Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Degree23

Members
  • Content count

    634
  • Joined

  • Last visited

Everything posted by Degree23

  1. Degree23

    No Survivors - new map

    I still can't find it. After the switch behind the first yellow door opens the Arch Vile, it's natural to expect that something within this area is going to open the final door. There's not really incentive to wander anywhere else on the map, especially if you've killed all the monsters. I'm not sure why you have something beyond the second yellow door blocking progress, especially as there aren't even any enemies behind it, there's only the exit. Edit: Ok, after a bit more wandering around I found it. There is no other way into that garage area, so you're unlikely to stumble into it randomly, and if you're extremely observant you might remember that there was a wall in there that is the same texture as other walls which eventually opened to reveal things behind it, but it's a bit of a stretch. After the AV fight, you need to give the player some idea that they need to return to that area, since now that I've found it, I realise it does serve a purpose.
  2. Degree23

    No Survivors - new map

    I played on Zandronum so I may have run into a couple of issues that were the fault of the program rather than your map, but I couldn't escape from the Soul Sphere secret near the start of the map, and the door beyond the yellow door to the exit didn't seem to open either. Combat was nice and it was good fun to play through.
  3. Degree23

    [CANCELLED] Imagination Beyond

    As someone who's never made a single map, I don't always comment on other people's works. Some first mapping efforts are amazing, some aren't so great, but all are better than mine as I have made no maps. I wasn't necessarily going to write anything about this, but then I got to Map 4, and boy did I enjoy it, so I went back to Map 1 and played through again, this time paying more attention to the maps. I played continuously in Zandronum on UV. (It would help to mention what the compatibility settings are in your first post. I know you say to play with GZDoom in the text file, but it helps to have this info easily readable in the thread) Before I go through the maps individually, I think it's safe to say that you're better off focusing on a few maps at a time if you're new to it. Take people's feedback on board and work on those first before carrying on with more maps. Map 1: Seems to be a HOM in the sky. Map 2: This secret was weirdly textured. The map would be quite tedious for someone who didn't find this Shotgun secret, though it is fairly short. The texturing choice (Wolfenstein blue) in the Chainsaw secret feels really out of place, even for a secret. It also wasn't clear where the exit was, and first time through I exited before being able to explore the whole map. Map 3: Are you intending the maps to also be completable from a Pistol start? If so, you'll want to give at least a Shotgun in the opening area. The barriers at the start go through the floor, but this map was also full of frustratingly narrow locations which hinder the movement and make the map feel a bit clunky. I wasn't too sure what the platform after the yellow key was for as you can't get the Red Key from there, and you come back to this part of the map later on anyway. The Baron by the exit doesn't really serve any purpose other than to be an annoying fight in a very narrow walkway area. There's a notable increase in monster density here. You introduce an AV, and also have a mini-slaughter section with HKs and Barons. It's not a problem as such, but it did catch me off guard based on how Map 2 played. Map 4: Awesome. Especially from a Pistol start, there's nothing you can really do except press forward as there is too much incoming fire from the other side of the canyon, so that's basically what I did until I was all the way on the other side by the Mancubii. There seems to be just the right frequency and density of monsters here to allow you to push forward with the SSG, but still have danger of being trapped, especially by the Demons across from the Cyberdemon. Once you're round there, it's more plain sailing on the way back, but the narrow ledges mean you do have to be careful. It probably wouldn't hurt to have a couple of teleporters down at the bottom in case anyone does fall off. All in all, this was one of the most fun maps I've played in months. I'd maybe also consider a Backpack here, because although there's a lot of ammo, I did have to backtrack a couple of times as I was running as I got near the end, and had to go back quite far to fill up. Map 5: Of the first 5 maps, this is probably the one that needs the most rethinking. It kind of feels like masses of monsters have just been thrown in with less thought than in the previous maps. However the start is a nice combat piece and it's certainly challenging, though cover is provided to be able to dodge the AV shots. It's easy to die here, but it's also at the start of the map so not much time would be lost. The route to the Blue Key is a bit of a slog if you go this way first. I used the RL to clear out a bunch of monsters, but otherwise using the SSG is fairly tedious, and it's not that dangerous. The mass of HKs are easily killed with the ample amount of BFG ammo you provide. I'd probably thin out the number of monsters here. How do you want the combat to play out? For example, it seems you want players to use the RL in the Red Key area, but it's perfectly possible to get the BFG first and use that to really decimate the enemies. Where you give player choice, it may alter how they approach the encounters. You probably also don't need 2 Invulnerabilities in this section here either. The Soul Sphere secret is also not much of a secret as it's obvious as you walk past it how to get it. The Yellow Key path was quite interesting, though the end fight was a bit of a drag as you provided an Invulnerability which completely trivialises the encounter. I just grabbed it, rushed the room that had the mass of AVs and killed them all. In all three routes, there were no enemies that spawned in after you collected the Key. One common approach to using AVs is to have them spawn in previous areas, often once a Key has been collected. Given that you're using them in this map anyway, I would consider having an AV spawn back in the central location (or near the entrance to this route) after collecting the Blue Key, as it might make its way towards you and start resurrecting enemies. This is less useful for the Red Key (as you can just circle your way out) or the Yellow Key (as many of the monsters are AVs themselves) but could still be done. You also provide way too much ammo for the BFG in this map and while I would still get rid of some, if you had some post-Key ambushes, it would justify some of it. I'm exiting the map with 50 Rockets and 300 Cells, which means my experience on subsequent maps will be wildly different to anyone who Pistol starts. I'm not sure if you're planning to balance for both of these approaches, but it's something to bear in mind that once you've given the BFG, it has the potential to trivialise fights that you may intend to be very difficult for someone Pistol starting. Overall this one felt like a mini slaughtermap, though there's more to these kind of maps than just throwing monsters in a room together. Map 6: There's some wacky HOM on the boundaries which made this quite the eyesore! I'm not 100% sure what you want the player to do here, as you can go behind the starting location and make your way to the exit in under 20 seconds shooting no monsters. To me this layout looks like something which would benefit from having switches at the end of sections which raise walkways or lower teleporters to the next section which ultimately leads you to the final platform with the exit. A bit like Map 4, there's a lot of projectiles flying around, which again encourages you to be on the move. Map 7: Pistol starting this seems extremely difficult. The dark section in the caves is honestly annoying. Not being able to see for a while is ok, but the narrow hallways making it hard to dodge homing Revenant rockets are getting a bit repetitive now. There's a HOM just outside the Hell Knight cave section. (And at the exit) Map 8: More HOMs in the distance. A map like this is a good case for providing a bit of a "stash" at the start. Clearing the initial area is no mean feat as projectiles from the far end of the map will eventually make their way over to you. I'd probably move the Soul Sphere from the nearby secret to make it obvious, then give a SSG, CG and RL at the start. The Yellow Skull Key seems more or less pointless as the door it opens is right beside it. The Mancubii in the narrow sections afterwards aren't difficult, but killing lots of the same monster in dark tight corridors can only be fun for so long. (It occurred to me only now that maybe I was using the wrong light settings as you did mention it in your text file) I've found myself getting stuck on decorations (like trees) a lot as the maps have gone on, which has been incredibly frustrating. The section after this where you emerge back up onto open ground is absolutely insane because the direction you need to travel is almost directly in the line of fire of everything on the far island, which means you have a ton of projectiles heading directly at you. While some monsters may have been killed on the far side from earlier return fire, you have a few Arachnatrons over there and they tend to do well in extended long range infights purely because of their continuous fire. It resulted in an absolute ton of incoming projectiles and it took me multiple goes to even survive this section. After that, the rest of the map isn't too bad, though there was a Cacodemon partially stuck in the curved cave section just before the last part. Having finished it, I now think a Megasphere is probably useful for the start of the map. Map 9: And here is an example of a map which is completely trivialised in continuous play. I have a BFG, so I can just one or two shot the Spider Mastermind and the level is over in seconds. As you identified yourself, texture choice could use some work but my main thoughts would be: - Don't overuse narrow paths with enemies, especially ones that take a while to kill. - Map 5 enemies need rethinking. (Nothing wrong with the layout) - Map 6 possibly needs a redesign, or its purpose made clear. - (A lot of the maps were dark, though as I said, this may have been my own fault) - If you're intending for the maps to be playable from Pistol starts, then particularly in Maps 6 onwards, think about how you distribute weapons in the early parts of the maps. Hopefully others will play this and also give you feedback. Overall this was pretty fun to play through!
  4. Ah ok, yes he does serve that purpose. Maybe a Hell Knight would do there though. Yes I did open it with that. My point was that the yellow skull decoration is usually reserved for doors which need the Yellow Skull Key to open, rather than the Yellow Keycard, and as there is no Yellow Skull Key on the map, it felt kinda weird. There is so much space to move around in the raised area though, you can just circle around the Cyberdemon and dodge most incoming stuff, not to mention the Cyberdemon is highly likely to infight if you divert some enemy attacks up there. Making the raised area a damaging floor (5 damage) would be a nice way of deterring the player from hanging around too long up there though. You could maybe also move all the Revenants to one side and all the Hell Knights to the other as well to decrease the amount of infighting. I played the final fight again to check something before my last comment and both sides had quite a lot of infighting going on. Alternately you could just ditch the timed barriers, but it feels like this fight has potential to make good use of a mechanic like that.
  5. Ok, that would explain some of the frustrations I was having, as it turns out that this start point was quite far through the map! Playing again from the correct start location: - I think the HK is being blocked here but I don't see any reason why he should be. There was also a texture error here. - The narrow tunnels where you're silently teleporting between two different versions to create a whole "dimensional shift" effect was awesome. - The section with the MegaArmor and lots of lowering switches and ambushes is really tough to deal with given I only have a SG and CG. How I didn't die there is some kind of miracle. (I've now realised I could have got the SSG before doing this fight, but that requires knowing to go down the hallway that leads there first, and then backtracking for no obvious reason given that there's a switch that opens a door in front of you. The circular room with the Mancubus ambush just outside the MegaArmor trap is the latest point in the map that I would put the SSG, though I would like to see it a little earlier in the map) - I've killed 243 enemies before I get to the SSG. You need to give this earlier in the map. Many of the encounters are not overly difficult, they are just extremely tedious without the SSG. If you have to kill the odd HK/Revenant/Cacodemon/Mancubus/Pain Elemental with only a SG/CG it's not too bad, but I've had to kill a lot of these. The SSG speeds this process up a lot. It's possible there is a secret RL/PG I've missed somewhere, though I've never been a fan of secrets being mandatory for making good progress. - Blue Key fight was fantastic! When I saw the timed rising and lowering sections, I knew they'd be to use as cover from AVs. - Arriving at the "wrong start" location, it certainly plays a lot better than it did compared to having to start there! The double AV fight where I died originally is still quite challenging, but the SSG makes it more on the "tough but fair" side than it was without the SSG. - The Baron at the bottom of the stairs through the red door was a bit annoying due to the height difference created by the stairs and he doesn't really serve any purpose. I'd just remove him. - I wasn't too sure why there was a yellow skull door near the final fight when you don't actually pick up a Yellow Skull Key. (It opens with the normal yellow keycard) - In the Cyberdemon fight, I'm not too sure what the point of the timed lowering and rising barriers was. You can just run back up to the central raised area where the Cyberdemon is and easily move around between the sections. I thought there was going to be a set piece battle where moving between sections was going to be important, but this turned out not to be the case. Overall this was quite enjoyable, other than needing a SSG earlier than I got one.
  6. Yes, third map! As usual, played on Zandronum on UV. - While there was a long time with just a pistol in your second map, here there is a long time with just the SG/CG and a whole ton of mid-tier enemies to fight. You have Revenants, Cacodemons, Hell Knights, Arachnatrons, Mancubii and Barons to take out up to the Red Key fight. - And I've now stopped at the double AV fight, mainly because I died. I've had to kill over two dozen of the above enemies, and nearly 100 enemies in total, with only a SG and CG, and you now want me to kill 2 Arch Viles (and many other enemies blocking the arena) with only those weapons? You need to give a SSG, or some other powerful weapon, much earlier in the map if you want to have these kind of fights. (Or, if such a weapon is already there, I've missed it, so its placement wasn't obvious)
  7. I agree. The first thing that came to my mind upon reading that is a set of 21 (or however many) levels, where each one is themed around one of Doomworld's most prolific mappers. Everyone has their own style, so a project where someone takes a mapper as inspiration and tries to make a map somewhat in their style.
  8. And I think for 2-shot rooms, don't give more BFG ammo than is necessary, which you can do by using the smaller ammo pickup.
  9. Hmm. I feel like I have so much to say about this, but at the same time nothing at all. There's a lot of open space here, and as a theme of the map, I really didn't mind it. If it were textured to look like some abandoned base, I even think it would be pretty good. The lightning textures on the wall near the start definitely made me think back to the energy charging sections in Descent! From a gameplay perspective, when you leave the player free to choose where to go, you need to ensure that they have sufficient weapons to be able to handle what's in front of them. Normally I dislike it when multiple instances of the same weapon are placed in a map, but in non-linear maps, it's almost a necessity, especially in this map where you're frequently encountering mid-tier enemies. For example, I didn't find the SSG before the first Imp/Demon wave, and that was tedious to deal with. I was unclear as to where I was going a lot of the time, which felt a little problematic on a map this large. I also wasn't sure if the "prison sections", for lack of a better term, accomplished anything. What turned out to be the fight at the exit was extremely chaotic relative to the rest of the map, and I kinda cheesed it to get the map completed. For such a large map, I do think the textures need to be more interesting than what they are because you're looking at a lot of space. I did enjoy this more than I thought I was going to though.
  10. Fantastic idea, and seems to be really well made. For my own skillset, the yellow key seems by far the hardest to get as I can platform pretty well (easily well enough for the first key anyway) and I can 2-shot Cyberdemons almost all the time thanks to tom19.wad Map 31, where you have to do that to 100 Cyberdemons. Zero pressing, item grabs, and glides, however, are not things I ever use in my playthroughs of WADs, so they will be where I spend by far the most time trying to get a key! Despite that, I do like how you've grouped the levels into general themes. Blue seems to be about movement, yellow seems to be about tricks and red seems to be about combat. I'm also looking forward to a video for the advanced SR50 because that looks absolutely bonkers to complete.
  11. Degree23

    The Green One (DOOM 2 map)

    Great fun. Could have maybe used a few more Shells dotted around the map, but otherwise a very enjoyable nonlinear map.
  12. Degree23

    [cl2 short single map] Pressing matters

    There needs to be probably another 4-8 Shells at the start of the map. The RL comes way too late in the map. The crusher isn't easy to use. Ammo becomes a problem due to how many resurrections the AVs do. A PG would be most welcome. You could do with about 15% more space to run around in, and armour earlier.
  13. Very fun combat. I haven't enjoyed playing a standalone map as much as this one in quite some time. I ran a bit low on SSG at a couple of points, but I later realised that was my fault as I had picked up a Berserk earlier on but then failed to use it. There's also a small HOM on the right structure in the final arena. I also hope you reconsider, because this was an excellent map.
  14. Nice fun little WAD here. Map 1 - Nice little opener. Map 2 - At the stairs by the red key, because of the teleport trick you've used, if you go past the linedef and look back, the entrance of the building now becomes a solid wall, which kind of ruins the illusion. Map 3 - Pretty hot start compared to the last two maps! The teleport straight into the face of a Spider Mastermind feels a bit unfair. It also feels much more likely that a player will panic deal with it, and only realise afterwards that there is an Invulnerability, by which time it is useless. Map 4 - The AV very high up does seem unnecessarily harsh given the extremely wide open area you're running around in. Map 5 - The three Baron ambush at the end feels... pointless? I went through the (obvious) secret wall, picked up the Soul Sphere and then exited, mainly because there is nothing indicating that it's the exit switch. Map 6 - Nothing to say here. Map 7 - Nice ending fight, though I'm not 100% sure what releases the Cyberdemon. Great music choice. (Don't change this music if you redo the level!) Definitely a nice set of maps for 30/60 minutes of time spent making them. They could all definitely be made into "proper" maps if you were going to develop and episode or MegaWAD.
  15. Degree23

    Angel's Asylum - 1024^2 micro slaughter

    Played on UV in Zandronum. Fun little map. A few thoughts: - I exited first time missing the entire Cacodemon wave as I thought the exit switch was going to open the way to the exit, given the depth of the building, rather than being the actual exit. - The ending fight suffers from the "open area + Caco/Pain Elemental/Lost Soul" problem, which is that they fly off in all directions after being hit by rockets. Some also descended all the way to the bottom of the arena and took ages to climb back up to the top. (That could be fixed by making the outside area only a bit deeper than the main arena) On my second completion, 80% of my completion time was spent on the Caco fight, and a lot of it was spent waiting, which wasn't that fun. - The back wall of the building has some HOM.
  16. Degree23

    25 year old map of mine

    This part is insanely difficult. I get why the floor is damaging, as it's a fireplace, but without a Radiation Suit (if there was one I missed it), that didn't seem to be the place for that kind of fight. I was fortunate enough to just run past the first time taking only one AV blast. On the way back I discovered the Invulnerability, but that really needs to be present at the start of the fight. I have to say I didn't mind the switch hunting too much, and despite lacking a SSG early, I played it slow and found most of the map to be quite enjoyable. It's not the kind of map which would be to everyone's tastes, and things which would help would be to reduce the amount of cramped areas, and sprinkle a few more health packs around. However, after successfully finding all the switches, to be dropped down right next to a Cyberdemon who shot me instantly and killed me, was an absolute fucking joke, and not one I appreciated. People are free to do what they like with their maps, but fuck off with that. It left me with an extremely sour taste in my mouth.
  17. Played on UV but didn't finish. Ammo and ammo placement seems to be a real problem. Aside from navigating the decorations, which I didn't find too bad in the map until the Cyberdemon fight, in more than one place it feels like the ammo you needed to deal with a fight was placed in a location you could only get to if you beat the fight. I ran out of ammo at the stair section mentioned by Kan3 (which was where my playthrough ended) and this was with somehow managing to get the Cyberdemon to kill nearly everything that spawned in, only needing about 8 Rockets from me to kill it at the end of that fight. The fact I was in ammo trouble is what led me to try to get some infighting going in the first place, though I'm not sure if that was your intent. I can definitely feel the "Inmost Dens" influence here, and it was quite fun to play through, however it feels scarcely beatable without finding the PG secret, even with significant infighting. I'd want to have another 30-40 Shells plus 10 Rockets earlier in the map, or possibly have the RL earlier and place the PG where the Cyberdemon is. Maybe other people won't run into the same ammo problems as I did, however the fact I used the Cyberdemon to take effectively be a second Rocket Launcher for me, and he probably did about 40 RL shots of meaningful damage to other enemies, and I still ran into ammo problems makes me feel like others will too. (I also had extremely favourable Arch Vile fights where there were almost no resurrections, these would also drain ammo) Overall it was fun to play through though! It's fundamentally a sound map and only really needs some tweaking.
  18. Ok yeah there's a few things that felt irritating. I played through some of it on UV. - It's a really hot start. Not a problem in and of itself, because even if you die it's not like you've lost 25 minutes of playthrough, but the SG is useless here. I'd move the SSG from the secret in this room to being the starting weapon. - The AV coming into that first room is extremely frustrating to deal with on top of everything else that appears. There's very little cover, and you have no guarantee of stunning it even with the SSG. (You can also avoid all of this by not firing and running around to hit the switches and never encounter the AV) - There really needs to be some armour somewhere in the first couple of rooms. - Not being able to pick up the PG before enemies teleported in to the rectangular room felt like I was being trolled. It's not uncommon for powerups to lead to traps, however in slaughter maps it's much more common to be allowed to pick up the weapon, as it's usually an indicator of an imminent large fight. - A lot of AV use with not much cover in general. Even when you get to the BFG, the fight is quite cramped and there's so many Cyberdemons to deal with that it's very luck-based. The Soul Sphere and MegaArmor you have behind the Cyberdemons are really needed before this fight, not as a reward for beating it. This was as far as I got in the map. There's definitely potential here though. It may be a benefit to try and balance for only one difficulty if you're new to mapping. This could be done by making it with UV in mind, but then adding in a bunch of extra health, armour and ammo for lower difficulties, as well as taking out the hardest parts of fights.
  19. Degree23

    My first published map - Feast of the Damned

    Just to clarify, what I meant by this (but didn't say for some reason) was that running out of it in some fights was a problem. There was twice when I had to backtrack for more Shells. This was easy to do, but didn't add anything to the map. Given how much ammo there is, and that you don't really need to conserve it, it makes sense to be able to just carry as much of it as you can.
  20. Degree23

    My first published map - Feast of the Damned

    The bloodfall jump to the secret is fine I think. After all, it's for a secret. The only thing I'd have liked is a Backpack because ammo was not a problem, but running out of it was. If I'd been able to store 100 Shells, I'd have enjoyed it more. It's clear the theme was to SSG nearly everything, which while I wouldn't want to do every map, is fine on a single map. Nice work!
  21. Degree23

    Cathedral (slaughter wad)

    I did find that surprisingly, as there was a bit of a gap in the infighting so I went over to see what was there. The path on what to do in the map was reasonably clear I felt, partially because of the fairly simple layout. There's only so many places to look for switches, so it wasn't confusing from that point of view. The Revenants swarm the door when you teleport up, and as you only have a RL (or SSG), you can't really brute force your way through to the Invulnerability, and sniping them from the room until you can get out isn't the most fun. At least with a PG you have the option of trying to blast a bit of a hole with the RL and then trying to force your way through the rest of the way with a PG. You don't need to kill the Imps on the ground floor, but there are a bunch that most certainly do block the way to the BFG, which was what I was referring to. If you were to try a speedrun of this map, then getting to the BFG as quickly as possible, and getting as much infighting going as possible, would be the optimum strategy, but I don't see how you can easily get the BFG, unless I'm missing something. I don't think it's beyond fixing, as the repetition can be toned down by reducing the sizes of each horde. You do have a lot of space to work with though, so that would give a lot of empty space that you'd want to do something with. If you want infighting to be a key theme, then you could diversify the waves of enemies as well. Chaingunners are always good for infighting, especially at a distance since their gunshots spread out so much, though the Mancubii kind of fill that role for now.
  22. Degree23

    Cathedral (slaughter wad)

    I played some of it on UV up to just before the BFG. Some thoughts. - I really liked the way the Mancubii were stuck at the end firing into the mass of enemies. There was a ton of infighting going on which meant I had to be careful where I was running to dodge their attacks. - There's a lengthy section of only RL spam at the start, despite you giving 600 Cell ammo at the beginning of the map. Because of this, I was running extremely low on ammo at points and wondered if I'd just missed a PG somewhere. - Health is fairly scarce for the length of battle, not necessarily a bad thing given the amount of space, but there seemed to be no armour anywhere. At least a Green Armor would be useful. - I wasn't sure what the lift that kept lowering Revenants to the floor added to the battle because it happens so slowly. I think it's because they kept triggering the linedef that lowers it. - As far as I could work out, you had to battle up top with the Revenants to get through to a switch, but because you only have a RL (or SSG), fighting up there is extremely difficult (or tedious). Giving a PG at the start may help with this, or reducing the number of Revenants. For the kind of map you have, there's probably too many enemies to fight given how long you have to wait to get the BFG. The number of enemies is high, but if you took out 100 Imps, 50 Revenants and 50 Hell Knights (for example) the map would be no easier, but would be less tedious. The Imps to the BFG are a good example of this, because you can just shoot them from the ledge above and they can't close in on you. It takes a while to clear a path by just rocketing them to death, so the fight is easy, but repetitive. However, there's definitely potential to have a good slaughtermap here. The map looks good, the layout is varied enough, it's clear that there are switches you need to hit to progress and the open up near areas in a sensible way. There's maybe just too many enemies. I've played many a slaughtermap, but I'm no expert in designing them, so I hope you get some more feedback on this.
  23. Degree23

    My first WAD -- Small slaughter map

    It's a fairly basic map, and probably could use some texture work and better signposting of the exit, but I think developing this map could happen in at least a couple of different directions: 1) There is only just enough RL ammo (including the secret in the lava, which was weird as not all the lava seemed to be damaging) to kill everything except the Cyberdemon, so you have the option of forcing the player to try to get some infighting going. I did this by killing the Imps, then getting the Cyberdemon to attack the wave of Hell Knights. Because the Hell Knights were fighting, they blocked the path and almost none of them were getting through to me. When the Cyberdemon died, I killed the rest of them. This idea of infighting could be used by, say, having two paths of enemies that would converge on you, but there being so many that you can't kill them all before they get too close, so you would need the Cyberdemon to infight to keep one path of enemies busy. 2) Alternatively, and this has been used in other maps, having the idea of constantly needing to be on the move, but not having such densely packed enemies. These have often worked by the Cyberdemon being far enough away, and at a different height, so you can't actually shoot it for much of the map, so you're forced to keep fighting and moving. (Unlike here where you can kill it directly) Usually these were circular maps, rather than rectangular, but the idea still works. I also noticed that I could get a couple of Hell Knights near the exit to hit the Cyberdemon and distract him for a bit at the start while I killed the Imps. The map is quite straightforward, but that's not always a bad thing! (Certainly not for your first map) It's a fairly classic "waves of Hell Knights" setup, but it's beatable, just there's not too much else to feed back on. Mainly though, you should always make maps that you enjoy playing, and with more feedback over time, you'll find that you're able to make better and more interesting maps.
  24. Great fun. Things I thought as I went through the map: - Opening area looked great, wish there were more enemies to fight there. - I almost wish I had a few monsters to fight at the end of the SSG bridge, ones that appear and block your path or something. Someone mentioned earlier that there was a big jump in enemies between the last section and this one. That's why I wanted something on the bridge to fight! - You can just let the Cyberdemon clear out both the area it's in, and enemies from the Blue Key room. You could make the switch in the Blue Key room one that you need to shoot, which would force the enemies spawning in. - Final fight was tough, but mainly because I missed the BFG until much later on in the fight! - Music track was awesome. - Map was a lot of fun!
  25. Really fun set of maps here. Only a couple of comments. - In Map 1, it feels like a long time before you get the SSG given how many mid-tier enemies you have to fight. The fights weren't necessarily hard, just quite tedious. - In Map 4, the Invulnerability feels like a bit of overkill for the area given how much space there is to run around. If you were going to to difficulties I would definitely have it on lower ones, but even a Soul Sphere (or MegaSphere if you're feeling more generous) feels like it would do here. I have no idea where the Spider Mastermind went at the end, I only bumped into it when backtracking after killing the Arch Vile! Great selection of music as well. As I said, this was really fun to play through!
×