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Everything posted by LVENdead

  1. LVENdead

    Assembly Line 1.1 - A warm facility map

    Here is my gameplay video with some commentary/critique [spoiler warning: starting at about 31:30 onward, there are some major spoilers you should avoid watching if you intend to play this map]: This is a fantastic, experimental(?) experience that uses some of GZDoom's advanced capabilities to effective ends. I especially loved the dynamic soundtrack, and if you wrote it then major props to you! The first combat track reminds me a LOT of "Somewhat Damaged" by NiN. The sector lighting is gorgeous and melds very well with the OTEX textures you employed. As this map is basically just a series of connected arenas, the layout is entirely functional but not particularly interesting. However, the use of texture detailing combined with the visual geometry still makes it very appealing to behold, even if there's not a ton of variety overall. Combat-wise, I felt like it was fairly on the easy side, and that's mostly due to how simple it was to circle-strafe most of the encounters, irrespective of which monsters were at play. One positive aspect was the use of GZDoom scripting to play with expectations for how the combat will play out, but I would have liked to see this used more to surprise the player (for example, making the triggers less about completing the waves, and introduce some more dynamics WITHIN the individual waves). I did really like the use of jump pads, and actually wished they were featured more! As a quick romp, it was overall enjoyable to get some hardware, plenty of health and ammo, and be given an excuse to blow away a few hundred demons. I hope the community doesn't overlook this WAD because I highly recommend it. While it may not really push the envelope in the combat/gameplay department, it absolutely feels like a passion project that will at least make for an enjoyable experience for most players. Cheers!
  2. LVENdead

    Sandstone [Single Level Tech Base//My First WAD]

    Maybe you could figure out a way to make the floor drop out when you pick up the red key? I use hardware rendering in GZDoom, but I have a lot of my settings configured to TRY and emulate software rendering. Outside of that, it's just dynamic lighting, with bloom and ambient occlusion.
  3. LVENdead

    Sandstone [Single Level Tech Base//My First WAD]

    Here's my playthrough with some commentary/critique. Overall, fantastic showing. I missed the comment about requiring jumping, so I spent more time than I should have wondering about getting up on the boxes. The visuals and actual layout of it are great, and really show a lot of care that went into the crafting of the map. The gameplay itself is enjoyable but maybe not overly noteworthy (but is completely fine for a map 01). I'd say some further experimentation in your future maps will probably yield good results, so don't stop trying to figure out how you'd like to push the envelope for combat.
  4. Yeah I'd say you effectively "dismantled" my intended way of dealing with the fight - I'd chalk this up to your careful but confident play style. I want(ed) to avoid the use of hitscanners in that area, both because I don't want to cause excessive infighting, and because I think that kind of cheapens the horde. Maybe I should just remove the rockets in the teleporters and also get rid of the cell pack you pick up before jumping in, so you CAN'T really stay and fight - you have to escape into the canyons to get supplies first. If you use Biodegradable's video as an example, he almost immediately fled into the canyons, and within only a couple of minutes the area was completely flooded with lost souls + the horde and his experience was vastly different from yours. I loaded the demo back up with the correct version of the map and was able to watch the whole playthrough. It was INCREDIBLY helpful. Thanks again for your feedback.
  5. Do you think I could stand to put some more enemies in the areas you mentioned? I was trying to keep it from becoming excessively grindy - especially in that sewer area where you still only have the shotgun - or in the canyon, from just being too overwhelming with the horde chasing you. Maybe some more imps placed around in the canyon area to give more fodder to shoot at? *Commenting on Chainsawing/Punching the Backpack secret* - Were you pointing out the texture oddity here? I actually did that on purpose so it gives a visual hint to check for a secret. Unfortunately, the demo seemed to desync around the time you drained the water, so I didn't get to see how you finished the level, but you seemed to handle it very well up to that point. (edit: just realized this is probably because I loaded up a newer version of the map than the one I uploaded). Thanks for giving it a run, I really appreciate the feedback!
  6. I have updated the post with a trailer for the map I made, featuring a crappy cover of Sign of Evil. Because apparently I don't have anything better to do with my free time.
  7. @Biodegradable - thanks so much for giving this a run! Yes, this is a my goal with all my maps, lol! The thing I'm always trying to hit is that balance where it doesn't start to feel stupid or unfair. Honestly you were not too far off the mark in terms of how I envisioned that setpiece to play out. The idea is that once the portals open and the horde warps in (in actuality, there are only 12 Revenants, 12 Cacodemons, 3 Pain Elementals, and 2 Archies [and a partridge in a pear treeeeeeeee...]), you are chased out into the larger area where you have to try and scramble for resources/pathfinding while making sure they don't catch up and overwhelm you. Ideally, what you'd end up doing once getting your bearings a bit is try and engage in some...tactical assassination(?) and try to get the Archies away from the hordes so you can kill them. Once you do that, the area near the portal towers becomes way safer and it's just a matter of circle-strafing Revenant rockets. But in the interest of full disclosure, I haven't beaten that part without quicksaving, which is why I leaned so heavily into the "I don't know if this is balanced well" disclaimer. Hopefully I get a few more bites on this one so I can get some more feedback about it. Thank you very much for this, it really means a lot. Doom is basically my favorite game ever and I'm glad to hear I can do it a little justice with my own contributions.
  8. Honestly, in retrospect it's "so obvious" that I just overlooked it. Probably due to the fact that I was more drawn mentally toward going back to the supply cache that had just opened up, and so by then you're past the starting area again. This is a very nice quality that I completely didn't think about or comment on during the video, but you're right. I do really appreciate maps that condense the progression into a relatively compact play area, and even more so when that involves some degree of map transformation. Here's a video of Map 19 I really enjoyed this one overall. It's a bit on the easy side, and as I talk about in the video, contributes to a bit of an odd progression of the WAD overall in terms of difficulty curve. I had a few minutes to poke around in Map 21 (ran out of time on the video) and it is like a black and white difference in difficulty. I am curious to know/see if you plan on tweaking the overall difficulty curve once you've gotten closer to finalizing the map roster for the whole WAD - otherwise I think I personally find it a bit inconsistent or maybe just against expectation. I'm also looking forward to giving Map 21 an honest go when I have some time. It seems to be a much harder map at least in terms of how it begins, and reminds me very much of maps 06 and the 27 alpha version I played. It will be interesting to see if that experience holds up for the entire map.
  9. Here's maps 15 and 18. Map 15 has probably felt most like the least inspired of what I've played so far, but that doesn't strictly mean it's of poor quality. I just think there's a stark difference in what you've exhibited in other portions of the WAD like Maps 4 or 6 (or whichever was the "hell dream" map) or 10 and this one. Most of the theme/styling of this map is pretty by the numbers, and the same goes with the encounter design - I'd say there wasn't a whole lot that stands out as too memorable, although at no point does the map become flat out boring, and there's always an attempt made to excite the player - the poison flooded room that goes pitch black, or the crate area come to mind. I liked the attempt at realistic styling of Map 18, and I think it also had the most distinct "story" of any map in the WAD so far, but personally it kind of fell flat in the gameplay department. I think the visual execution works pretty well, but the way I experienced it made it feel like it leaned too heavily into the novelty aspect of the map theme, at the expense of some of other mechanical consideration. But hey, I hope that I don't come across as too nitpicky or critical of these maps overall, which I'm sure I do to some degree. I'm probably just coming to terms with the whole "make a video and comment every 30 seconds" aspect of recording gameplay of something, which just so happens to be community-created content. I think this WAD has been pretty enjoyable all the way through so far, and I'm actually looking forward to playing through Map 19 based on the very brief jaunt around the initial play area that I made before cutting this recording.
  10. LVENdead

    Never Stop Never Stopping - My First Level

    Holy shit this is incredible for a first level. I mean, I would never have guessed if you didn't say so explicitly. Out of curiosity, have created levels or mods for other games? You seem to already have a solid understanding of what you're doing. And by the way, this absolutely does feel like a Skillsaw map. Maybe the level itself would have had some transformation, but for sure in the encounter design and the overall pace/feel.
  11. LVENdead

    Festering Cesspool - OTEX map

    Well shit, this map is pretty great. I'm really impressed with how it simultaneously manages to be fairly linear but also very interconnected, and so despite how sizeable it is, there were only a couple moments where I briefly got lost (remembering where the blue door was, for example). There was also a solid blend of very tight spaces with frantic fights and larger open areas without compromising the theme of the map. The constant traps/monster closets also seems to fit the theme very well, since it really does feel like this infested, awful, and dark place that you can't wait to get out of. I also have to say how impressive the visuals are, and this is without even factoring in the OTEX pack. The visual geometry of the different areas was great, and is really what allows OTEX to shine in this map. You also managed to generally decorate the areas without placing too many details that obstruct the player's movement. Overall, it's about the most appealing sewer I've trudged through in a while :P Combat wise, I felt like the map was engaging although maybe a bit by the numbers at times, and there wasn't really a single bad portion amongst it all. Just as a personal preference, I did start to feel like the frequent use of you-know-which-monster started to get a bit repetitive towards the end - in my opinion, when they stop surprising me is when it becomes less appealing to actually encounter them. But otherwise, you seem to command a solid understanding of how to build encounters, and I definitely enjoyed the constant struggle to slaughter my way through this maze of a map and finally escape. A legitimate effort and a very respectable showing of your skills in this map.
  12. For sure. I've been tinkering away off and on since I published Stygian Anguish. Since my initial plan was to use that map and Malleable Intent as the beginnings of a larger WAD, I started on a "Map 0" that would have shifted the map order up. Made a lot of progress on it and did some cool experimenting with UDMF features like heavy use of sector and dynamic lighting, but I kind of lost my inspiration for it about 65-70% of the way thru it. Also been distracted with other games in my rotation and other hobbies. Did recently start on something new that I hope to publish soon, but as with all my mapping projects, it's pretty slow going. I'm just not that efficient - I usually don't have much of a plan, and I spend a lot of time revising concepts over and over. That's generally how I am with anything creative I do, unfortunately. And since you somewhat broached the topic, here's a couple screenshots (in spoilers since I don't mean to hijack your thread) It legitimately did not feel intended when I did it, but I like that it was still possible. If I was just playing this in a "regular" capacity I would have waited for the elevator. I might be a bit stubborn or bound to some kind of pointless code when it comes to legitimately attempting maps. Legitimately, this was something that Doom 2016 helped me realize about encounter design in OG Doom by standing in stark contrast to it. Classic Doom generally feels much more like a battle through(out) a map (if the map author is smart about it), whereas Doom 2016 (and Eternal, but to a much lesser extent) is much more like a guided tour from arena to arena, or setpiece to setpiece. I realize this is no big secret (and I've mentioned him multiple times before), but I feel like skillsaw is pretty much a master at this. If you go back through one of his projects like Valiant, so many maps contain fights that have very little choreography, but are intensely exciting in an emergent way. Leveraging the actual map design seems to be a major factor in this. Now this was HIGHLY amusing. You have to give yourself credit for how much you were able to facelift the original versions of those maps into something very palatable, map 13 especially. If nothing else, you can let these exist as proofs of concept to guide you in making the "real" versions of these maps. My map Malleable Intent was based on a Snapmap I published for Doom 2016 called HARM. I basically took the flow/path of HARM and optioned it for the concept of Malleable Intent - a central starting area with immediate branching paths, which were both necessary to complete the map, but which also both connected to one another. But with your maps, I feel like you could get away with keeping a substantial portion of them both, and approach it from more of a remodel/tweaking perspective than outright reconstruction.
  13. Here's my third go, maps 13 and 14. Honestly don't have too much minutiae to discuss, I thought these were some perfectly serviceable if maybe a little less remarkable maps compared to some earlier in the WAD. There is probably some critique you could make about some of the combat in map 13 in particular, but I'd imagine you have many of your own opinions about these two maps at this point. I looked back at your changelog (after recording) and noted that map 13 was actually the second map in the original release of the wad, so I'm wondering if this is your second actual map? It's honestly pretty good if that's the case, although I could understand how you might look back on it with a less lofty opinion of it. One thing I never noted in the video but that I find amusing is that the cyberdemon who ambushes you in the red key room is not the same one you fight at the exit. I did find the way the red key cyberdemon is concealed to be kind of interesting in how the skybox covers up what should obviously be visible from the rooftop, but I legitimately don't have a problem with this. I happen to like old school level design that violates euclidian space (especially in how the Build engine could accomplish this). I would imagine you might be more eager for feedback for your more recent maps than the older ones in the WAD, but I have to say I've been enjoying making my way through it one at a time. I'm pretty interested to see how the whole thing will come together when the missing maps are filled in and the progression takes final shape.
  14. LVENdead

    My First Doom Map

    For a first timer this is a great showing! I mean, some of its design definitely reveals that it's made by an amateur author, but it's also obvious you already have your eye turn toward some more advanced concepts as well. For example, early on there's a room where one wall is basically just the TEKGREN1 texture across the whole thing, but you had the wherewithal to at least vary up the geometry by making the wall two sectors with different heights, so it actually looks alright. That's a good instinct. A lot of inexperienced authors don't seem to realize that you use geometry and texturing in tandem to create an appealing visual aesthetic. The room at the end with the standing stones looks great! The lighting really goes a long way there, and I don't really think there's a problem with the way the ceiling looks. I guess if you wanted something to work on for the look, you might try adding in some more rock detail by using a different texture and making some smaller sectors here and there or something. The encounter design is fine, although nothing about it particularly stands out. I think it's fun for a nice warmup map. The chaingunner ambush was probably the only real difficulty spike, but I think it's kind of offset by the time it takes for the room to change - the player has at least enough time to expect something, and I didn't really have much trouble with using the spectres as meat shields or taking advantage of the space in the room to get out of the crossfire. I thought the arch-vile trap was fine as well, at least for me the combo of spectres and hell knights to defend the archie made the fight interesting, especially because ammo can become a concern if you don't find the plasma gun. The rest of the battling in the map is pretty basic, but it's not boring at least. Some tips to consider for the future: Think about how you can vary up the squareness of your rooms. Get out of a squares and rectangles mindset. Your outdoor geometry exhibits this idea, and you can also adapt to your buildings and interiors as well Think about how to vary up the "Room -> Door -> Room -> Door" or "Room -> Hallway -> Door -> Room" type of layout/sequencing. That design is fine if you want a very linear type of map with many INDIVIDUAL encounters, but if you're interested in making maps with larger battles or more interesting layouts to explore, you'll need to consider larger and more interconnected spaces with fewer doors. Think about how to unify your layout design mindset with your combat design mindset. This really almost appends to the above point. You noted that you felt most of the combat is a pushover, and this is true. It's because your map layout allows the player to take each fight head on, one at a time. By removing walls and doors, but interconnecting the different spaces, you'll open up potential for things like monsters that the player has to avoid due to resource limitations, turrets or other pressure units that challenge the player's position, and heavies like barons that are capable of chasing the player around. Overall, you're off to a great start, and if you stick with the hobby I think you'll end up making some wonderful maps! EDIT: By the way, if you feel comfortable you should share this in HAK3180's critique thread. He always has a lot of thoughtful commentary and has a lot of experience critiquing newer authors' maps.
  15. Congrats on the Cacoward guys! Job well done!!
  16. @HAK3180 RE: Map 6 RE: Map 11 For record, I wasn't ACTUALLY trying to make a direct comparison between your wad and Sunlust, lol. Just the thought thing that came to mind since it's so notorious for how hard it is. I probably make this wad look harder than it is overall. If I played through it the way that I actually play Doom, I'd be a little bit more meticulous with how I play, but I would also just end up practicing each map I got stuck on until I beat it without dying. I almost treat playing Doom like playing a roguelike. This wad so far doesn't feel far outside that realm of possibility. But I know it would be much less helpful and far more boring to watch a video that is like, two hours of me on just one map dying to the same Arch-Vile trap 5 times in a row.
  17. Ran through Maps 6-7, 10-11, little under two hours. Depending on when you watch (and when youtube finishes processing my edit) you may see me moronically fiddling with alt-tab trying to stop the recording at the end of the video. My best self on display. Good to be poking around on Doomworld again. I started a new job back in August and have otherwise been distracted by the other games in my rotation, so I'm only recently getting back into mapping and engaging here. I'm glad you're enjoying my commentary. I've been finding it interesting to make, and it definitely helps me think about maps in a constructive way with respect to my own understanding of making maps. Plus I figured, you've been helping the fledgling mapper community around here so generously with what, 60 + pages of commentary in just your part 2 thread alone, so it's probably time you got a little bit back, yeah? I don't have much to say in direct response to the rest of your comments, but I did move on from trying to finish these maps saveless. Still, this session was pretty long, mostly due to map 11. I hope you find some of my deconstruction in this one helpful. You should probably take a lot of my conjecture or suggestion throughout as more of a thought experiment than anything intended to be purely prescriptive. I also end up using the term "pistol start" in an absent minded way to really man "no save", just so that's clear. And I'm sure there are plenty of spots in this playthrough where I was oblivious to or otherwise looked over something obvious - that's partly my own typical mindset while playing, and it's also partially affected by the distraction of recording and talking while I play. It is what it is, but worth taking into account as you evaluate my feedback as well. Overall, I've been enjoying experiencing what is some very thoughtful and creative mapping with a clearly emergent "HAK3180" style to each of the maps. Even the maps that I think need tweaking or more serious re-evaluation of the difficulty have a very clear character to them, and if I had to point to any one aspect that seems to define your maps to this point, it's that "The author respects that the maps themselves can be just as monstrous and lethal as the demons". That's some good Doom in my book, so I'm looking forward to seeing what's next.
  18. Fired it up this afternoon and played Maps 1-4. Overall a pretty positive impression! While I'd say there are definitely elements to it that betray the novice mapmaker, the maps I've played so far are very competently crafted, entertaining, and reflect a solid understanding of what makes Doom "Doom". I didn't finish map 4 (keep dying during that nice trap setpiece), but I only stopped because I ran out of time to play. I'm definitely going to keep working my way through this WAD because I enjoyed what I played so far.
  19. LVENdead

    BACULUS: 2020 WAD Overhaul

    I started this up today after having played the previous version several months ago (but not all the way through). I really like this so far. It manages to fold in some good detailing and interesting visual variety while retaining that classic abstract-style theme and layout. The gameplay has been pretty interesting so far and I'll be eager to see how it progresses as I get further into the WAD. Really enjoying myself so far!
  20. LVENdead

    Hell on Earth starter pack worth it?

    I've played it with PB3 and I thought it was pretty great.
  21. Glad you gave it a try! It was neat watching a no-save playthrough of the map. I like watching people try and dissect what's going on in it. Eager to see what your final thoughts are when you finish it.
  22. Greetings everyone! I'd like to officially publish version 1.0 (*UPDATED TO 1.2*) of my first completed WAD. Malleable Intent is a single level WAD for Doom 2 that I intend to fold into a larger WAD collection in the future. First though, I'd love to know what you think! This map contains around 350 monsters and should take between 20-30 minutes to complete. It is currently only balanced for Ultra Violence, though I plan to add support for other difficulties in future versions. The map uses only stock Doom 2 textures and assets, but it DOES feature an original MIDI track (titled "Mark of Anger") composed by me! PERTINENT INFO: STORY: All is not well within the confines of the UAC, but what else is new. Hidden high atop a remote plateau, sinister machinations unfurl themselves inside this facility's walls. The demonic threat is present once again, but this time it seems that someone at the top was keeping fevered secrets well before their arrival. What price did they pay for progress? You'll have to procure your answers, and your equipment, on-site, but nothing should prove too elusive for a seasoned hellwalker like yourself. Leave no stone unturned, no evil unpurged, and dismantle the mechanisms behind this malleable intent. COMPATIBILITY: Boom SOURCE PORTS TESTED: PR-Boom+/GL-Boom and GZDoom IWAD: DOOM2.WAD REPLACES: MAP01 GAMEPLAY: Vanilla Doom 2 - Exploration with Set Pieces. Expect traps/ambushes, a few difficult fights, and the need to manage your resources. FREELOOK/ADVANCED MOVEMENT? No - play it like vanilla Doom 2. The map is designed with the inability to freelook, jump, or crouch in mind DIFFICULTY: Currently only supports ULTRA VIOLENCE: Not as hard as PLUTONIA, difficulty is balanced around no quicksaving but you WILL die if you get careless or overwhelmed. CREATION TIME: Between 75-100 hours ASSETS INCLUDED: 1 New MIDI track, otherwise uses stock Doom 2 assets UPDATE CHANGES: ___________________________________ DOWNLOAD: MALLEABLE_INTENT_1.2.zip (*UPDATED to 1.2*) ___________________________________ SCREENSHOTS: (all screenshots captured in GZDoom with nomonsters, fly, and noclip - screenshots have also been brightened for clarity) ___________________________________ DOWNLOAD: MALLEABLE_INTENT_1.2.zip (*UPDATED to 1.1*) ___________________________________ WHAT I'D LOVE TO HEAR FROM YOU: -How is the encounter design? I've play a metric shit-ton of Doom 2 over the years, but knowing how to blast through encounters isn't the same as knowing how to build them. Are there any that are way too difficult? Not as difficult as they should be? Obnoxious or poorly paced? -How does the level design lend to navigation? I tried real hard to avoid the player getting lost and constructing the map as series of little "loops", but I also have the curse of knowing the map's layout beforehand, and the only testers I have access to are you! -Did anything outright break? I tested all my linedef triggers probably a dozen times each if not more, but these things can be tricky. -Texture/Visual related: I'm sure there are some misaligned textures here and there. If you want to point them out, that's cool, but I'm not asking you to help me with this. -MOST IMPORTANTLY: Did you have fun?? Would you play the next map in a theoretical WAD collection? WHO AM I? I'm LVENdead, a 33 year-old nerd who's been playing Doom 2 since I unwrapped an original CD-ROM copy for my 7th birthday. I've always admired creative and clever map design and after playing this game for so damn long, I figured it was time to throw my hat into the ring and give this a try myself. I have made (unsuccessful) maps for other games such as Duke 3D and Half-Life, and I love designing Roll20 battle maps for the D&D game I run. I'm hoping to make Doom 2 mapping another one of my hobbies, and hopefully this map represents a solid first step.
  23. Oof, then you're gonna hate my next map, 1001 Doomian Switches. All joking aside, you're definitely right that I relied on switches pretty aggressively. I think a big reason for this is when I made this map, I didn't really understand how to keep the player locked into a fight, or force them to do certain things. I probably approached my map idea with too much of a "modern shooter" mindset where levels are often just a series of interesting looking arenas, with a switch or a trigger at the end to release the player and let them proceed. I think now I've begun to understand the other ways you can design the environment to facilitate this. Another reason is that while I understood that "keeping the environment interactive" is generally an element of good level design, I didn't have a lot of ideas about how to express that. In general, I thought of the map as a sequence of steps/tasks, and you can clearly see the map layout is basically as a sequence of steps, even if there are a couple of branches in it. The map has a pretty long list of "steps" to complete the quest, and in retrospect, I see there's a lot of skill in making maps that feel or are big without making them have a whole bunch of steps to finish. Oh yeah that trap is rigged up pretty badly! When I made it I had absolutely no idea how to set it up properly. I actually started playing Valiant right after I published this map and discovered skillsaw had set up a similar trap (the trigger closes a door to lock you in AND opens monsters closets) in MAP09, except, you know, competently made :P I ended up opening the wad and studying how those triggers work, and discovered voodoo dolls for the first time. The spectres are just there to cause problems if you try to leave the cage. You can actually get the blue key AFTER you get the SSG and face the whole "pinky spam" battle, in which case you'd just go and open the blue door right after. It was my crack at a multi-stage objective (being find the blue key and raise the bridge). Yeah that whole room is trash. I think coming out of a long flesh elevator should have more of a climactic feel than that and I know that Archie is very close to useless there. I was pretty tired of working on the map at that point. Deserves another pass when I feel up for returning to the map. For sure. I actually decided to push this one back in the roster and insert at least one or two shorter maps. I am very bad at being creatively concise. At some point I'm gonna put some serious revision work into this map and clean it up when it's ready to go into a larger collection. I think when I come back with some fresher eyes and a little more experience in making other maps, I can tune-up a lot of these more irritating qualities and give it a better shine. Thanks for your feedback. It was pretty detailed and thoroughly considered. If you ever feel like checking out my other map, I'd be interested to see your critique of it as well.
  24. @HAK3180 hey man just wanted to say your commentary is fantastic as always. Not only do you vocalize your thoughts/mindset, you make a lot of effort to understand the mapper's thoughts/mindset, and you seem to be pretty accurate a lot of the time. I think you acutely picked up on the experimental nature of the map as far as my intent was concerned. My first map was kind of like "Let me try to recreate the idea of a Doom 2016 Snapmap I made and learn Doom Builder". This second map was more "Let me target a specific gameplay style and map progression". The first map I constrained myself to Boom because I didn't want to get overwhelmed, and some of my favorite WADS (Valiant, BTSX, etc) prove that the best maps in Doom's legacy still reside in older formats. This map I tried out UDMF specifically to explore sector lighting, and really for no other reason (though I found the experience to be vastly different). I also of course decided to play around in OTEX, because Eviternity is a visual feast and really shows off the merits of the pack, and because less worrying about textures means I can spend more time considering architecture (although this was obviously a foolish assumption to make because more textures = more options). One thing I hadn't considered was the Doom community's collective familiarity with the "tropes of Vanilla textures" vs the OTEX pack. Both you and @Austinado overlooked lifts based on the textures I used, which now seems like an easy element to take for granted that you would know when you discovered a lift. With Vanilla, you see SUPPORT3 on a wall and you're either humping it or looking for a switch nearby. Either way, I think you correctly "diagnosed" that I tried to do too much with this second outing : in fact, I'd say feature creep is probably one of my biggest flaws as a creator in general. I'm curious to know if you could unpack this a bit. If I'm being honest, I think I considered the monster setups substantially more than my first map; not just for each fight, but with considerations for the flow of the map as a whole, and how it contributed toward my greater intent with the map (to be something kind of like "Bushwacked" in Valiant). Like to use an example, the thought of using turrets didn't even occur to me until probably halfway through finishing my first map. I didn't really think much beyond "halls + doorways", and so a lot of the combat emerges from that mindset. Setpieces combined with resource-taxed exploration. This map I really wanted there to be a more consistent flow of fighting and being hunted by monsters, with some player goals being things like "I need to establish a foothold in this map and get some ammo". But on the other hand, I didn't mind if the player wanted to lure monsters/use infighting, or try to deal with fights in a less direct way - I just personally don't think that's the most efficient way to play the map. I tried to make sure turrets punished standing still, while pressure monsters like cacos would come hunt you if you tried to hide for too long, and "time limit" monsters like pain elementals or archies gave you incentive to come out of "safe" areas and try to fight the larger horde. Obviously I did not hit the mark with my intent, so what do you think would make these concepts more complete? What separates a Pain Elemental feeling "grindy" from putting effective pressure on the player? Another thing I noticed is that this map seems to feel a lot different if you quicksave vs if you were to try and pistol-start/no-save run it. What do you think about striking the balance so that both styles of play are enjoyable? Literally all my playtesting was done without quicksaving, so to me this map became about trying to practice your run until you could beat it. If you fuck up a fight and start over, then the pacing of health and ammo in the map is less detrimental than if you quicksave in a bad spot. Either way, this post wasn't meant as a defense case for my map - I fully expected my second published map to have problems even as I worked to fix or tweak approaches I had for the fist map. I'm just glad I also got such through feedback. Thanks for giving it your attention and giving me your candid experience of it.