Jump to content

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


Recommended Posts

Hello friend, here's a unique little map I made. Gzdoom as always. It's been playtested quite a bit now and is ready for your desk  - have fun! Shortest map I made only 41 monsters

 

 

Share this post


Link to post

So, here are my wads. Both are GZDoom compatible. They dont require jumping or crouching, but freelook is recommended. The two haves custom stuff. I recommend OpenGL to play these mods:

 

FURDEMON: a wad with 5 maps with furries. On some areas you have to fly with a jetpack, so freelook is recommended.

https://urrova.itch.io/furdemon

 

Dimensional Weirdness: A non terry remix of a terrywad named SIGTAGNY.wad. 3 levels. The first level is based on it, but the other two arent. Here you have to fly only on one short part on the end of the level 1.

https://urrova.itch.io/dimensional-weirdness

 

Share this post


Link to post

I just made my second map and it's one I'm pretty proud of, I'd love to see you do a video of it!

 

Length: 10-15 minutes
Difficulty: Medium/Medium-Hard (For me, at least)
Compatibility: Tested in  GZDoom g4.2.0, built in Ultimate Doom Builder R3596 64-bit, no special compatibility

 

SubstationCalamityV1.0.zip

Share this post


Link to post

Title: Infight for Vacation

 

- Compatibility: Limit Removing

- IWAD; Doom 2.

- File: ifv.wad

- Pistol Start or Continuous gameplay; Pistol Start

- Skill Level; HMP or UV. (i suggest UV)

- How Many maps? 1 map. (Slot 01)

- Gameplay: Classic

- Gameplay Length? About 10 or 15 minutes.

 

Link: https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/ifv

 

Title: Cause Perdue

 

- Compatibility: Vanilla

- IWAD; Doom 2.

- File: csprd1.wad

- Pistol Start or Continuous gameplay; Pistol Start

- Skill Level; HMP or UV. (i suggest UV)

- How Many maps? 1 map. (Slot 01)

- Gameplay: Classic

- Gameplay Length? About 10 minutes.

 

Link: https://www.doomworld.com/idgames/levels/doom2/a-c/csprd1

Edited by Datacore85

Share this post


Link to post

Table of Contents

 

 

Well, y'all really pounced on me, huh?

 

Alright, here's the deal: the standing megawad requests have gone on long enough, so I will be giving priority to Rowdy Rudy and 180 Minutes Pour Vivre. If your request is in already, I'll get to you early this week, but subsequent requests may take a week or more. 

Share this post


Link to post
On 10/11/2020 at 3:33 AM, HAK3180 said:

@WH-Wilou84

Doomworld forum topic

 

Once again, there’s a monster secret that you practically need to find. The only plasma gun in the map is in a secret. There are also like 700 cells in this map. That is not a good combo. I can’t imagine anyone not finding that secret not ragequitting, and it’s not a gimme secret. But even with it, ammo balance is off. The layout is fine, and the encounters are not set up poorly per se, but the distribution of ammo really brings this map down.

 

Bottom line: more nonsecret ammo please

 

These are all valid points.
We'll be addressing the secret / ammo situation for the next update.

Thanks again !

Share this post


Link to post

@Doomkid

 

Doomworld forum topic

 

This had quite the brutal start. It was interesting in that it definitely encouraged you to move without killing. I love the concept of lowering and raising the liquid levels, and how it was communicated. The map perhaps gets a little too easy toward the end. If I had not horded my plasma, it might have been a bit of a breeze with as many cells as were present. Some may complain about perpetual darkness, but I thought it was fitting here.

 

Bottom line: good atmospheric storytelling and solid action

Share this post


Link to post

@WH-Wilou84

 

Doomworld forum topic

 

This map definitely feels like time caught up. There doesn’t seem much thought put into the fighting, but the space flows nicely and is set up to house some potentially interesting situations. Let's take a moment to remember that three hours is not really a lot of time to map.

 

Bottom line: mediocre gameplay in a fine space

Share this post


Link to post

@BluePineapple72

 

Doomworld forum topic

 

They are small speedmaps. They all do a decent job of presenting a memorable gimmick of some sort. My personal favorite would probably go to the one I did not play here, Steve88’s map.

 

Bottom line: seemingly successful way to get creative juices flowing

Share this post


Link to post

@Jacek Bourne

 

download the .zip

 

I think this is off to a good start, but maybe some things need to be signaled more clearly. I can’t tell if this map wants to allow me latitude in how I handle it or not. How it went for me was the opening fight was too much with the given supplies, so I hastened onward to another fight and then another where I was overmatched, but then I came back with abundant supplies and it was a breeze. Besides the arch-vile room, the strategizing seems to have a lot more to do with getting supplies and less to do with Doom skill.

 

Bottom line: Tight and tough, but weirdly balanced

Share this post


Link to post

@Clippy

 

Doomworld forum topic

 

It’s not a pretty map, but the layout is quite good. It is simultaneously intuitive and intricate, all within an orthogonal rectangle. I hate the chainsaw, and I did not find anything else. It’s a bummer, because this map went from good to very annoying just because all the weapons were secret. I like some innovation or outside the box presentations here and there, but I don’t like not getting weapons if you’re expected to kill.

 

Bottom line: This would be by far my favorite by this mapper with more readily available weapons

Share this post


Link to post
5 hours ago, HAK3180 said:

@Clippy

 

Doomworld forum topic

 

It’s not a pretty map, but the layout is quite good. It is simultaneously intuitive and intricate, all within an orthogonal rectangle. I hate the chainsaw, and I did not find anything else. It’s a bummer, because this map went from good to very annoying just because all the weapons were secret. I like some innovation or outside the box presentations here and there, but I don’t like not getting weapons if you’re expected to kill.

 

Bottom line: This would be by far my favorite by this mapper with more readily available weapons

 

Thanks for playing, sorry you didn't have fun

 

The whole point of this map was to challenge yourself to win with a chainsaw, the weapons aren't meant to be accessible but just a tease. You can pick them up at the end via non-secret

 

The secrets you missed:

 

1: You were close in the fried chicken hallway to a soulsphere, you just had to shoot the picture of fried chicken

2: Megasphere in crate room by shooting switch behind barrels/crates

3: Map secret by jumping down to on top of wrapping techno wall from the lift / mega-armour secret

 

Anyway glad you liked the layout and thanks for playing. It's not for everybody but others seemed to have fun in this unique experience with a chainsaw only. I had one guy say how great it was to be able to win with just a chainsaw and how he never knew he could do that.

 

PS surprised you let the spider live so long, they are easy to saw up haha/ Also if you lure him to the barrels you can blow him up that way. I did leave barrels around for such an occasion. Was surprised to see you chainsaw a barrel to explode it in that switch activated door area you madman haha

 

Good times hopefully you have more fun when I make another map some day .... with weapons in it

 

Share this post


Link to post
4 hours ago, Clippy said:

surprised you let the spider live so long, they are easy to saw up haha

I switch ports frequently to accommodate different requests, and sometimes I forget about some of the idiosyncrasies. Meleeing arachnotrons is much harder on more "primitive" ports.

 

4 hours ago, Clippy said:

the weapons aren't meant to be accessible but just a tease

I can live with this concept, although I'm not going to enjoy it. I really hate the chainsaw. I would rather do a map with unlimited bullets and nothing but pistol. I understand that's subjective. I guess my problem then is communication. Nothing in the map really indicates that those weapons are never practically accessible. In fact, there are ammo pickups. I don't know that it's a good idea to frustrate the understanding of "If there are shells in the map, there's a [gettable]  shotgun in the map." There's a huge mentality shift between "gotta win this map with the chainsaw" and "gotta find those weapons that are right in front of my face." I don't really know how you tease weapons and also communicate clearly enough that you can't actually get them (in the map itself, that is; of course you can do it in a text file / backstory, etc.), but I think that's a necessary step for a map like this. 

Share this post


Link to post

@URROVA

 

Itch download page

 

These levels need some attention, as I don’t think they’re even functional. There are halls of mirrors, some of which must not be intended. There are forced pistol starts + boss fights with no weapons but with softlocks. There seem to be game mechanics implemented without explanation. But even assuming this is all adjusted/fixed appropriately, it's still not at all my cup of tea. It seems way more time was spent on the presentation of the game and dreaming up and implementing ideas than on securing fun Doom gameplay.

Share this post


Link to post
46 minutes ago, HAK3180 said:

I switch ports frequently to accommodate different requests, and sometimes I forget about some of the idiosyncrasies. Meleeing arachnotrons is much harder on more "primitive" ports.

 

I can live with this concept, although I'm not going to enjoy it. I really hate the chainsaw. I would rather do a map with unlimited bullets and nothing but pistol. I understand that's subjective. I guess my problem then is communication. Nothing in the map really indicates that those weapons are never practically accessible. In fact, there are ammo pickups. I don't know that it's a good idea to frustrate the understanding of "If there are shells in the map, there's a [gettable]  shotgun in the map." There's a huge mentality shift between "gotta win this map with the chainsaw" and "gotta find those weapons that are right in front of my face." I don't really know how you tease weapons and also communicate clearly enough that you can't actually get them (in the map itself, that is; of course you can do it in a text file / backstory, etc.), but I think that's a necessary step for a map like this. 

 

Thank you for the honest feedback

 

you're right I was intentionally not up front about the nature of this level being chainsaw only

 

The only vague hint the player has is that fun little titlepic my buddy made

 

I figured if I advertised it as such people would immediately hit the flush button. Now that I find out how much you hate chainsaws you probably would have been more reluctant to play it

 

It's probably not the nicest tactic. Not to mention I went above and beyond to pull the bait and switch by using weapons in the video promo and the screenshot haha. and letting the player see the weapons I thought would add to the madness of the map. 

 

Ultimately I was hoping this experience would be interesting and keep the player on their toes and guessing. because bam you're just thrown into a chainsaw only situation. 

 

Some players Express that it was good to be able to win with only a chainsaw. I was trying to add a unique experience to a very familiar game

 

And that's not for everybody. A lot of people did seem to have fun though

 

Hopefully my next map is more entertaining for you 🤠

 

Keep up the good work and as always thank you for playing my maps

Share this post


Link to post
3 hours ago, HAK3180 said:

These levels need some attention, as I don’t think they’re even functional. There are halls of mirrors, some of which must not be intended. There are forced pistol starts + boss fights with no weapons but with softlocks. There seem to be game mechanics implemented without explanation. But even assuming this is all adjusted/fixed appropriately, it's still not at all my cup of tea. It seems way more time was spent on the presentation of the game and dreaming up and implementing ideas than on securing fun Doom gameplay.

Thank you very much for the review!

 

I already fixed at least most of the bugs only visible on Doom Software Renderer, these are the HOMing sky and the glitched polyobject switches on MAP01, the infinite blood fall on MAP02 and the HOMing sector portal on MAP03. (Now version number is... v1.0.4)

This is what happens when i test only with OpenGL :/ I will have in mind the problems of this pk3 for my next project. But thank you for the feedback :)

 

Edit: The sector portals on Software Renderer are VERY buggy, so, i cant do anything for fixing the one on MAP02

The pistol start isnt intended, its thinked for you grabbing the weapons of each level, so not pistol start. 

Edited by URROVA

Share this post


Link to post

@SnowyFoxxo

 

download the .zip

 

The biggest issue with this map is that it basically doesn’t have a layout. It’s just a series of rooms connected only to each other. It’s always A-B-C-D-E, both in what you see and what you visit. But why can’t I see area E from area A? Or what if I got to E and then I could go to F or G? Stuff like that will go a long way toward improving because it tends to force you to think about interesting architecture and geometry, as well as more thought out encounters

 

Bottom line: pretty standard novice material. I’d recommend some smaller maps to work on layout flow and interesting combat setups

Share this post


Link to post

@Datacore85

 

idgames download page

 

The map may have “infight” in its name, but the issue isn’t the amount of ammo, it’s the type. This means infighting doesn’t make this map more enjoyable. It would just slow the pace even more than it already is. The shells are there. But it’s boring to shotgun a dozen demons almost single file. It’s boring to stand in a corner and super shotgun dozens of enemies as they move in. And infighting doesn’t change that; it would just drag the process out. I spent a lot of time in this map just trying to run through and not fight. I don’t like resorting to that, but the action was just too tedious. Decent layout. Potential for fun encounters. But I personally did not experience that fun.

 

Bottom line: supplies don’t match the level

Share this post


Link to post

@Datacore85

 

idgames download page

 

This map doesn’t really do anything special. No gimmicks. Nothing extravagant to look at. There are some definite, but brief tedious moments, but the appearance and layout, relative brevity, and decent supply of rockets easily prevent this from being a negative experience overall.

 

Bottom line: an adequate and competent Doom map

Share this post


Link to post
5 hours ago, HAK3180 said:

 

@boojum snark, are the maps intended for pistol starts or continuous?

as you wish, really. Consider continous as easy and pistol start as hardish

Share this post


Link to post

Just want to say this thread has grown into one of my favorite resources in the Doom community. HAK's feedback is insightful and entertaining, never overbearing, and is very well-rounded (in the now-distant past I had one recurring nitpick, but that never happens anymore, and I've learned valuable things from watching). Even when I haven't submitted a map, it's sometimes fun to watch one of the shorter videos of a map I have already played or probably won't play, or to catch a longer video if a map I really liked showed up. 

 

(Not a sponsored post, even though it has exactly that vibe... I just try to remember to express appreciation. :P

Edited by ‹rd›

Share this post


Link to post

- Title: Drama, Pizza & Tortilla

- Compatibility: Limit Removing (i suggest glBoom+, Crispy Doom)

- IWAD; Doom 2.

- File: pizza.wad

- Pistol Start or Continuous gameplay; Pistol Start

- Skill Level; HMP or UV. (i suggest UV)

- How Many maps? 1 map. (Slot 01)

- Gameplay: Classic

- Gameplay Length? About 5 or 10 minutes

- Other: It's a Fun map.

 

Link: https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/pizza

Edited by Datacore85

Share this post


Link to post

@Doomkid

 

Doomworld forum topic

 

It’s quite anticlimactic, if we’re being honest. The most intriguing fight is right at the beginning when you first get the rocket launcher. The rest is basically camping and cleanup. The big reveal at the end is one cyberdemon accompanied by only ten or so other monsters plus a megasphere, ~500 cells, and plenty of space. Easy is not the end of the world, but this is basic to a fault.

 

Bottom line: surprisingly simplistic, it’s a bit of a letdown

Share this post


Link to post

@Doomkid

 

Doomworld forum topic

 

Oh, xdarkmasterx, what have you done? I don’t think I’ve ever actually seen this guy play Doom, but I’ve certainly witnessed that in his own maps, his idea of easy is…a little warped. I like the progression of this map. It’s textured well and has some cool fights, some more interesting than others. But its difficulty is well beyond anything in this wad, and it accomplishes that without a single cyberdemon. Unfortunately, it also accomplishes that with way too few supplies. I spent probably most of this map with zero ammo for at least two guns. I spent significant time with absolutely nothing, and I don’t remember any such extremely inefficient moments that would justify that scarcity.

 

Bottom line: The epic factor is there: the length, the feel, the difficulty. Now can we just get like twice as many rockets and plasma?

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...