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About Jadwick

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  1. Jadwick

    My first WAD

    Wow this was super impressive, you obviously put a lot of work into it so I don't want it to go unnoticed. With replacement sounds/music/textures/artwork you really did make this feel like it's own 'thing' and not just a map. The music and ambient sounds were fantastic. The visuals and geometry in the hell section were great, but some of the base sections, in contrast, feel lacking, like the tall crate room (fig. 1) and acid bridge room (fig. 2). There was just a bit of too much unused space. Figure 1 Figure 2 As for level design; I didn't actually feel like I knew where I was going the majority of the time, it was impressive how the level all linked back together, but I was just wandering around in it stumbling across encounters. Despite this I only ended up really having to hunt for the next section a few times. I played on UV and it was really easy. There is SO MUCH health laying around I spent the whole map at 100+, EXCEPT were I got caught by those crushers, luckily they don't kill you first off, but I got stuck in them twice because the safe area between them is narrow. For ammo, I was short until you get the shotgun, and then you really pour that on too, I believe I ended the map with max everything. The ending fight was quite good though, I got a little sloppy with the archvile so it probably wasn't as hard as I thought. Random thought time, I didn't write notes down as I was playing; After I picked up the red keycard was I supposed to shotgun all those mancubi to death? I hadn't found a rocket launcher yet. This switch here is shootable, instead of switchable, and I thought it was broken. Switch Some of your switches are marked to indicate what door they open, and not that they need that key to work, but then tell you what they do anyway. Maybe remove the key indicator? There were some misspellings in your intermissions. ;) Other than that all I have to say is it's really impressive for your first release. Really, really good job.
  2. Jadwick

    Are there any mars surface and sky textures

    I made this for a wad I'm working on, if you're using trucolor feel free to use it.
  3. I played this with GZDoom 4.1.2, Ultra-violence, no other mods. Jump and crouching disabled, mouse-look on. These are all notes I take at the end of each level. I noticed the shotgun was edited a little bit; but now the edge of the sprite can be seen when you play without the hud. The frame in question is SHTGC0. MAP01 Not bad. I didn't find the cutscene added anything, but it's neat you figured out how to do it. The two central pillar rooms look quite nice, nice use of shadow. The detail level is consistent throughout the level, and it looks nice, but the whole level is at the same elevation, and the whole level has the same height. It also suffers from from the room-corridor-room-corridor problem, which is expected from new mappers. I also noticed you used DOORTRAK on the floors to break up the floor textures, that's personal preference I guess, try lowering the floors of the hallways in the level and changing the floor textures at the height change. Pretty easy level, exited with 200 hp and 100 armor, found all 3 secrets. The ending got me. MAP02 More consistent design, more variation, but still a lot of 128-height rooms. You did make your cramped areas better in this level, and you made them darker too which is good. The bloodfall area with the red key and the spectres I would suggest you actually make even darker. Also, I have to point out, since I pointed it out to someone else, I'm not a fan of "doom-furniture", like the chair and desk you have in this level. They don't ever look "right" to me, and they usually don't break up the room well. They also seem to me to be a sign of a newer mapper. If you are resorting to furniture or lots of crates, I'd suggest you change the design of the area a bit. All just my opinion of course. Your outside areas also need a little bit of contrast, like some shadow around that pagoda thing outside the first room. Speaking of that, things are a little small and cramped in parts of this level. I feel that you just haven't got a feeling for the scale yet, which is also fine - this all comes in time. Generally speaking though, you'll want to make things kinda fat and short, Doomguy moves very quickly so you need to make room for the player to maneuver. Height-wise this is how I think of things: 64 units - shortest you want if you want the player to move through it, this is duct sized. 96 units - standard room height, like a bedroom in a house, or floor in an office building 128 units - Tall rooms, like a garage. I'd suggest you make your coutyard areas taller to give the impression that the building is bigger and the ceilings inside aren't paper thin. Suggestion for the big battle at the end; you can fight everything through the door which isn't very dynamic - it doesn't make the player use thier movement or skills very much. Here is something you could do to make it more exciting: 1. Widen the room a little bit so the player has more room to move. 2. Instead of having the barrons be in the room when you open the doors, replace them with weaker monsters, like pinkies and imps, also have the imps on the sides locked in a monster closet - not activated yet. 3. Have a smaller scale battle here with the imps and pinkies, make the player feel like he's cleared the room. 4. As the player tries to reach the exit at the other end, open the imp monster closets and spawn the barons, while locking the entrance door - trapping the player in the arena. 5. Either tie the exit door opening to killing both barons or instead of absolutely forcing an arena fight, make the exit harder to get through - place a demon on the other side of the exit door before the exit switch. Still pretty easy, exited with 200hp and armor, found both secrets. MAP03 Improvement, better fights in this level, and more room. Your outside areas again need to be taller. Something else I've noticed; you seem to restock the player with ammo before the enter each new room, with little shelves full of stuff. Scatter the items around. This encourages the player to move into the encounter. Especially the second big courtyard area of this map with the hell knights and cacos, scatter some shells, bullets and rockets around, and of course give the player a chance to find the rocket launcher. If you start seeing rockets around the level it will clue the player into finding the rocket launcher somewhere hidden. Rockets break up the monotony of only using the chaingun and shotguns too. We also need to talk about level linearity now too. You have almost all of your fights loop back around into a small hub where the next locked door is immediately awating you. This is not bad, but you can improve apon it. Twice in this level (when you pick up the red key, and when you flip the switch next to the pinkie monster closet) you have a barron spawn in, guiding you to the next area, but you also have a direct path back, which in both cases is just jumping down from a ledge. You could make both of these areas more interesting by having the player loop back through the areas they've been through, and repopulating the areas with monsters. This also makes the player think more tactically about leaving items behind if they have to fight through the area more than once. Last thing, the archvile trap is kinda dickish, no cover in the room means you're just forced to take an hp hit if you don't manage to stun-lock the archie. The big dark rooms leading up to this are good though, empty rooms build tension. But you just get locked in that little area so they go unused. This level is an obvious improvement to the first two. I missed the secrets here because I hit the secret exit right away. SECRET LEVEL Not much to say. MAP04 You were sparse enough with the health in this level that it was difficult. I needed that berserk + supercharge to make it through the final room, not that I actually cleared it. Stuffing all those monsters in there AND another archvile, I just rushed through them all and bee lined for the exit. There wasn't enough cover or corners to fight the revenant homing missiles and the archvile attacks. I died a few times trying. Not sure about ammo in there either if you actually want people to clear that room. Some rockets might make that doable. Rockets were sorely missed for this level. The rest of this was, I think, a decent difficulty level. The first archvile and hell knights we're appreciable hard to fight through, but there were enough corners that you could fight the archivile by leading him back through where you came - with the down side of him resurrecting some demons. The theme was okay for this level, I liked the flesh pillars, the big polyobj door felt out of place, especially with no sound. OTHER STUFF There was some music missing in your intermissions, and some misspellings. Verdict: not bad! Decent difficulty curve, no glaring theme/texture mashups, some decent geometry, some variance in lighting. You've got some chops, kid. Work on opening up your levels some more, adding more height variation, and using more abstract shaped rooms. Looking forward to seeing what else you make.
  4. I'll give this a look over, I went and found your other thread and these screenshots look much improved.
  5. Jadwick

    Dimensional Lake (now on idgames)

    Played on GZDoom 4.0. UV with smoothdoom and bolognese. So this started off okay, like a normal map, but this went way off the rails to unplayable. About halfway through I just turned on godmode and infinite ammo, and rushed through the rest. There is some nice geometry here. You put a lot of work in on the second half of this, but that's the part not really playable ya know? So I'll talk about the part that is. First off, untextured stuff: Your sky was also not working. After you go through the door in that room I kept getting a script trigger that wouldn't fire as well. Second, I liked the roundness of the early part of the map, but it also felt like you were just using the circle tool in doom builder. You also have a paper-thin wall here: And then I ran out of ammo approaching the yellow keycard room. Definitely not enough ammo to get through the arachnotrons, I turned on godmode and punched them to see if the rest of the level restocked you, but then the door didn't open anyway. Clipped through the door and got the yellow key, and the other side of the door wouldn't open either. After you go through the portal there isn't enough ammo to get through the dark area with the specters, or the barons and hell knights after them. Then we got to the part where I gave up. The teleporting key was a neat idea, but a literal key hunt in a room with endless spawning monsters wasn't. Too many monsters, not enough ammo the rest of the level obviously. Again, the design for the rest was really cool, I particularly liked the face on the wall where you crawl through the mouth, but just monsters ad absurdum. I was a little upset actually because it was pretty good up to that point too. Other stuff: The frozen monsters for decoration was distracting. I think I saw a revenant shopkeeper? Then later in the level there was a arachnotron that blocked the hallway and I had a hard time jumping over him. Afaik he didn't activate either. I really just blazed through the rest. So finally; you have some promise, really there was obviously hard work put in the later part of this, but the hard work you put in on mapping left everything else feeling sloppy. I hope you rework this a bit and rerelease it.
  6. I played this on GZDoom 4.0, UV with smoothdoom and bolognese, with jumping and crouching enabled. MAP01 Use of 3D floors here was impressive, but the starting rooms and hallway feels a little amateurish compared to what you did in the crate storage room.A little bit of ceiling variation would help. You have either 128 height rooms or very cramped little hallways. You also have a theme clash with the base-y stuff clashing with the bfg/archvile trap room, and the mancubus/chaingunner room. Also, compared to how much work you put in the crate room, the rest of the level feels undecorated. I'm not a fan of "doom furniture" type of level design like beds and chairs and things, I did it as well when I started mapping, but it really just doesn't fit in my opinion. I prefer the abstract type of level design, but it's okay here. That office chair though is neat. The main event here is obviously the crate room. Clearing out the chaingunners on the shelves really slowed the pace down, and there are a lot of them. They aren't really that hard, just tedious. If you want to make them a surprise spread them out more. Otherwise, I think imps would be a better replacement for them, since I didn't figure out how to get to the higher levels and get their guns anyway. The fight after the switch in the crate room is okay, claustrophobic, but do-able. Suggestion here, maybe move the invulnerability to inside the crate room somewhere, because I went through the hard fight before I even found it, and the rest of the level isn't hard enough to warrant it. I found 5/8 secrets. MAP02 More theme mixed stuff with base textures and castle-y textures. Maybe too much SHAWN? I over-used that when I started, and someone told me the same thing. Another texture related thing I saw a tip about, often when changing floor/cieling textures make sure you have a height variation. It adds character and looks more natural. More doom furniture in a room filled with hitscanners. A BFG blast, from the secret in MAP01, clears a good portion of them out. Neat looking rocket outside. Big acid vat SHAWN room. This room feels big enough to use your movement in a good fight, but the enemy variety/placement is lacking. The mancubi didn't even shoot at me. You could make this room a dead simple style arena with mancubi triggering after you entered the room if you wanted. But they would need to be on lower, smaller, pillers (or vats) so they could shoot at you. Then wolf ss guys in the corridors beyond. It's about a hard a theme-break as the texture switch here too. From tech to castle/wood. SS guys and archviles. Archviles are kind of like a spice, and it is crafty to add them to a room where you've just cleared out a bunch of lower-level enemies, but you don't want to throw them left-and-right at the player. Which leads me to something else too... I'm writing these notes between levels, and so far I've noticed the levels are just kind of squarish room with doors to other squarish rooms and so on. You'll have a singular fight and move on to the next room. Again, I did this as well when I started mapping. You end up with a very linear level, even if you have switches in one room open doors clear across the map (which is also not good). Some people like the straight-forward style of maps, but I prefer the more interconnected, open levels. I don't know if this is cliche or not, but look at the first episode of doom. You can tell rooms are separate but they often have multiple entrances and connect to each other. As you move through the level you'll see a place you'll get to later, or parts of the level will open up to lead you back to somewhere you were earlier, which are now repopulated with enemies. Anyways, the rest of the level is lots of tough monsters, but you can mostly fight them through a door and blast them with rockets or spam the bfg. MAP03 OH! I almost felt like an idiot talking about square rooms and corridors, because this is a big open map. It's alright, but still very square. There is LOTS of health everywhere, easiest map so far. The room with the cacos is too cramped to fight in, so I resorted to just door camping again. I cleared the park area of enemies next, and the archville luncheon area. You really like those chaingunners don't you? This map could use some projectile enemies scattered around throwing fireballs at you from different directions in that big open area, like the downtown map in doom2. I did the outside ring next with the cyberdemons and spiders. You have enough cover to easily fight them, and more than enough cells. The bit with the rockets and zombies was a good bit of fun. The switches behind the spiders, that lowered the big gate out of the map gave me enough of an idea of what I needed to be doing and where I needed to go to leave, so good job there. But the bad part of this map is the copy-pasted buildings. Very repetitive, and one of them has a red door. I went through them all and flushed the toilets. I'm not sure if I needed to. Very thin 3D floors for your gear cabinets. You could also just move the items close enough to the end of the cabinets so you could bump them, crawling for them isn't really necessary. Lots of chaingunners sums up the rest of this map. Still my favorite. MAP04 Big flat map with spawning enemies enerywhere. I just rushed through as fast as possible, got two keys, and ran around opening the buildings without even shooting the monsters. There is no cover from the archvile attacks, just the tree sprites. This one is the worst of the four. I didn't even look for secrets. OTHER STUFF I didn't find the music added much other than file size for the first two levels, and then two of the tracks were starcraft music, so I'll take this opportunity to mention licensing. It's best not to use copyrighted stuff for your mods. I cannot say however that the doom community is the best at that. Mostly I try to find public domain and Creative Common licensed material for sounds and music. You have an abundance of health and ammo in the levels, if you are making this for co-op in zandronum large amounts of ammo isn't so bad, but overall the maps are fairly easy, with certain large difficulty spikes. Monsters; lots of chaingunners and archviles for 4 maps. Lots and LOTS of chaingunners. Try and make your doors uniform. With similar movement speeds, wait times, and approaches on either side. I usually use a 16 wide sector on either side of a big door, and a 8 wide sector on small ones. Lastly, don't take this all too harshly. Criticism and practice is important to becoming good at modding, but so is encouragement. So, if you like mapping, please keep mapping. Doom is still around because people like you find it and learn how to mod it.
  7. Jadwick

    Mapping questions thread

    Uh, I haven't really found a situation where it matters, in the example you've shown I'd just link all the buttons to the same play music node (bottom example), unless of course you are playing different versions of the music.
  8. Jadwick

    Checkpoints tutorial

    You would need multiple booleans, and player starts. You can set up the player starts with a property for which player they are, then on your module->On Entered event, filter for which player, and activate the according boolean.
  9. Jadwick

    Mapping questions thread

    The "Give Score" is an option on the Player Proxy object. So say you want to have a button give a score, then on use, link it to the player proxy, give score. Editing the properties of the Give Score node defines how many points you want to give. The player that used the button will be the activator, so they alone will receive the points. ...and yeah, the best way to disable firing would just be to take all ammo, or more accurately, set the player's ammo capacity to 0%. The percentage is the percentage of the default, not their current amount, so after the effect wore off you would want to set their ammo capacity back to 100%.
  10. Jadwick

    4 player limit for Doom SnapMaps??

    Multiplayer allows for 16 players. SnapMap allows for 4 players + 12 demons. I don't know if snapmap uses a peer-to-peer or client-sever network but it doesn't matter. Each player and demon has to send a similar amount of data to update its position, and likely uses a similar amount of resources on the hardware. Since we can assume demons and players use a similar amount of network/resources the cap makes sense. However, we should at least be given the option to disable monsters completely and use all those resources for more players.
  11. Jadwick

    Core Meltdown: Co-op campaign map

    If you are using a spawn encounter object, or multiple ones, you can make a connection from them and select the "On encounter finished" event. This fires when all the demons spawned from this event are dead. You could then link to, and increase, a counter for how many encounters you have. If you are using encounters, or placed demons, this is the easiest one to implement. There is another way to do this by counting every demon in a room with some logic objects. I made a vid on this one so I'm just gonna link you there: https://www.youtube.com/watch?v=xy7swY9DgQ4
  12. Jadwick

    jCoop - Map01

    Hey, thanks for trying my map! The hi-scores are there for every snapmap, you can hit 'r' in lobby and see them. You can carry 2 weapons at a time in multipler/snapmap, and that is a limitation imposed by the game, not me - I just had to work with it. There are quite a few weapons scattered in that map, most are hidden in secret areas. The generic ammo is also imposed by the game, you can't give ammo for certain weapons, either everything gets ammo or nothing does. Again, thanks for trying it out.
  13. Jadwick

    Core Meltdown: Co-op campaign map

    Okay I played through it again. I didn't have any problems with the barons not spawning, but by using all 4 terminals as you enter that room you can totally skip fighting anything in there as after you use the terminals everything dies. Here is an imgur link: http://imgur.com/a/CdEj0 the first 2 pictures show where that shield and rl were double spawning. The third shows that activate console poi stays on after you hit it, since I'm at the end of the map. The first baron fight went much smoother after I completely cleared the room, but demons trickle in so slow there I thought everything was done spawning previously and activated the console early. Jumping platforms went much easier since you pointed out the alternate path. In this case, I would suggest you move the barrier on the platform forward a bit so you can't land on it at all. The first lockdown arena opens before everything is dead, the one with all the security guards. I know it's on a timer, but maybe change that to clearing the room? And you can activate the switch to get the blue keycard before putting the green powercore in its spot. You might also want to make the "restore Power" objective appear before picking up the core, because if you miss picking up the core its not clear what to do after you go into the yellow door. You also have a red keycard laying on the spawn room floor. You might have missed removing this when you were testing.
  14. Jadwick

    Core Meltdown: Co-op campaign map

    You might want to spawn the barons on the other demon's death. I ran into this a lot testing a coop map, and it's that damn 12 demon count limit I think. But if you add to a counter when both the mancubus and caco die you should have enough open spots for spawn your two barons.
  15. Jadwick

    jCoop - Map01

    Over 9 years I've been in and out of the zdoom multiplayer scene and I've never created a doomworld forum account, and it took the release of a new doom for me to do that, weird. Anyways - I posted this over on the bethesda forums, but I want to point as many people as I can at it - my solo/coop snapmap. Big image: This is jCoop! Over 35 hours of design went into this map! Multiplayer scaling - solo for bragging rights or bring your friends; the difficulty increases with more than 2 players. Run and gun - classic gameplay feel and difficulty. Secrets, secrets, secrets - you'll likely need them to complete the map! A par time of 24 minutes - this is a self encompassed campaign! Life system - keep fighting till your end, then twice more. Top the charts - Bonus points for keeping those lives, and finding all the secrets... I have been working on this since release, I wanted to create something you might have seen in the campaign - well, as much as that was possible. This is a result of testing over and over again to get everything perfect - and I want to send a big thanks to my friends for helping me test: Thanks Matt and Nick! also thanks to these Bethesda forum users for their feedback: sickenz Here is the map code: XGEVPPY5 ...or search for "jCoop" Enjoy! Comments and criticisms welcomed!