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About MDevlin

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  1. Comment text for MAP07 Portal Control: A short tech base level with a simple objective: Open the portal and stop the the source!
  2. The first time I heard the song "Aerials" by System of a Down was as an instrumental cover in a survival wad. I already knew of SOAD but I never listened to many of their songs. I had no idea it was even them until a friend pointed it out. Up 'til then I just assumed (like most other level background music) that it was a cool jam that the mapper threw together for the level.
  3. Update: Fixed: Bleeding textures in one of the outdoor "secret" areas. Fixed: Teleport Destinations for monster traps were set to medium and hard only, causing monsters to be trapped outside the map on easy difficulties. Fixed: Sectors erroneously set as secret. Changed: Revenant positioning outside the key room window to be on the ledge closer to the window instead of the two concrete boxes. Changed: Monster positioning in the starting area. I didn't like that the player could alert a monster crowd by simply stepping into the main hallway. I wanted to leave it more open so the player could chose a direction to start in without getting too overwhelmed too early on. Changed: General lighting changes throughout the level to make it more interesting. Added: Monster Traps to fill the gaps in combat after picking up the SSG, Chaingun, and Red Key. Added: More ammo in various places throughout the level. Added: More health and armor Portal
  4. Author: Matt Devlin Map name: Portal Control Compatibility: Vanilla Doom 2 Playtesting: PRBoom Plus Allow jumping and\or crouching: No Skill settings: Yes Build time: 3 days Tools used: Doom Builder 2 Resources: DOOM2.WAD and PLUTONIA.WAD Bugs: Maybe some cosmetic issues that I didn't catch [texture alignments and such], but other than that the mechanical aspects of the level work fine. Comments: I was originally going for a much larger map, but I couldn't decide on a direction as far as what I wanted to do with the level. I've been wanting to do a map for standard Doom 2 that can be beaten in less than five minutes, that much I decided. No flashy ZDoom effects or convoluted voodoo doll gimmicks, just raw Doom 2. My original design for this level ended up becoming too complicated detail-wise and ultimately I felt that the map was becoming too long as I was falling back into my old habit of needlessly tacking on extra rooms. I kept dragging my feet trying to figure out what I wanted to do with the level and, ultimately, I decided to rebuild from scratch. Which lead to another rebuild. And another. After about four or five revisions, I arrived at this thing. I feel I might have made the map too small, but unfortunately I'm out of time to fix that. If there's any outstanding issues that affect the playablility of the level, please let me know. I'll be online all day to fix any last minute issues. Portal
  5. As long as the floor details or bumps don't interrupt the established flow of combat I see no problem with them. There's obstacles [pillars, acid pools, crushers, crates; etc] and there's details [grates, small debris, shallow sunk in/elevated sectors; etc]. Obstacles change the flow of combat and present a new challenge to the player to keep each encounter interesting yet relevant. Details give the player something to admire between combat zones that reveal additional elements about the story behind the level. The problem occurs when details become obstacles. Items in the level that were intended to only enhance the visual aspect of the level but take up too much space in the environment. Maybe that split-level section of the floor is a bit too steep. Perhaps the debris from the collapsed ceiling is too tall or too wide in some areas. Does there need to be so many crates in this room? These are some things that the player can and will get stuck on. This can easily grind combat to a halt which will result in a clunky, awkward, and ultimately frustrating gameplay.
  6. I like the Demon (Pinky) death sound because if you listen closely you can hear a heavy *thud* when it hits the ground. I don't notice this as much with the other death sounds. A close second would be the Arch-Vile because of that "why..." sound that Ajora mentioned. It adds depth to the character and I enjoy those kind of tiny subplots that reveal more about the character and the universe the story takes place in.
  7. Works for me as well. Too bad it doesn't look like they'll be released until next year.
  8. The screenshots look spectacular! I can't wait until the wads are released!
  9. I like the red one, but feel like the grey might be too grey. It seems like the standard Doom textures are mostly grey and brown, so a grey sky might not pop like the other skies do. My personal favorites so far are the caveworld, and the asteroids falling. They're all amazing so far and I really look forward to seeing how people use them in maps!
  10. If it isn't too late, I'd like to join the project. I currently have a map fully outlined. It just needs to be detailed and a couple areas rebuilt. I'm hoping that being a part of a team again will give me the motivation I need to finish it.
  11. My biggest problem is that I make my levels way too long and end up getting burnt out in the detail phase. The majority of my maps never see completion for this reason. I'm also a sucker for ZDoom effects. All of my maps end up being so inundated with control sectors, scripts, and overlapping 3D effects that the map becomes impossible to follow. I need to implement a system to regulate how much "eye candy" I put in my maps and establish a maximum size to build in. Then maybe I'll finally make a map that's beatable in under 5 minutes without speedrunning.