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Degree23

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Everything posted by Degree23

  1. Chillax, as most people know I think, is essentially a bunch of ripped maps with a stupidly high amount of monsters put in virtually impossible-to-survive scenarios and with rarely enough ammo. What I'd like to know is if people know where the original maps come from? After searching around and Googling a bit, I've found where some of them come from, and it looks like some maps may not have been stolen (like Map 30 which spells out the WAD name) but I'd be interested in playing through the original maps to see how the maps were originally intended to be played. If anyone can add to the list below, please do! Map 1: Phmlspd Map 1 Map 2: Phmlspd Map 2 Map 3: Phmlspd Map 3 Map 4: Phmlspd Map 4 Map 5: Phmlspd Map 5 Map 6: Phmlspd Map 6 Map 7: Phmlspd Map 7 Map 8: Phmlspd Map 8 Map 9: Phmlspd Map 9 Map 10: Phmlspd Map 10 Map 11: Phmlspd Map 11 Map 12: Phmlspd Map 12 Map 13: Phmlspd Map 13 Map 14: Phmlspd Map 14 Map 15: Macabre3 Map 1 Map 16: Macabre3 Map 4 Map 17: Macabre3 Map 32 Map 18: Macabre3 Map 5 Map 19: speed17 Map 5 Map 20: finfer2 Map 1 Map 21: helcv Map 1 Map 22: Doom 64 Level 19 Map 23: Operation Suicide Map 1 Map 24: KMega1 Map 18 Map 25: Doom 64 Level 31 Map 26: Map 27: Map 28: Doom 64 Levels 13/17/21 put together, with start area based on this map. Map 29: Blood Pentagram Map 1 Map 30: The rooms spell "CHILLAX". (See the note below) Map 31: Map 32: Map 33: KMega1 Map 12 Map 34: KMega1 Map 10 Map 35: KMega1 Map 17 Map 36: Scary Mike Map 1 Map 37: Crestfallen Map 1 Map 38: KMega1 Map 11 Map 39: Map 40: Map 41: Map 42: Doom 64 Level 24 Map 43: Map 44: jthbeta3 Map 22 Map 45: jthbeta3 Map 09 Map 46: Macabre3 Map 4 Map 47: Vile Flesh Map 1&32 MAP30 is an original map with a layout spelling CHILLAX, but each letter is based on a room from a previous map in the WAD. Some of these are more obvious than others C = MAP15, though the flesh tunnels in the south of this map are very dark, so this one isn't very noticeable. H = MAP05, the start area: Many imps attacking through bars I = MAP24, no perfect match, but seems to resemble this map the most L1 = MAP25, the long walkways L2 = MAP28, huge open area at blue key. Easy to miss as this is a much smaller space, but note the wooden plinths with the impaled corpses A = MAP21, the easternmost section of this map is very similar, even the shape is very similar X = MAP29, the same dark grey bricks and orange SHAWN textures from the end of that map are here. Much of this information came Eris Falling's post here, though this thread is linked from a few places so I've put the information into this post.
  2. Degree23

    The Circle (1-Map, Singleplayer)

    Fun theme with this map. It feels like there could have been a few more enemies (UV) earlier on in the map, and maybe I just missed it, but the exit didn't seem to be signposted in any way. Minor details though, and overall it felt like I could have been playing an early map of a well designed MegaWAD.
  3. I was very reassured by this, and by the title. Imagine my surprise to discover I'd been lied to on the Internet. Fun map!
  4. Just played this on UV. Really good fun! I was a little unsure on having so many RLs/PGs lying around, particularly in the final arena. Often there's usually just one per map (excluding secrets), though if you have multiple pathways then having extras dotted around to make sure the player is equipped even if they don't take the "correct" path is often done. Just felt like a few of them could have been ammo instead. I also ran across the MegaArmor before I found any Armor, which did feel slightly odd. The final fight felt a little bit "cheeseable" in the sense of the switch to release the Cyberdemon could be hit fairly quickly with only the AV to really worry about, and it took care of a lot of stuff for me. But that said, you don't necessarily need (or want) to make the final fight any harder than it is if you're not gunning for a full-blown slaughtermap ending. Really enjoyable map overall, and great MIDI to boot.
  5. I didn't say the map couldn't be criticised for it. What I'm saying is that the map teaches you, as the first possible meaningful action you can take in the level, that switches are going to be this weird texture. You don't have to like it, you can criticise the texture choice for being atypical and hard to find in the single-texture map, however from a level design point of view, there is nothing wrong with what has been done here with switches, and it is in fact good practice to alert a player to something of importance in this manner. The doors aren't so clearly signposted admittedly. I never said anything about the size of the map, so this doesn't really address anything I said.
  6. You're playing a WAD that advertises itself as having an extremely restrictive ruleset. The doors took me a few seconds to work out, but the switch was instant since, as I already said, you can't even play the map without working out how the first one works. The OP even states you will need to clearly pay attention to the details. It's not going to be for everyone. That's more a matter for the player's personal taste rather than the design of the map itself.
  7. The only way to get out of the starting area is to interact with one, so especially on a map with a theme such as this one, it does signpost that these are things you are going to need to watch out for, which feels like fair game. Nice map - I'd swap the positions of the Armor and MegaArmor though I think.
  8. That's generally my feeling too - I love the SSG and extra monsters so much. But Return to Hadron was by far the most enjoyable Doom 1 WAD I have ever played, so I will definitely be getting stuck into this. What an unexpected present!
  9. Degree23

    Stronghold [single map, vanilla]

    I managed to enter the drop-down fight without picking up the RL, which feels like something that shouldn't happen based on how difficult that fight is. Doable with just the SSG, but not sure if that's what was intended.
  10. Degree23

    Toxic Facility 1 (First Map pack)

    I played in Zandronum. Map 1 - The Shotgunner and Chaingunners on the pillars don't do anything for me. Even when I'm right in front of them they don't shoot. If I shoot them then they wake up, but it's a bit odd that they're looking right at me and don't do anything. It's helpful for the exit switch to be signposted. Map 2 - There's also a HOM on the side of the exit switch. The hidden fight feels like one of those we all like making early on in our mapping career. (Having the MegaArmor in front of the MegaSphere isn't great since you may accidentally pick up the MegaArmor, which the MegaSphere gives you anyway) It's fun to throw a whole bunch of enemies into a single fight and have a bunch of infighting and craziness, though it can often feel very random. In terms of problems you might run into with this fight, the main one is that although you've placed a PG/BFG, you can't get them initially. It's very easy for the Cyberdemons to overpower everything in the room and barricade you in the initial room where you can't get to those weapons. The RL alone isn't enough to cope with that many Cyberdemons. Giving the PG in the first room may help with this. There's more to making slaughtery style fights than just chucking a bunch of enemies in a room. I was able to beat it by inching forward to not wake up the Cacos, but letting a Cyberdemon and Spider Mastermind get a whole bunch of infighting going while waiting in the MegaSphere alcove. Once this had died down there was enough space for me to get the BFG and clear the rest up. I don't think this is how you intend for the fight to be played though. Map 3 - With layouts like these, having some different heights can make even simple layouts look a whole lot better. Overall, not bad for your first maps. It's definitely a good idea to not make too many at once, and instead focus on only a few like you did here. Perhaps even just one at a time, taking on board any feedback you get before working on your next one.
  11. Degree23

    Imp Base

    Well it's a base... with Imps. I mean you can only do so much with a single enemy type, but the length felt just about right as I didn't really get too bored. This was probably aided by the fact I did find the SSG, and for the length of map that helped to keep it more on the enjoyable side of things. A fun little map.
  12. There is a lot of luck needed to survive the start of this, regardless of the strategy I think, and this makes it a very frustrating map to get into. The hitscan at the start just tears you to absolute shreds, even if you pick up the Armor. (Which I missed in my first few attempts) And from the video above, you can see running into a new area also provides a low chance of survival. I tried a few times but then just gave up. I would move the player back and place a MegaArmor just in front of the player to help survive the initial onslaught. This might help the randomness of the start.
  13. Degree23

    Ruined District [limit-removing]

    Did we play the same map? It's not Sunlust, but when I read "extremely easy" my thoughts are "very early Doom 2 map", of which this is definitely not. There are a whole bunch of mid-tier monsters, as well as a couple of traps that could easily wreck your health if something goes wrong. Very enjoyable and a well designed level, I just wouldn't call it extremely easy. Edit: Ah, I think while I played on UV, you didn't. That makes sense!
  14. Degree23

    Vestibule (My first Map)

    The only comment I have is to echo what everyone else is saying, which is that this is a really solid first map!
  15. The CG being inefficient isn't so much a problem really. I was saying that you get less damage-per-ammo with the SG than with the SSG, so the Shells don't go as far and that's why I was running into ammo problems. And also the PG being a secret is also not so much a problem in and of itself, only that when there is so much ammo for it lying in the Cyberdemon room, it can give the impression that the player has missed something they were supposed to come across normally. (Rather than a secret) The Cells may be better located with the PG itself.
  16. Played on UV. This was quite challenging, though in a couple of places I'm not sure it was for the best reasons. I really liked the Chaingun-only start, mainly because I don't see it too often. I did run into serious ammo problems around the red key area though, as without the SSG to dispatch enemies, the Shells that were around get burned through inefficiently on mid-tier enemies with the SG. At the yellow key, I had run out of RL ammo, so I had to SSG 4 Barons to death in a very tedious fight. The previous area is one where players are likely to want to make use of the RL due to the enemy type and frequency, and I only had 6 Rockets there to begin with, so I would definitely put at least a box of RL ammo in with the Barons to make it a bit less tedious. I also was able to find 2 RLs, but no PG. (And I see Bio didn't find it either) It feels like it should be in the Cyberdemon area at least because to have all those Cells lying around, but no weapons to use them with feels odd. Maybe it's actually in a place we should come across, but both me and Bio seem to have missed it, so it isn't in the "main path" anywhere. Overall very fun to play through!
  17. Degree23

    [Boom Map] Hades' Bridgehead

    Played on UV. Very fun to play through. The Berserk seems to be right after getting a MegaSphere, and there were other parts of the map I was much lower on health. It was just me being blind, but I missed the Blue Key entirely and ran around the map twice until I found it. I think part of it was that I hadn't noticed it when I was in the lower section, and the ambush on the upper section is quite severe, so I forgot why I was even up there after clearing the enemies out. Very enjoyable map.
  18. Degree23

    The Octagon

    A short map, definitely a "Map 01" kind of feel. It certainly feels like a first map, with a things worth fixing a few things that are quite common in first maps: - The texture on the doors in the starting room (which you can see in your screenshot) are on something which is very tall, so it repeats and doesn't start at the ground properly. - You generally don't want the sides of doors to move when a door opens. That's to do with unpegging the doortracks I think. - You have some misaligned textures here both on the wall with the small stairs, and on the wall in the background. - The exit switch texture isn't aligned properly, and also there was nothing to indicate that it was the exit, so I was surprised when the level ended. Generally an exit sign helps. As a short, simple map there's not much wrong with the combat. And much of the stuff above is fairly easy to fix. You could also include a secret somewhere in the map as well, perhaps with a Chaingun. It's a fairly easy map so nothing super powerful needed. Keep mapping, while not rushing things, and as you get more feedback from different people it'll help you become a better mapper. Keep going!
  19. Played on UV. Very enjoyable, great track for the level as well. (Though I always preferred TF3) Even as an easier slaughtermap, it still has a good amount of bit, especially early on! In the latter stages there's more room, but also more room for error with a large number of Megaspheres around. You still getting that slaughter feel but still accessible enough for those (like myself) who aren't Slaughterwad Gods to still have an enjoyable experience. Overall a really well constructed map and highly enjoyable!
  20. Degree23

    Evil Returns Megawad (WIP)

    The Map 27 Rev/HK section really comes down to what you want to achieve. If you want the player to push through the HKs (which there's a few too many of anyway I think) then the Revs are simply too overpowering, especially with homing missiles, and there isn't enough cover to protect you so you will be sniped down. Because of the layout, you could possibly turn it into an encounter where you're being sniped at from below rather than by Revenants in the other upper section. For Map 28, I missed that there were actually 600 Cells at the start as I was playing continuously from Map 27. Ignore what I said previously about the start of this map. And with Map 29, I forgot to say, but the Wolfenstein SS troops are not normally used in main levels unless your whole WAD was framed around them.
  21. Thought I'd play through this again with the update, though I will mostly know what's coming. Map 1: The texture on the back of this door isn't aligned properly. Map 2: This Imp seems stuck. As before, on teleporters like this one, you generally want the edges of the teleporter pad to be what teleports you. You have a line going through the middle being the trigger. You have a texture here not aligned properly. Again, I go to the exit in something marked as a secret, but you still end up in Map 3. Is there a point to this? Map 3: You can still loop around back to the starting location and get yourself locked in. Because you have a red key card door that appears after you pass through them, if you take the passage that leads you back to the start you will get trapped. You can see here the route I've taken. You need the red key for this door but there's nothing marking it as such, unlike other doors in the map. Map 4: The backpack behind the yellow bars in the starting room can still be lowered without the yellow key. You can still get yourself trapped here if you press buttons in the wrong order or fall off the side. There's a HOM here. I seemed to be unable to shoot the final switch here to raise the bridge. What is this switch supposed to do? (From further testing it seems like it lowers yellow bars around the nearby MegaSphere, but in my last two playthroughs they were already lowered by the time I got here) Like last time, having killed the Spider Masterminds, I'm now stuck with (what I assume to be) the wall that should lower to allow me to teleport to the final arena still being up with seemingly no way for me to lower it. I don't know if it's because I'm playing in Zandronum, but there doesn't appear to be anything in the maps like MBF21 or weird decorate that should break in it, so I'm not sure why I can't progress from here. Because you can get very close to the switches from the side in the final arena, you can hit them before lowering the blocks in front of them. If you want to prevent this you need to have the switches set further back into the wall. Again though, there seems to be no exit and the map doesn't end after killing the Cyberdemon for some reason. Seems that some of the issues I mentioned before are still here. Aside from the issues, still a really fun set of maps!
  22. Gave this a play on UV. Map 1: A nice opener. On the doors the side walls move with the door, which generally you don't want. I forget exactly how to sort that as I don't make maps, someone will know though. Map 2: This played very well. Slightly tedious having so many HKs near the end to have to SSG with no real threat, but not too bad. I found what I thought was the secret exit, though it warped me to Map 3, so not sure what happened there. Some of your teleporters seem to have the linedef to teleport in the middle, where usually they would be on all four sides of the pad. Map 3: I appear to have done a loop around and ended up here back at the start with no keys, and I'm now stuck. Such was the E3M6 influence that when I encountered the Revenants, my first thought was "What are these doing in a Doom 1 map?" Map 4: Through the red door at the top of the map, where you have the small secret up by the yellow bars, you have a platform that can only be raised from one side, meaning it's possible to get trapped on the acid floor and die. You have yellow bars guarding a backpack in the start room, but I was able to lower them before I got the Yellow Key. The two Spider Masterminds may be better placed one on each side. They just immediately started infighting when I got there, and it really reduces their threat level. I do appear to be stuck now, because the map shows a blue linedef at the top of this arena, which makes me think it's a teleport, but it's just a solid wall and I can't find a way to lower it. I don't know if it's because I noclipped over to the Cyberdemon fight, but when I killed it and hit the switches, I was just left in the arena with nowhere to go and no exit. I'm not sure what exactly happened, but I think I definitely broke something about this map. (Before I noclipped) There are quite a lot of switches and I'm not sure what all of them did exactly. Really fun maps overall!
  23. Degree23

    Evil Returns Megawad (WIP)

    As I seem to have last played up to Map 26, I went from Map 27: Map 27: Unless I missed something, the long section with the HKs and Revenants up on the ledges is very tedious. There seems to be no other option than to either snipe at them from below, or try to push through along the edges. The problem is there are so many Revenants that you can't simply push through the HKs or you'll be bombarded by homing missiles. This wasn't a difficult fight, but was extremely boring having to duck back for cover so often. Map 28: From a Pistol start I'm not sure how you'd deal with the Cyberdemons at the start. The angle of running up the pillars took me into their line of fire quite often. Though as it's near the start having to restart isn't that bad, so not a big deal overall I don't think. Map 29: That MIDI had the worst high pitched sound I've ever heard in a Doom map. Ever. I'm not sure if it was specifically the sound settings I had on at the time, but it was almost physically painful to hear. I had to IDDT to find the keys because the map is so big and there is nothing to indicate where they are. I know this was the theme you were going for here, but the sheer size of the map can amplify the amount of time you need to spend looking for something quite a lot. It's such a huge area that the fights themselves are not really that challenging. Something like Arachnatrons around the perimeter spawning in after one of the keys would provide some extra threat due to their continuous fire, and you could maybe have it so that you can only get there after picking up the Blue Key. This would force the player to keep on the move more. The Cacodemon swarm at the end was an impressive sight, and a great end to the map. Didn't seem to be Maps 30 to 32 in the file.
  24. Degree23

    Courthouse | New map

    I think I'm kind of hard wired now that if something which looks like a switch doesn't open when I press it, I immediately try to shoot it. It's a way to "wake up" the whole map, or parts of it, to force the action to begin. I'd agree that this isn't really "slaughter" as such, though that has a very wide definition. There are a lot of enemies and a lot of fireball dodging, but the map is also huge and for much of the map there's plenty of space to run around. What "type" of map it is doesn't really matter as such, it's how it plays really. Only that this map isn't what most people looking for slaughter would expect, and in fact you might put off some people who might enjoy it by calling it slaughter. You could definitely make this a full on slaughtermap, but there's nothing essentially wrong with it the way it is. Anyway don't want to get too bogged down in all that. It played pretty well and was very enjoyable.
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