chaos7040 Posted January 4, 2017 Hello everyone! I've finished creating my first DOOM/StarWars styled level and was wondering if anyone would be interested in play testing it, giving feedback, and offering any expert help would be appreciated! The Story: Intruder in Tantive IV You play as a lone Rebellion hero named Orin, who aboards a suspicious Rebel disguised Tantive IV ship. You discover it contains mysterious cargo, and that it's full of Imperial troops. It's your mission to battle your way to the cockpit to take control of the ship to bring to the Rebellion. I apolgize in advance for setup, I am still learning and I don't know how to combined PK3 and WAD files into one WAD. Here is the dropbox link: https://www.dropbox.com/sh/srxroqh3izuf4sv/AADz6kcK64aftEvKqY-OOosna?dl=0 In order to play this level correctly you must load the PK3 files: Darkforces.pk3, Darkforces.pk3, Darkforcestex.wad, and IntruderinTantiveIV.wad into GZdoom or Zdoom. All rights to the assets are the following: Darkforces.pk3 and Darkforcesmusic.pk3 are by BountyTEM and LucasArts. Textures in Darkforcestex.wad are by CEED and Lucas Arts. IntruderinTantiveIV.wad is by Chaos7040. Thank you! - Chaos7040 0 Share this post Link to post
illuknisaa Posted January 5, 2017 I played the map in gzdoom 2.3 and it wasn't the worst level ever. I don't have much experience dark forces assets but overall texture usage was really neat and you multiple different believable environments to fight in despite the short length of the map. Even though last time I played dark forces was closer to 20 years ago the map was really easy. Reason for this is that most fights allow you to camp at a doorway and mow down everything that comes at your way. In addition the stormtrooper rifle kill all enemies in less than a second and I never went below 100 ammo. The map could have used more interesting fight setups and I was pretty disappointed that there was no ambush at the red key card. As a minor technical nitpick the switch texture you used isn't animated. Next time you make a post about a wad you should post it the right forum, give some pics for people to look at and tell what engine they should use to play it. EDIT: I don't know you need to load all the files in a map editor. I just dragged all the files into gzdoom.exe and it worked fine. pics: Spoiler 0 Share this post Link to post
chaos7040 Posted January 5, 2017 @Illuknisaa Thank you so much for the feedback, information, and pictures! I will definitely use your points for an update to the level. Although I am limited to my enemy roster, I will figure out a way to create more interesting and fun engagements with the enemies I have. Perhaps a Nerf the Blaster Rifle to be less accurate, or a damage nerf too. I am really glad that you thought the environments were believable, and that the textures were good. I was really trying to create a living ship without it being boring or predictable. I am also pleased you found your way around in the level, that was another of my concerns :P Sorry for the wrong forum posting, won't do it again. Thank you again Illuknisaa. 0 Share this post Link to post
Aliotroph? Posted January 6, 2017 This works really well for a first map. The biggest issue is the area highlighted in this image. That sector and the small ones connected to it on the left are broken and it causes rendering errors. The lone linedef for the door on the right could be a problem too, but it doesn't cause any graphical issues. Here's how I would fix the area so it looks consistent. There's no need to draw a line at an angle and cross the raised platform between the doors. the player can't walk that way anyway. Some other things I thought about in no particular order:You should include a text file with your map. See the template on the wiki Why do some of the corridor corners have small sectors that act as walls? Why not just delete those and have walls? The starfield outside the bridge windows is a sky texture, so you should use it look one and make space look big. To do that you may need to include a MAPINFO lump that tells ZDoom which sky to use. I wanted to circle strafe around the computers on the bridge to keep machine-gunning troopers, but the area that ends the level got in my way. 0 Share this post Link to post
chaos7040 Posted January 6, 2017 Aliotroph? said:This works really well for a first map. The biggest issue is the area highlighted in this image. That sector and the small ones connected to it on the left are broken and it causes rendering errors. The lone linedef for the door on the right could be a problem too, but it doesn't cause any graphical issues. Here's how I would fix the area so it looks consistent. There's no need to draw a line at an angle and cross the raised platform between the doors. the player can't walk that way anyway. Some other things I thought about in no particular order:You should include a text file with your map. See the template on the wiki Why do some of the corridor corners have small sectors that act as walls? Why not just delete those and have walls? The starfield outside the bridge windows is a sky texture, so you should use it look one and make space look big. To do that you may need to include a MAPINFO lump that tells ZDoom which sky to use. I wanted to circle strafe around the computers on the bridge to keep machine-gunning troopers, but the area that ends the level got in my way. Hey there! I really appreciate your post, and all the help you provided! I had a go into the editor and used your help to fix the following: - Fixed the linedef's that were causing rendering issues. - Deleted unnecessary sectors. - Made a small addition to the cockpit room to allow for movement without exiting. - Added README file with all credits. - Created MAPINFO file with the skybox addition. Thank you so much for your feedback, help, and compliment! I have to still contact the MOD owner before sending out updated map for anyone to play, but I wanted to know if you think this would be a good/tasteful change for the cockpit: http://imgur.com/a/6YI4P Also, how was the gameplay portion? Did you enjoy? What could of been done better? 0 Share this post Link to post
Sick Bow Posted January 6, 2017 Not the most useful feedback but: The switches don't change states when I use them, making it hard to tell if a switch worked or actually did anything. 0 Share this post Link to post
chaos7040 Posted January 6, 2017 @Sick Bow Haha yes, but it does matter though! I've tried different Dark Forces textures, and this switch is one of very few that isn't animated. For the updated map version, I'll be sure to get that working! Did you enjoy or dislike the map in anyway? 0 Share this post Link to post
Sick Bow Posted January 6, 2017 chaos7040 said:@Sick Bow Haha yes, but it does matter though! I've tried different Dark Forces textures, and this switch is one of very few that isn't animated. For the updated map version, I'll be sure to get that working! Did you enjoy or dislike the map in anyway? I'm not a big Star Wars guy, and I haven't had the chance to give your map a fair shot. What I did play was rather difficult (I'm shit at Doom), but it was really enjoyable. I like that you actually thought about the backstory, and the locations felt like real places from a Star Wars film. I only played a little bit, like I said, just to make sure everything was working. 0 Share this post Link to post
chaos7040 Posted January 6, 2017 @Sick Bow Awe thank you! I was really trying to make a believable Star Wars environment without having to make a predictable ship layout! That's really interesting about the difficulty! All the difficulty settings do work, and I personally find everything above Hurt me Plenty to be less enjoyable. I hope you give your thoughts after you play again! Thank you! 0 Share this post Link to post