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Deviled(gzdoom)(idgames link)


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Yo myst, checked out the map. Very much similar to your previous works aesthetic wise, with the pleasant purple/teal combo. I liked the natural areas (caves, island views,..) and the texturing, but the light levels being rather bright seemed a bit off for me, and the tech sections are not as lively as the other areas.

 

There's a good variety in the fights. Nothing harrowing but it wasn't dull. I don't really like the idea of progression that requires both "kill this monster to open next area" and switches, creates confusion when i played it. The hub area feels a bit... forced in, lack a better word. Due to how disjointed the hub is from the map, it looks like an inelegant way to connect different parts of the map imo. Final fight is just a cyb that shoots two rockets :P

 

It's an alright map. Your visual style is pretty interesting, albeit rough around the edges. Combat suffers from some flow and transition pacing problems, but you seem to have basic grasp on how to make decent encounters.

Edited by Catpho

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I really like this map no matter that there are few things i did not like, so good words first i guess?

I like the starting area, is nice to see starting area that are not very often see in wads. Layout and texture choices is great and everything flow very nicely there is nothing bad i can say here. Gameplay is nicely chalenging but im not robin hood and few times i ended up running across map in find ammo agony so little bit more ammo will be aprecieted from my side. i didn't finnish this map yet but one thing i don't like is the impassable line choices in few places.

(here for example)

Spoiler

Screenshot_Doom_20180828_171836.png.5cf8069adbb44b1e074478da305b6e55.png Screenshot_Doom_20180828_172142.png.305a930aaf8b1be064688cdc1d4051a9.png

I dont know how say it properly in english but i think is not good idea to make this area impasable to prevent player go there, someone can think that you make player stupid blocking this part to prevent falling. adding teleport, steps or lift to make player have chance to go back will make better feelling and flow than block this area completely. hope you getting my point. 

But good job otherwise i really like this map

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7 minutes ago, Catpho said:

Yo myst, checked out the map. Very much similar to your previous works aesthetic wise, with the pleasant purple/teal combo. I liked the natural areas (caves, island views,..) and the texturing, but the light levels being rather bright seemed a bit off for me, and the tech sections are not as lively as the other areas.

There's a good variety in the fights. Nothing harrowing but it wasn't dull. I don't really like the idea of progression that requires both "kill this monster to open next area" and switches, creates confusion when i played it. The hub area feels a bit... forced in, lack a better word. Due to how disjointed the hub is from the map, it looks like an inelegant way to connect different parts of the map imo. Final fight is just a cyb that shoots two rockets :P

It's an alright map .Your visual style is pretty interesting, albeit rough around the edges. Combat suffers from some flow and transition pacing problems, but you seem to have basic grasp on how to make decent encounters.

I'm more efficient when I don't have time limits. Map was done at last 5 days before sending map and even last day I tried to polish stuff before sending it. Most of mistakes were done for fast results. I can change light gradient and move monsters more interesting way if it helps. Map is not final version.
 

6 minutes ago, Marlamir said:

I really like this map no matter that there are few things i did not like, so good words first i guess?

I like the starting area, is nice to see starting area that are not very often see in wads. Layout and texture choices is great and everything flow very nicely there is nothing bad i can say here. Gameplay is nicely chalenging but im not robin hood and few times i ended up running across map in find ammo agony so little bit more ammo will be aprecieted from my side. i didn't finnish this map yet but one thing i don't like is the impassable line choices in few places.

(here for example)

  Hide contents

Screenshot_Doom_20180828_171836.png.5cf8069adbb44b1e074478da305b6e55.png Screenshot_Doom_20180828_172142.png.305a930aaf8b1be064688cdc1d4051a9.png

I dont know how say it properly in english but i think is not good idea to make this area impasable to prevent player go there, someone can think that you make player stupid blocking this part to prevent falling. adding teleport, steps or lift to make player have chance to go back will make better feelling and flow than block this area completely. hope you getting my point. 

But good job otherwise i really like this map

Which place is offender then it comes ammo? I can increase count a bit. For impassable lines... it was easier to put them before submitting than creating escape places. Well, I'll take look and see what I can do. 
 

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Really solid map, i really liked the visuals specially on the 2nd area and the small details such as the music changing at the map hub, i had some ammo troubles when picking up the first key since by the time the hell knights rose up i had to run and skip most of the fight since i didn't had enought ammo to fight them. However that might be just me since i tend to waste a lot of ammo.

Now there are a couple of details i had with the map. The impassable lines on the cave zone felt... odd.... maybe you could change it for a different alternative to prevent the player from falling, perhaps a railing could work. Another detail that caught me off guard was the instant teleport after killing the cyberdemon and picking up the soulsphere, instead i think you could have an alternative for when the player kills the cyberdemon (such as a having a teleport appear on the floor, or lower the floor of the cyb area) and as for the soulsphere your could have a regular teleporter so that the teleport doesn't caught the player off guard.

Also i found a glitch after picking up the 2nd key, i had to no clip to get out

Spoiler

w2SXGLu.png


But still, it's a really solid map, i liked it

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Very well done for map created only in 5 days! I really like the hud-location idea with portal gates (but I saw small bug from another side of first gate, see demo). Gameplay is not bad for me. Here is a lot of space for retreat and normal balance of ammo and enemies amounts. At one moment I was stay with 0 rockets but I had a full-loaded plasma, because that I never feel lack of ammunition. Visuals look a bit strange but It's made this map more memorable. Overall, it brings 10-15 mins of good gameplay experience.

 

Doom_Font_Green_Arrow.png First Demo Attempt - GZDoom 3.5.1, 13 mins

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I'll take care of mentioned things in couple of days(today I was kind of tired to do anything doom related), watch provided demo and put new version and create thread on zdoom forum too. And if no gameplay breaking bugs will be found again, I'll send it to idgames and maybe put in modbb page. Not sure if I should compile in pk3 or leave as it is. 

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Updated map based on reviews, some changes:

  • you can freely jump out of cliffs and return back by using teleporters.
  • Added few more rockets.
  • second map place now have shadows to make it more interesting.

Download link is the same as old one. 

Edited by Myst.Haruko

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On 8/28/2018 at 5:56 PM, Myst.Haruko said:

Which place is offender then it comes ammo?

Mostly on place where you met mancubus for first time but i think that's that important since you allready update the map.  i just read that it took you around 5 days to made the map, quite impressive.

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  • 2 months later...

Bumping to tell that this map is added in idgames database finally. It has a bit improved visuals and some fixes. 

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Thank you. It's better later than never I guess. It only took almost 3 months to really fix this and put where it belongs. 

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Really good map, it was fun.
Something weird happened to me, when the cyberdemon appeared , i run into him and suddenly i teleported in his platform and killed him , but then i fell off where were like 5 imps and got stuck there. i had to use Idclip to jump off from there.
 

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I'm aware of this break, but not sure how I could fix that. Maybe, change some linedefs or put scripts to prevent breaking map. 

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