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Elio AF

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Everything posted by Elio AF

  1. Elio AF

    Cacowards 2019 Mentionation Thread

    It may even not be nominated...
  2. Elio AF

    Cacowards 2019 Mentionation Thread

    Honestly, Cacowards is just unfair. There are dozens of maps out there with a hardworking author that just couldn't get enough representation.
  3. Has anyone even played this? All I wanted was some feedback.
  4. I'm not the one who asked for feedback, thank you. Gosh, you get notifications that just aren't where you hoped they were.
  5. This map was... interesting. I liked how you just wouldn't go to the next room, but instead used a hallway to go to the next room. People will tell you to, like, not use rectangular and square rooms when making tech-bases, but I suggest you exactly square rooms, as they make more sense. Human-made structures tend to be regular-shaped, so anyone who tells you "no rectangular rooms" is actually wrong, since it makes more sense to use them. The designs were pretty good for a first map. The transition between the exit and hell was pretty interesting, kinda like a trap. It didn't pose a big challenge, but the big monster ambushes really were kinda overwhelming. It was a good starter map. I wonder how long it took you to make this map.
  6. It officially doesn't work with Prboom+
  7. I don't think that's even possible on Doom format. Isn't that hexen format?
  8. @Finnthemapmaker you can also add to the resources tnh2_resources.wad
  9. That's the right format. There's no need for script config tho. Good luck on your map!
  10. I like thought of making something like that at first, like a whole episode for vanilla, removing the easiest maps, but right now, that's not a top priority.
  11. I actually want selectable episodes from the start. Please stick to the original topic.
  12. I was only talking about the maps when I said vanilla. But it necessarily cannot run with ports that don't support MapInfo. Also, if you want to see how difficult the map should be, I can send you E3M7
  13. The mapping format is vanilla, but it doesn't run on chocolate or vanilla doom, because it uses mapinfo. So I'm making episodes through MapInfo. Just name it E1M2
  14. I actually have a hellish map, but it's on gzdoom hexen format. Although it shouldn't take me more than 2 hours to convert it. I can also do a few tweaks, I'll send you the candidate maps. If you like them, I can make some minor ( and probably major ones too) changes to the map.
  15. No, I don't mean actually making the map on Doom Builder or anything. Let's take a look into your perspectives on what a good map should look like. Let's begin: Would you rather play a linear, or non-linear map? We all have seen that Romero's maps are rather straight-forward, but manage to confuse you when you play them for the first time. This especially happened to me on E1M3, E1M4, E1M6 and E1M7. Even though they're pretty linear maps, they can mess with you, especially if you're looking for secrets. Let's dive right in on E1M3. Toxin Refinery is generally linear, but it also includes a couple of other areas to visit, and that makes it kinda confusing. Makes you think "Have I gone here? Is this the way back?" like that staircase behind the regular door. E1M4 gives you 3 paths to choose from, which are somewhat connected to each-other, and then connected to a central room (with the blue key), and there, there are 3-4 other paths to choose from, which can be rather confusing. Even if it is a pretty linear map (follows a simple pattern blue key- blue maze- yellow key- yellow door- exit). E1M6 has somewhat a wide-open layout, with various confusing areas that look the same. It's not that confusing, and is indeed a very straight-forward map, but is still somewhat confusing. And last, we have Computer Station. Oh boy, I still have a hard time with this map nowadays. It has a lot of backtracking and that makes it very, very confusing. The fact that it's linear, yet so strangely confusing makes it the favorite map of the episode. What can we say of Petersen's, like E2M2? E2M2 is literally non-linear. Has a couple of areas that are not meant to be visited if you're looking for a straight run. It has, if I remember correctly 2 paths to the blue key? E2M6, on the other hand is completely non-linear. You can choose from 3 paths, for the yellow, blue or red key first. E2M5, even though it has a lot of unnecessary areas, it's completely linear. It follows one only simple path towards the exit. These are the examples. Let's move on. Would you play a chaotic map, full on monsters or with smart and balanced thing placement? We've all had moments where a huge cluster of enemies was just charging at you, like those imps on MAP12, the factory. On contrary, MAP08 of TNT (metal, ugh), had rooms full on hitscanners, but also ones that had chaingunners high up, that would just shoot at you from where the f*k? High up. The other map of TNT is just full on enemies (85% of which are hitscanners). Would you play a short or long map? A short map is a map with no thought put into smart architecture (if it had 3 keys), as it would mean you would get a key right behind the other key-colored door. If it were a short map with 0-1 keys, it would mean it has right about the perfect amount of an average map. A long map, is what we call a map with all 3 keys hidden in well-placed spots, behind more than just 1 area after the key-colored or regular door. Or, even a map with no keys, but countless switches needed to reveal more areas and even more until you get to the exit. There are even huge maps, but those are too confusing for me to play so I don't really know how their gameplay goes. Wide-open layouts or concentrated in a single section of the map? MAP29, the Living end and E4M2, perfect hatred are proof that a map with a wide-open layout can be pretty linear. On contrary, there are maps focused in single small maps with just hallways, such as the earlier maps of doom 2. Smart architecture or just rooms where you can "rip and tear" monsters? Wide-open areas or cramped spaces? Tougher maps or progressive maps? These are a few of the questions. If you have any other topics you would like to discuss on map design, you can ask questions as a reply and we can just discuss some more based on that question. On map design, I prefer long maps, with a rather tight layout, not wide-open, non-linear and with a balanced thing placement, and smart architecture (I played a wad yesterday and it had me shocked, when I found out I was back in the start room).
  16. I tried it myself, it doesn't work on Prboom+ :(
  17. Like what theme does the secret map have?
  18. Try staying in contact with the blue door.
  19. Thanks dude. Probably not worth it since these are like my last maps, but still...
  20. Does that mean I was right or..? Sorry I'm kinda dumb
  21. F**k me. I need to test it out with every engine possible. Have you tried out clinging to the blue door? Because the red door keeps opening and closing, right? Well maybe try getting closer. If you already tried this, again, i'm a dumbass.
  22. No, really, I don't get what you mean, not even in this sentence?
  23. Map 2 playthrough: https://www.youtube.com/watch?v=TQYIdcbL78E
  24. Probably also works with crispy doom, prboom+ is a definite yes. Also, what do you mean by can't say much about gameplay and layout?
  25. I made a playthrough of it. Enjoy 😉
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