's with the turrets? They shoot at you, can't be taken down, and make no sense? You can't really discern it from the wall because it's completely smooth and the red lighting blotches it out.

      The little bumps actually stop the player here. Since the room's one texture, how did you manage to mess up the vertical alignments? In DB2, point at the standard wall and press SHIFT+A. This should solve your problems. If not, make them all unpegged.

      The slopes look out of place because you never see them again. Not in this room, but iirc, you don't use such steep slopes in any other room. It's inconsistent with the other areas because it's unique in the way you use ZDoom features.

      The final room didn't make sense again. The IOS doesn't do anything, and the little spider masterminds are worthless. You can press the exit switch if you know where it is beforehand, so consider moving that to a different room.


      Alright, well that was interesting.

      A few points: the turrets are destroyable. The difference with turrets is that they don't count for the kills at the end of the level, but they behave like regular enemies in every other aspect. This way, they're more like an optional obstacle rather than something you actually have to take down to get 100% kills. This will become more relevant in later levels because there are rooms brimmed with turrets from every direction.

      As for the exit switch, it isn't pressable before being raised, because it has "Check switch height" option put on it, meaning the player can't use it if it happens to be in the floor or ceiling.

      The room with the misaligned textures is supposed to look broken apart, as if the walls themselves are collapsing. However, I agree that it looks weird, and will definitely change it for the final release.

      So all in all, I'm glad you're playing and reviewing my levels. Thanks you so much. God bless.

    4. Acid

      Acid

      obake said:

      Alright, well that was interesting.

      A few points: the turrets are destroyable. The difference with turrets is that they don't count for the kills at the end of the level, but they behave like regular enemies in every other aspect. This way, they're more like an optional obstacle rather than something you actually have to take down to get 100% kills. This will become more relevant in later levels because there are rooms brimmed with turrets from every direction.

      I see. I pumped about 2 rockets into the first one, and it didn't stop shooting, so I figured it was indestructible.

      obake said:

      As for the exit switch, it isn't pressable before being raised, because it has "Check switch height" option put on it, meaning the player can't use it if it happens to be in the floor or ceiling.

      Damnit, Boom. I forget that Hexen has these things. Oops.

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