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FrankieSmileShow

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About FrankieSmileShow

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  1. FrankieSmileShow

    Crimson Temple, my first Doom map - again!

    Thanks for playing everyone, the reviews are great, and I love those videos! Watching several people play through has been really informative. Been noticing that a few secrets are not well signaled enough, for one. The difficulty seems right overall, but I'm considering changing the hidden blood cave area; I still like the general idea of a spooky area hidden next to where you begin that you only visit much later, I think I also like how confusing the layout feels and its general atmosphere, but the combat in it feels tedious after the two other big battles in the courtyard and outside. It makes for weird pacing where the levels' big moments have already come and gone, so all those monsters in the hidden cave feel like you're just mopping up. (on another note, I love the mod youre using Biodegradable, it seems like it places directional atmospheric sounds and room tones in the level? Is it based on the sector ground textures or something? I noticed there was extra wind while you were standing outside, and a machine-like whirring sound was coming from the rocket launcher room, that's really cool.)
  2. FrankieSmileShow

    Crimson Temple, my first Doom map - again!

    Thanks for playing! The scrolling fire wall texture is next to the secret entrance, which is a secret wall you can open in that room. The main entrance is the more obvious big gateway you are looking at when the level begins. Also, I made the download link more obvious, sorry about that! It really was kinda lost between screenshots huh.
  3. FrankieSmileShow

    Crimson Temple, my first Doom map - again!

    DOWNLOAD THE MAP HERE! Hello! I made this map back in 2015! It was on an old website thats now offline, so I put it back up, and took the opportunity to fix it up and add a little polish to help get some of the rust off, preparing to make something new. Really useful to touch up something old to get yourself back in the game I think, puts you in the right mindspace and all that. Its a vanilla Doom 2 single map, hell temple style, atmospheric start leading to some bigger battles, and I probably went way overboard with secrets. Listen. I was young and naive, mad with power. You could not tell me not to have more than half the map be secret areas, I would hear none of it Difficulty is probably somewhere between Vanilla Doom 2 and Plutonia. Custom item and enemy placements for difficulty levels too. I tested it in GZDoom. Back then I tested it with Zdoom, so I presume this would also still work. You shouldn't need freelook, jumping or crouching to complete this. Its got also got two custom spooky atmosphere BGMs I made by messing around with a microphone and Audacity for a few hours. One for the main level, and one for the extra spooky blood cavern secret area. Also, a single floor texture added, I was trying out Slade... Was fun to see this old map with new eyes, and see some of what was awkward with it - Some tedious battles, too many dark areas, not enough healing pickups or ammo, and a few kinda uninteresting rooms that could use a feature or two! I think it should be quite a bit better now, though it probably still suffers from many typical "first map" pitfalls. I'll get on my second map soon.
  4. FrankieSmileShow

    Crimson Temple

    The platforms used to be wider, but I shrunk em down. The wider platforms meant the arachnotrons often shot at the platform floor if they werent close enough to the edge. Ill try to find a sweet spot.
  5. FrankieSmileShow

    Crimson Temple

    Yep, that's the alternate entrance I mentioned in that spoiler tag in my previous post! The idea is that you may or may not realize this strafe jump is possible (actually you just have to run to make it), but if you don't find it at the start, and explore the secret areas thoroughly, and go through the blood cave, you end up at the top of the cliff overlooking the starting area, from where you can see the unseen chapel. Like, the reward for going through the secret paths to the end is learning about the alternate entrance, if you didn't find it on your own at the start. After you actually see it from up there, see it gives you a shotgun and see it re-connects into the main level with a one-way secret, youre meant to make the connection that this must be reachable from the start. The route you took to the exit is more or less the "ideal" one from the alt entrance, yeah! The text prompts about the rooms dont really make sense if you enter from the alt entrance though. Not sure how I could fix that. Can you add variables to the scripts? Like some booleans to keep track of which messages were used? One thing I wanted to do with the courtyard, that im not really sure is working out like intended, is the switch that raises the four columns with arachnotrons on em. The idea was that pulling this switch makes the arachnotrons a bigger threat, but in return the columns give you useful cover from the projectile chaos in the courtyard. I'm not really sure if that works..? The arachnotrons dont seem to shoot much when theyre moved high up, and the columns can probably be more of a bother when you try to dodge cyberdemon rockets... Maybe hell knights would work better? And yeah, I must have missed a lot of door tracks. I went through em and fixed some of it, but probably missed a lot of trap doors especially. I might make another map that gives that basic "various optional branches leading to some gear to prepare you for a bigger battle you can access right from the start." idea another shot. Maybe a more obvious, straight-to-the-point approach to it. Like a corridor with teleporters on the sides, next to one-way drops that are the end of each branch the teleporters lead to. At the top of those drops, you can simply see the item(s) you'll get down that path. All cards are on the table. The branches themselves have almost no items in em: the items you see from the corridor are more or less all you get. When you reach the end of a branch and come back to that center corridor, the platform with the item lowers down, so you can get some of the items on it later if you like. There would probably be one or two branches that just lead to a lot of ammo or health pickups. Continue the center path and you reach an obvious point-of-no-return. You're put on a battle gauntlet that leads to the end. Maybe that each optional branch completed at the start adds a few more enemies to the final gauntlet? Not enough to make the branches not worth it, just enough to "customize" that final gauntlet a bit based on what you did in the early rooms.
  6. FrankieSmileShow

    Crimson Temple

    Actually yeah, ive been trying to find a way to prevent this strategy without making this fight a complete surprise. Not sure how I would do this! I dont want to just one-way teleport the player into the courtyard, I want the player to realize what they are getting into when they go in there, as its a one-way drop, you cant go back after you start this fight. Thats pretty important here, the path being accessible from the start, the player needs to realize they should explore more and come back here later if they go there right away. So how could I keep that clarity, but still prevent players from just waking up the monsters with a few shots and backing out of the door without dropping down? I made some linedefs block out sound just now, so shooting from the doorway no longer wakes up everything in the courtyard at least, but you can still wake them up by hitting them... Should I just add a fence that blocks bullets, but still lets the player see through maybe? That seems a bit silly though. Glad you liked the secrets, rdwpa! It goes red pretty fast when you get there. On account of splattering demon gizzards all over the gaddam walls! Also, Blood Temple just sounded a bit too on-the-nose
  7. FrankieSmileShow

    Crimson Temple

    Thanks for the comments everyone! Maybe I should re-think the three branches a little bit. Right now there is an "ideal" order to visiting them, and doing it in any other order can put you in a really bad situation. I think its okay to have the choices be uneven a little, but they might be too uneven here! Maybe I should tone down the ambush of the west path a bit, to make going there first less of a death sentence. At UV its really bad to go there without armor, like Degree23 said! Maybe switch two of those sergeants in the back to zombies, and remove an imp or two..? Id like to know where people tend to go, in what order? Do almost everyone miss the rocket launcher before either going down the courtyard or to the secret leading outside? Also, maybe I should hide that secret to go outside a bit better. It seems like most people go there first? I guess I didnt hide it super hard, for a secret thats bigger than the whole damn level. And the text prompt of the room kind of tells you there's something to look for, too. Needs a more elaborate trigger for opening the way outside maybe. Maybe you should need to complete the "real" level route first, then if you come back, the gates' open. For the "hall of three fates" where the level initially branches off, what do you guys think of how it starts out? What I *wanted* to do here was to put you in a situation where you just have your pistol and need to grab a shotgun, and pinkies are blocking your way, so you need to draw back some of the pinky demons out of the big room, past the narrow corridor and into the dark entrance lobby, use the columns there and run past em and snag a shotgun from a dead sergeant in the larger room before you can finish em off behind you. Is that more or less how it plays out for everyone in UV? Or does it just feel like a bit of a mess? I feel like it miiiight be the latter... Im adding an EXIT sign next to the end switch. You're right, thats really missing there.
  8. FrankieSmileShow

    Crimson Temple

    Howdy! Im a game developer, I normally do 2d stuff with pixel art, platformers and the like. I really like old school FPS games though, and I'd like to make a simple, old school FPS game of my own eventually. Something kind of like Blake Stone maybe, if anyone here remembers that... I got some experience with level design in general, but I got zero experience with FPS level design, so I thought making some doom maps could be a great introduction to it! I made this first map a month ago or so, and I'm pretty happy with it, though I no doubt made a lot of mistakes. Like, its probably way too big. I started making a level and never really stopped! I thought maybe I should show it off here and get some good ol constructive criticism for it all. Heres the file. The map uses the Doom 2 IWAD. Its just one level. I tested this on ZDoom. Im using the Doom 2-in-hexen-format-type source. http://www.mediafire.com/download/bdt2i557251bz67/CrimsonTemple.wad Its a little hefty because I put two MP3s in there. Some creepy atmosphere BGMs I made in Audacity. Its not entirely appropriate, its not a horror level or anything, but I always thought Doom was kind of a scary, tense game anyway, so it kinda fits either way. All in all, my first experience making a doom map was really positive! I was shocked at how easy and simple GZDoom Builder was to use, and how quickly you could get a map layout done. I had a lot of fun making little structures with sectors, like cracks on the floor and stuff, though in retrospect they're probably a little distracting in that big courtyard arena place. Also had a little taste of importing custom resources, but only used that for a single texture and two mp3s so far. I might go a little further with this next time!
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