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


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@Kain D.

 

Doomworld forum topic

 

A shorter map  was most welcome. This map did not have any parts that dragged on or had you do the same thing too many times except at the very end. You’re pleased to solve every little section. The monsters aren’t an impediment to the pacing of figuring out little puzzles. Combat in this wad is always going to be secondary, I think, so it’s good not to get carried away with monsters, and this map was pretty low on tedious fights.

 

Bottom line: a shorter map that epitomizes the set

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@HAK3180

 

Thanks for playing my maps. The only issue here is the request have Hurt Me Plenty difficulty, not UV.

Right now the wad is postponed due to bugs. There's even a topic in doom editing about it.

 

Map 31 is my first started Boom map combined with rejected map 03 parts, that's why it is a secret map.

 

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On 9/24/2020 at 4:44 PM, HAK3180 said:

The most interesting gameplay parts were probably infiltrating the dark mazes packed with imps, commandos, and revenants. I think a great way to make the arenas more dynamic would definitely be some sort of visible goodie that rewards the player for rushing in. All of these such encounters are best handled by camping, so something to entice the player would be good. Yes, maybe one of these areas could have an invulnerability. Maybe the plasma gun could be less hidden; I think I got it basically at the end of a fight. 

 

Sorry for the late reply and thanks again for the advice, it helps a lot to look at your work from a different angle. Well, I probably also need to apologize for the fact that some of my works may be disappointing, which I noticed from your criticism at least 2 times. Just remember that I am not friends with the gameplay and, unlike the visual, I didn’t do it much.

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Hello again. Recently got back into a bit of a mapping mood and made a nice speed map. I took your advice and tried to make a smaller map rather than make something that drags on too long. I hope you have fun with it. 

Compatibility is GZDoom UDMF

 

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@Doomkid

 

Doomworld forum topic

 

This has that E1 or E2 feel down very well. There’s lots of exploration to do, including several entirely optional areas that 2010s Doomers somewhere are frowning upon. I thought there were a couple questionable things but overall it’s a fun map that really succeeds in its use of incidental combat. Visually, Doomkid often flies entirely under the radar. He doesn’t blow you away with eye candy (I mean, it is vanilla), but you also aren’t going to see things and say, “That’s ugly.”

 

Bottom line: very Idlike, nice

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@Doomkid

 

Doomworld forum topic

 

I’ve got nothing but praise for this one. The lighting was great. The variety within this one 80-monster map was quite noticeable, and the monster count is deceiving. This was every bit of those 16 minutes. The verticality was enjoyable. The quasi-puzzle feel of the progression was entertaining, especially in the darkness. Good stuff.

 

Bottom line: fun and very efficient

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@Zolgia108

 

Doomworld forum topic

 

I’m in the “give me something exotic” camp for secret maps, but this was ultimately a fine addition to the wad. I don’t remember seeing a double firing rate powerup in a while, so it’s nice to see that it’s used sparingly, but it is a welcome addition every now and then. This map also had some pretty specific setups. I like the dark hell noble corridor, but I think it could use a little more smoothness in mobility. The final setpiece was fine – kind of a mad dash. Really the only mild disappointment here was how conforming this map is to the rest of the wad

 

Bottom line: just another Happy map, but a good one

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grazie Hak, im glad that the map was enjoyable ;) My idea in these secrets maps (next one is the "icon of sin" from Djinn, the one with the switch hunting), was to explore Hell, which isn't contemplated here in Happy. That's why i felt this environment was kinda "exotic" to Happy. But then in the end i can understand that it feels like another normal map. I suppose the gimmick comes with the rage sphere that you mentioned and with map 32 :) 

I can't hear the audio right now cause i am at work, but i will answer more correctly once i'll be back.

 

EDIT: now that i heard what you said

 

well, yes i think i went a long way and this is all thanks to you and this community, i hope that my next project will look good and play good like you said, this was step number 2 and it will be my first release, then who knows what will happen! (i already have an idea in mind mmmuaahahah).

And yes map 32 is pretty gimmicky, a double icon of sin with 3 cyberdemons and 5 archviles and other monsters? But at least at the end the "cathedral" (sort of, a cathedral with my skills, so it looks nothing like a cathedral) will EXPLODE!

 

Well m8, i'll see you next time for the next project, which will involve only custom monsters, bosses and custom weapons, with some strange powerup here and there and custom sounds for everything, that i will personally record while i'm in the toilet. love you!

@HAK3180

 

Edited by Zolgia108

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@WH-Wilou84

 

Doomworld forum topic

 

This map has all three colored doors and a plasma gun behind a yellow one, yet I killed all but 8 monsters, got the only secret, and never saw a blue or yellow key. This map was fun. It had a good layout and nice visuals. But then it escalates quickly. You encounter a cyberdemon with revenants and arch-viles, still with nothing better than a super shotgun. The rest of the map is meat: more revenants, hell knights, mancubi, arachnotrons, arch-viles. And you super shotgun all of them. It’s doable, but it’s not exciting at all.

 

Bottom line: It was a very fun map, and then it wasn’t.

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@WH-Wilou84

 

Doomworld forum topic

 

I like the high / low theme of this map. The main slaughter course is almost entirely on the lower level, but the way the map unfolds until then is pretty cool. It’s another good-looking map with a pretty strong concept

 

Bottom line: gratifying spamming

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Heya, i recently updated my mappack and i could use some one to record it

IWad is doom (1 or ultimate)

Replaces the first episode.

Mapping format is boom.

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@Alfredo

 

Doomworld forum topic

 

It looks like Alfredo focused especially on combat in this one. The layout and the shapes seem to suggest that making them and making the combat were essentially the same process, so that’s good. There’s definitely room for improvement, should Alfredo want to give this some polish, but it plays pretty well with a decent challenge throughout and an interesting spatial experience. Visuals are subpar, but if something’s gotta be in a speedmap, that’s the right answer in my opinion.

 

Bottom line: nicely structured linear combat-centric map

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@Doomkid

 

Doomworld forum topic

 

This map does have some hallmarks of mapping inexperience, but it doesn’t really negatively affect the experience. It’s mostly visual stuff; I thought the gameplay itself was quite well done. The finale was a little weak, and the progression had some very minor issues, but I rather enjoyed the first wave and the initial part past the first door. There were some cool secrets and pretty nice visuals, despite a few oddities.

 

Bottom line: another fine outdoor techbase map

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@Doomkid

 

Doomworld forum topic

 

I guess I felt a little overwhelmed at times, not like I was going to die or that the map was too hard, but just that there was too much going on in a tedious sense, like the monster density is higher than it should be. All in all, this map does a pretty good job of real estate management, not giving Doomguy too much evading room. It has a fine progression and plenty of variety, though somehow it feels like the encounters are also similar. It looks quite good for vanilla. The lighting is solid, though it might lose its effect a little bit simply because of how few bright areas there are.

 

Bottom line: maybe a little much darkness, maybe a little dense, but fun adventure with plenty to do

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@Redead-ITA (I did not see/remember your note about the softlock. I just idclipped. Hopefully it amounted to the same thing)

 

Doomworld forum topic

 

Well, it's a Doom episode. It's quick, tight, and simple. But it's not bad; it just only spends time to explore a theme or gimmick a couple times. Basically, most of the wad is side dish - no main course, which makes it hard to critique. I'd love to see what else Redead-ITA has to offer.

 

Bottom line: Not a lot to sink one’s teeth into, but a display of mapping competence

 

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@Austinado

 

Doomworld forum topic

 

This wad goes against much of what I like. My most basic criterion for enjoying Doom maps is that it feel like Doom. This has mostly OTEX, normalized damage, an extra weapon, reloading, and custom monsters. That’s just not my cup of tea. As a result, I don’t know how qualified I am to comment on this map. But all that aside, I think there are some improvements that could be made regardless of personal preference on those issues. First, it’s too long. Or rather, it’s too much. Too many times you stay in the same area and fight a second or third or seventh wave of monsters in the same arena, often involving arch-viles, or something resembling them. And in general, the monster density is such that there just aren’t unoccupied areas. If there is one, it’s probably an instapop trap later. A lot of this seems filler, like it's a rule you’re “supposed” to have monsters, so they are just thrown in. I think this exact space would work a lot better with more like 250-300 monsters instead of 400. There are definitely some sequences I enjoyed.

 

Bottom line: I don’t think it’s necessarily bad, but I definitely don’t like it

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@Austinado

 

Doomworld forum topic

 

This was a pretty tasteful finale. It didn’t try too hard to be epic. It was just a linear 3-key affair with incidental stuff, setpieces, and decent combat variety. It was maybe a little bit choppy, with each part being perhaps too distinct, but it really did not wear out its welcome like the previous. I didn’t like the very ending, but that’s no surprise.

 

Bottom line: A suitable ending that seems adequately refined already

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@WH-Wilou84

 

Doomworld forum topic

 

 

 

I think the early progression would be smoother with a second key in use. The switch that opens the two doors could instead simply be the key that unlocks them. Then the player would know what to look for from the beginning. Other than that, it’s a cool space and layout with some deceptively challenging combat, or I just played terribly. I don’t like the rocket launcher secret. There are, I think, 16 rockets in this map, but the only launcher is in a secret. The map gets a bit tedious without one. The super shotgun is also too late, in my opinion, but admittedly, that wouldn’t be as big a deal if one finds the rocket launcher.

 

Bottom line: cool-looking map with what I think are a couple easily solvable issues

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@HAK3180, thanks alot buddy! Loved to watch both videos. This is why i need playtesting...to check out various opinions and i know this is not your cup of tea, still, you made an effort to play it, forced gameplay and i took alot of notes of your reviews. Map09, sure will have some changes...yes..too many monsters and more of the same, and the final map, pretty glad you enjoyed it more...

Once again, a much very thank you! And you know, whenever you need a hand for anything just give me a call!

Cheers!

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@HAK3180 thank you again for taking some time to play 180mpv and upload gameplay videos :)

I see map 10 ended up pretty confusing, not only for you but for all our playtesters
.
It relies on a neat concept : the map has 3 different routes depending on the skill level you play on, so basically it has a lot of replay value. It kinda resembles the first Star Fox on the SNES, if you think about it.

I agree the idea isn't particularly well conveyed by the map though - I mean, if it were, we wouldn't need to explain it in full sentences all the time.
On UV, being able to see an inaccessible Plasma Gun certainly doesn't help. We should definitely do something about it.

In the same vein, there's map 17 and its switch hunt.
I hope that one is easier for you to understand, cause it's a great map otherwise.
We'll see about it soon I guess !
 

Edited by WH-Wilou84

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@Clippy (I unfortunately played the old version, so I definitely roasted you for the ending... My fault, I did not invulnerabilize your post)

 

Doomworld forum topic

 

Behind crude visuals, a pointless gimmicky ending, and a rough ammo balance is a decent map layout that just needs some TLC. Too many moments become grindy early on when you don’t have the weaponry/ammo to deal with the opposition. I resorted to some snoozefest infights. Clippy is always ambitious with secrets, but they are usually supplies and no monsters. That means the secrets make a huge difference in the player’s experience. 1/12 and 12/12 are probably completely different levels.

 

Bottom line: the core gameplay ain’t so bad

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@Doomkid

 

Doomworld forum topic

 

This may be the most memorable yet. The mapper had a cool idea and implemented it in such a way that we get this cinematic, immersive gold mine with two distinct fights. Both of them are a little harsh, I feel, and could offer a touch more light, but the latter fight especially is quite entertaining. This map looks very good for vanilla, the lighting doing the bulk of the work in the huge area.

 

Bottom line: a distinct and fun map with some potential frustration

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@Pezl

 

Doomworld forum topic

 

It’s obviously a very early map, but we don’t make community-acclaimed wads the first time we open Doom Builder, do we? Nothing’s broken, but there are too many secrets, all of them very obvious. The monsters are just plopped in front of you – basically all of them are doors with hp. Geometry is basic. My advice: learn Doom Builder well and focus on setting up monsters. Do not build empty space. Build encounters. Place monsters while you’re dragging vertices.

 

Bottom line: A cohesive exercise in learning Doom Builder

 

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Hey,

I just posted you a DM with the yet unreleased guest map for Delta domain project.

With the approval of the project leader.

It is balanced on UV-only right now and still in the beta or a test build as I like to call it.

 

Map format: Boom

Map number: 19

Custom stuff: Textures, no music (project leader handles both)

Jumping/crouching: No

Freelook: Optional (I tested both myself)

Tested on: PRBoom+ 2.5.1.4, GZDoom v4.3.3

 

Have fun. (Hopefully)

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@HAK3180

 

Here is one for you to try.
Made this for @BluePineapple72's monthly speed mapping thing held his discord server.
Title: Survival Station
Format: Doom 2  (tested in GZdoom, may work with crispydoom, boom, theroretically chocolate, but i has issues in choc)
Single Player Map01
MIDI: Into the Furnace by: Jame (Jimmy) Paddock
Also used Custom Textures: lostres 2.1  by Xaser

Mapped in 1.5 hrs, + 1.5 hrs testing and debugging
Link to WAD https://drive.google.com/file/d/1kNzjNaHD9EwQi7h6W0TKkVnDs_T7DD3-/view?usp=sharing

Edited by Steve88

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@WH-Wilou84

 

Doomworld forum topic

 

Weapons in secrets partially ruins another map. I don’t think secrets should be the difference between fun and not fun. Most of the monsters in this map are revenants or tougher, but no super shotgun, no rocket launcher, and no plasma gun. That spells boredom. Design was okay. I ended up liking the little porch thing. There was probably some unnecessary backtracking though.

 

Bottom line: I thought the map betrayed some inexperience, but nothing too bad

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@WH-Wilou84

 

Doomworld forum topic

 

There’s a nice little game being played with the big bad boss in this map. It does make for a little unnecessary grind early, but it adds some nice character. Progression seemed a little odd for no reason. I’m not sure what the point of the yellow key was – it seemed like nothing but a gimme secret. And the doors were not marked – not sure why. And the entire map is hidden from the automap. But it’s a fun little quest to figure out what you’re doing and earn enough firepower to kill the boss

 

Bottom line: a little different kind of boss-ish map

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@Doomkid

 

Doomworld forum topic

 

This was a high-octane, fast-paced jungle with lots of sneaky monsters out to get you. It had an excellent balance of incidental stuff and more orchestrated fights. It also featured both some bigger areas and some tight paths that forced some speed.

 

Bottom line: fine run n gun action

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