Jump to content

*2020 HAKAWARDS* I'm Also Looking to Play and Record Your Maps 2 *CLOSED*


Recommended Posts

@HAK3180, Ok, I'll think about the map rebalance. Do you usually re-run maps when they have some changes?

Share this post


Link to post

Hey @Hak3180, heres my last map. People helped me a lot with feedback for the fixes, so this is probably the final version, I just want to start building again hehe.

Have fun!

 

Map name: Bitter Awakening - Replaces map 07 Doom II

Music: Quake II - The Underworld

Tested on Gzdoom

Difficulty: UV 

Freelook: Totally optional.

Jump/crouch: No. Will ruin progression/triggers.

 

DOWNLOAD (Final Version): https://mega.nz/file/AgpHSAqC#sE3cpO8ebVN7cYKBMa1O2RODHjkK4O4kk9vXdMGE7zA

Edited by Soulless

Share this post


Link to post

@TesaQ

 

Yandex download page

 

Another strong layout. Another pleasant-looking map. Another decent challenge. This mapper has some definite strengths, in my mind, and some things that fortunately could easily be improved. The first thing I notice about this map is that, as the third one now, it solidifies that pretty much every significant point of progression yields a trap of some sort. If that’s always true, then it loses its effect. I also strongly advise against the theme of weapons that are only available in secrets. This map has two or three barons, plenty of revenants, hell knights, mancubi, and arachnotrons, and you’re going to expect the non-secretfinder to do it all with the super shotgun? I’ve already harped on this point after Map 01, and Tesa Q has not had time to change anything, but I do think it’s important enough to mention again. The only other thing is some of the instapop (or quasi-instapop) is implemented in such a way that you can easily take a ride on enemies’ heads, which feels both awkward and cheap.

 

Bottom line: minor annoyances but a good, cohesive map

Share this post


Link to post

@nicolas monti

 

download the .wad

 

This definitely has some 94-ism to it, but it’s still a well designed map. I like the sandbox start that soon becomes a linear and ground-covering adventure that ultimately takes you back to the starting area.

 

Bottom line: really cool design, adventurous feel

Share this post


Link to post
33 minutes ago, HAK3180 said:

@nicolas monti

 

download the .wad

 

This definitely has some 94-ism to it, but it’s still a well designed map. I like the sandbox start that soon becomes a linear and ground-covering adventure that ultimately takes you back to the starting area.

 

Bottom line: really cool design, adventurous feel

 

Going to see the video now, if you still didn't record E1M7 here's an update with the baron customisation

https://www.mediafire.com/file/vyoz3j3zuim3zwp/BACKTO075.wad/file

Edited by nicolas monti

Share this post


Link to post

Here’s another speedmap, I have so many of them that I can easily make a mappack. Jeez ("._.)

This is made in 8 hrs for another speedmapping event.

 

Info:

 

* Map Name: Processing Plant.

* Map Author: Man With a Gun (MWG)

* Original Map: UACPhobosBase by Oxyde.

* Custom Music: Kyle Dobson - Waves of Intrigue.

* Source Port Tested on: PrBoom (complevel 9)

* Custom Sky: Yes.

* Build Time: 8hrs.

* Multiplayer: Only Co-Op starts.

* Misc Info From Author: A tough rebuild of the original map from Oxyde, since the original map seems like was unfinished - the result came out more on a different map than on "Build a DM-map into a SP/Co-Op" imo. So I don’t know how well I did it, but it was definitely fun to mapping.

*Gameplay Time: 10-15 min.

*Map balance: Could be a harsh.

 

Also if you want to see the difference between the original map and mine, here are the screenshots:

 

stuff.png.338b0dcd75b510ae7ee0968d685af523.png

 

screen1.png.d0c7062b5a88733f1fe5b3041e9c036e.png

 

screen3.png.13e24ea2a63f6616019a82e2620c8ac9.png

 

Download: PP Coop bugfix.zip

Edited by MAN_WITH_GUN

Share this post


Link to post
On 7/4/2020 at 2:11 AM, Zolgia108 said:

hey hak! i think you skipped (not sure about it) my pm so i ll leave the link here just to be sure

 

Nah. I started your map, saw kill count, quit, and did something I had time for. I should get to a few today. I am still officially on hiatus, but that should be formally ending soon.

Share this post


Link to post
28 minutes ago, HAK3180 said:

 

Nah. I started your map, saw kill count, quit, and did something I had time for. I should get to a few today. I am still officially on hiatus, but that should be formally ending soon.

ok :)

i'm sorry i don't even know what hiatus is to be honest! I hope it's nothing bad man!

Share this post


Link to post

HAK just posting to say the file is a bit upgraded, big chap sprites darkened and some minor bugs fixed. same last link, if you still didn't record E1M7!

Share this post


Link to post

 

@Zolgia108 (please skip from 5:24-7:39)

 

Doomworld forum topic


This is a setpiece oriented map, but it’s not afraid to hint at exploration and give you a lot of different architectural setups to fight in. That keeps this thing from getting boring, even at well over 500 kills. I thought space was also reused well a few times for a significantly different fight. My only minor gripe, the above notwithstanding, is the length. It’s not the amount of map per se, but the fact that the yellow key room is kind of absolute from the rest. And within a 32-map megawad, shortening might not be a bad thing. I wonder if the yellow key room could just be the exit and save what’s behind it for another map.

 

Bottom line: One of Zolgia’s best showings yet

Share this post


Link to post

@ViolentBeetle

 

download the .rar

 

The concept here is definitely valid. Mechanically, it’s sound, and I had no issues with appearance. The problem for me was lack of variety. Every minilevel featured basically the same type of encounters, and you also got all the weapons very quickly. Delaying certain weapons, opening some areas up, and maybe even eliminating a section or two could all be good ways to keep this thing fresh as it goes on. As is, it becomes repetitive. I also think there are too many cells, and probably too many in secrets. Playing this with foreknowledge, it could probably be a breeze because of how early the BFG is and how much ammo there is for it.

 

Bottom line: It’s fun, but a little bit too much of the same and too many cells

Share this post


Link to post
6 hours ago, HAK3180 said:

too many cells

Yeah, you probably right on that. Thanks for playing. I was reluctant to add BFG to the map to begin with, to be honest but felt some crowd control was needed. I will reduce cell count a bit for this, replace it with more shells.

 

You'll be surprised how many players before you missed all the secrets.

Share this post


Link to post

Thanks a lot @HAK3180! It was really fun! A couple of things:

1) I could have done better with last fight, it was made too quickly but it's a sort of breather fight after the big one just before

2) the mastermind had another purpose other than being an ally, it protects the switch, for example my brother tried to run behind it, so he pressed the switch and he could get out of the room, it's a bit risky but rewarding^^

3) i have map 19 when you want (dont go to 20, just started it but it's in the wad), you can go directly to "Blue Moon" episode to play it, 19 and not 18 cause i'm intentionally making you skip the boss fights, i don't want you to hate me too much ahahahah: https://www.dropbox.com/s/bapuuioohpoesio/HAPPY 20 .wad?dl=1

it's a short map, and maybe kinda weird, but this is how things are going, don't ask me why!

 

Thank you as usual Hak! About your advice, maybe i can make another map starting from the yellow key area, i will think about that!

Edited by Zolgia108

Share this post


Link to post

@Horus

 

Doomworld forum topic (project)

 

This map does its parameters pretty well, but the progression is extremely basic, even to a fault. It is an obvious and shameless affair of enter room, fight your way to key that lets you out of room and into next room, repeat. But the different rooms were varied enough to stay interesting, and the five monster types posed a suitable challenge.

 

Bottom line: a very basic doom map with emphasis on fighting

Share this post


Link to post

@Soulless

 

Doomworld forum topic

 

You don’t get bells and whistles from Soulless. You get stock resources and tried and true gameplay situations. But the visual experience is nice and the combat and progression flow well. I don’t think this style will win any cacowards, but I find it very hard to complain about.

 

Bottom line: I like the classic style

Share this post


Link to post

@HAK3180 Modest indeed! The constraints in unison are pretty tricky to work with (certainly more challenging than 20 sectors), which led to the short and simple map that you see here, and from the other maps I've played so far, this seems to be the general trend. Just about everyone found that final encounter tricky haha. In your case given your health level I think you might have been better off grabbing the megasphere before triggering the fight. I'm going to do a bit of testing and see how that fight plays out without the third arch vile, but other than that I don't see any changes needed here which is nice (I already tweaked the platforms in the poison area before the final battle to make it easier to get the second switch). Not sure yet what is next for me mapping-wise, perhaps something larger and unconstrained.

 

On 7/6/2020 at 12:13 PM, Zolgia108 said:

i'm sorry i don't even know what hiatus is to be honest! I hope it's nothing bad man!

 

hiatus means to take a break from doing something for a while. In HAK's case it is a 'soft hiatus' because he is still recording maps, just at a slower pace than he was before

Share this post


Link to post
49 minutes ago, Horus said:

@HAK3180 Modest indeed! The constraints in unison are pretty tricky to work with (certainly more challenging than 20 sectors), which led to the short and simple map that you see here, and from the other maps I've played so far, this seems to be the general trend. Just about everyone found that final encounter tricky haha. In your case given your health level I think you might have been better off grabbing the megasphere before triggering the fight. I'm going to do a bit of testing and see how that fight plays out without the third arch vile, but other than that I don't see any changes needed here which is nice (I already tweaked the platforms in the poison area before the final battle to make it easier to get the second switch). Not sure yet what is next for me mapping-wise, perhaps something larger and unconstrained.

 

 

hiatus means to take a break from doing something for a while. In HAK's case it is a 'soft hiatus' because he is still recording maps, just at a slower pace than he was before

thank you for the clarification :)

Share this post


Link to post

@nicolas monti

 

As usual, when you ignore the misalignments, random texturing, and out-of-place sprites, you’re left with a clever and nonlinear Doom layout full of fun and fair challenges. Toward the end, I thought the cells were maybe not placed the best. You enter one area with three upcoming battles where BFG is certainly preferred, but you don’t get any replenishment in between, unless I missed it. It makes for a major hindsight benefit in a situation that doesn’t really call for it.

 

Bottom line: Monti makes good layouts

 

----------------------------------------------

 

2 hours ago, Horus said:

Just about everyone found that final encounter tricky haha. In your case given your health level I think you might have been better off grabbing the megasphere before triggering the fight. I'm going to do a bit of testing and see how that fight plays out without the third arch vile, but other than that I don't see any changes needed here which is nice (I already tweaked the platforms in the poison area before the final battle to make it easier to get the second switch). Not sure yet what is next for me mapping-wise, perhaps something larger and unconstrained.

 

I wouldn't feel the need to change anything. I would have tried mega first eventually, but I only died like 15 times; that's nothing, haha.

Share this post


Link to post
2 minutes ago, RUBENEITOR said:

Hey, are u interested in slaughter maps?

It depends. Show me what you've got and we'll see.

 

4 minutes ago, RUBENEITOR said:

or doom 2 maps with more monsters?

As in Id iwad maps where you just added more monsters? Probably not.

Share this post


Link to post

Do you take maps from community projects the outcome of which ended up being underrated/immemorable/buried deep down below for any other apparent or unapparent reason?
Because if so...

Spoiler

MAP17 of Five Rooms of Doom.

One important note - the Plasma Gun secret needs you to take advantage of the SSG pellets' vertical spread.


[REPLY EDIT]

34 minutes ago, HAK3180 said:

 

I don't discriminate by virtue of popularity.

You're one of the heroes this community is in desperate dire need of.

Edited by Cell

Share this post


Link to post

https://www.doomworld.com/forum/post/2155505

 

I imagine that a final compilation wad of this contest will be posted. But before then, I would be very interested in seeing you play my submission to the contest! That way I can fix anything glaringly/subtly bad (I'm confident that the map is in a good state, but more playtesting never hurt anyone)

 

All of the map info is there in the linked post, but to summarize the contest rules by which it abides: each mapper was tasked with building a Deathmatch map in 6 hours, and after that, each map was randomly assigned to another mapper. That mapper would then be tasked with turning that DM map into a singleplayer map. I got Steve88's DM map, Acid Asylum and turned it into Acrid Imprisonment, the map linked above.

 

I hope you enjoy!

Edited by BluePineapple72

Share this post


Link to post
5 hours ago, HAK3180 said:

 

You don’t get bells and whistles from Soulless. You get stock resources and tried and true gameplay situations. But the visual experience is nice and the combat and progression flow well. I don’t think this style will win any cacowards, but I find it very hard to complain about.

 

Bottom line: I like the classic style

 

I was aiming for a smaller map, even though blue key zone got way larger, and sadly I had tons of problems due to last win10 update so I kinda rushed the end (yellow key area), but I think is fun enough. Good point about the rad suit, always hard to find the right spot to place a power up, moreover when is a mandatory one.

Thanks so much for the review buddy!

 

Share this post


Link to post
3 minutes ago, Cell said:

Do you take maps from community projects the outcome of which ended up being underrated/immemorable/buried deep down below for any other apparent or unapparent reason?

 

I don't discriminate by virtue of popularity.

Share this post


Link to post

@MAN_WITH_GUN

 

download the .zip

 

What made this map for me was the exploration, both mandatory areas and the taunting secrets / optional areas. The beginning is a bit of a pill, having to pistol so much, and you can easily play this map with only shells and bullets, but I had enough fun watching the different paths unfold and hunting down secrets

 

Bottom line: intriguing and attractive

Share this post


Link to post
2 hours ago, HAK3180 said:

What made this map for me was the exploration, both mandatory areas and the taunting secrets / optional areas. The beginning is a bit of a pill, having to pistol so much, and you can easily play this map with only shells and bullets, but I had enough fun watching the different paths unfold and hunting down secrets

 

Bottom line: intriguing and attractive

 

Cool! I'm glad that you appreciated the idea of the map, even if the gameplay in places can be boring and simple. I also want to note that I'm not very good in hiding secrets on the maps, so I don’t know what to say about the secret with plasmagun. Also, I understand the gameplay pretty badly and haven’t seen much advice from you about it - is it good or bad? (Just curious)
The red key is pretty easy to find, so I didn't mark it as a secret (and by that time I didn't have time to do this, there were just a few minutes until the deadline)
As you can see, the map have a Doom 1 vibe and I used this when i creating the map, the skybox is also done in the style of Episode 1.

 

And as always, thanks for the criticism! Be safe.

Edited by MAN_WITH_GUN

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...