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


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Table of Contents

 

@guitardz

 

Doomworld forum topic

 

Map 01

I may have missed something, but I had a pretty  miserable time early. I’d rather kill monsters, but I’m not going to fight a dozen or more 300+ hp monsters with a single shotgun. I felt like I skipped a ton of monsters just to get to a chaingun. It seemed I was always one weapon behind. I don’t mind when maps encourage you not to fight in other ways. For example, the cyberdemon section was very cool. No one’s going to try to kill them, but it was actually interesting and fun, whereas an ambush with three hell knights and three revenants and some imps with only a shotgun is not.

 

Map 02

So much space. A lot of areas felt rather empty because of how much space there was to run around. This ended up being a good thing, because again I often felt the combat was tiresome, either due to simplicity or due to not having the proper equipment, though the latter concern was eliminated much earlier this time. It’s a great layout and flows well, even if I did get lost once.

 

Bottom line: Well thought spatial design, except often too big and/or missing the appropriate weaponry

Edited by HAK3180

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I created this to see if I could get some traditional-ish doom gameplay down. The sort you'd see in between large fights in a map. Give an HONEST review. I'd like to know what this map does right and wrong so be especially critical.

Map Size: Very Small

Difficulty: Medium Easy

Pwad: Doom 2

Source Port Requirements: Must Allow Conveyors

Testing Port: GZDoom

Indoor_Tech_Based_Level_2.zip

I'm also having problems testing in any Doombuilder so if you think you can help, go to my thread in Doom Editing(Questions) and tell me what's wrong. I have more information provided there.

Edited by Jacek Bourne

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On 10/31/2020 at 8:38 AM, HAK3180 said:

Table of Contents

 

@guitardz

 

Doomworld forum topic

 

Map 01

I may have missed something, but I had a pretty  miserable time early. I’d rather kill monsters, but I’m not going to fight a dozen or more 300+ hp monsters with a single shotgun. I felt like I skipped a ton of monsters just to get to a chaingun. It seemed I was always one weapon behind. I don’t mind when maps encourage you not to fight in other ways. For example, the cyberdemon section was very cool. No one’s going to try to kill them, but it was actually interesting and fun, whereas an ambush with three hell knights and three revenants and some imps with only a shotgun is not.

 

Map 02

So much space. A lot of areas felt rather empty because of how much space there was to run around. This ended up being a good thing, because again I often felt the combat was tiresome, either due to simplicity or due to not having the proper equipment, though the latter concern was eliminated much earlier this time. It’s a great layout and flows well, even if I did get lost once.

 

Bottom line: Well thought spatial design, except often too big and/or missing the appropriate weaponry

It should be noted that the best sections in both maps were designed by others, lol.  @Bauul in MAP01 and @loveless in MAP02.  I did my best, but I tend to be much better at playing hard Doom maps than I am at creating them.

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Hey HAK, it's been over two years but I finally got around to making a third map and I'd love to see you play it.


PrBoom -cl 11, it takes about 5 minutes for me to do a casual UV-max but results may vary.

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Since looks like you'll enjoy this, if you haven't in mind to play it already:

20 maps for Boom format, levels are short but the monsters modification I made make them pretty tough imo

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@BluePineapple72

 

Doomworld forum topic

 

Map 01: cool, tone-setting atmospheric opener. I wouldn’t play a set like this, but with solid execution like this, I have no objection to it showing up here.

 

Map 02: big space, solid action, probably the least gimmicky of all

 

Map 04: cool concept, a little weak on combat

 

Map 05: my favorite of the set, a good balance of thematic to this wad and conventional gameplay

 

Map 06: Not a big fan. The trippiness felt forced and the action simplistic.

 

Map 07: This is one of those maps whose somewhat puzzling progression made me not at all interested in the combat (well, immortal monsters is a factor too), but points for innovation

 

Map 08: a quick hub + 3, this is probably the most combat-centric of the set

 

Map 09: I’m cool with shorter Tyson maps

 

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I love that you play without mouse, i don't like playing mouseless due to no acceleration, but seeing someone play with no mouse is enjoyable to watch.

Edited by HitBoi64

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3 minutes ago, HitBoi64 said:

I love that you play without mouse, i often play mouseless due to no acceleration, but seeing someone play with no mouse is enjoyable to watch.

 

Really? That's impressive, I couldn't live without a mouse in my right hand lol

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6 minutes ago, Clippy said:

Really? That's impressive, I couldn't live without a mouse in my right hand lol

Lol. Actually, I edited the point were i'm against of, typo!

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@Walter confetti

 

Doomworld forum topic

 

I had a good time with most aspects of these maps. They are short and simple with classic, yet fresh visuals and adequate gameplay. I find the monster changes at least mildly annoying, as I usually do.

 

Bottom line: Pretty simple Doom except for the parts that aren’t

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@nicolas monti

 

I appreciate the effort to make the setpieces more interesting and less gotcha-ish. I thought the encounters here had a lot of character. I found the very ending quite strange though. There must be some other way to do that that I missed. Otherwise good stuff. The layout and visuals are crudely clever, and the map is as spatially efficient as ever.

 

Bottom line: As usual, distinctive of the mapper and fun throughout

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7 hours ago, HAK3180 said:

@nicolas monti

 

I appreciate the effort to make the setpieces more interesting and less gotcha-ish. I thought the encounters here had a lot of character. I found the very ending quite strange though. There must be some other way to do that that I missed. Otherwise good stuff. The layout and visuals are crudely clever, and the map is as spatially efficient as ever.

 

Bottom line: As usual, distinctive of the mapper and fun throughout

 

Thanks man, the playthrough was intense as I expected, the grid /acid section was satisfying because you were close to death but reached the medkits at the right time.

Each one of the first two keys releases the cyber and the bfg with him but no order of action is planned for the player, the order you chose was fun because you have the cyberdemon as an additional factor at the BK trap.

I may change the final fight, making the last cyberdemon to teleport out of the exit and releasing the escape with his death, as I make no use of the special action. But I'll wait to hear more opinions on that.

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@Darox

 

Doomworld forum topic

 

It was almost over too quickly. It’s just a half dozen distinct barrel fights, three of which are pretty minimal, but they’re fun. The implementation is clever and organic; I like how you are cinematically told right from the beginning what this map is about. Visuals are crisp and pleasant. It’s a fun time.

 

Bottom line: barrels of fun

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@xxWeNxx

 

Doomworld forum topic

 

The ice and snow theme works pretty well. The gameplay theme to go along with that is tight spaces, and you’re often looking to use rockets, so that’s always an interesting dynamic. I think it gets too rocket heavy at times, but the encounters are well thought out. They make you play wise and play good and limit cheesing in thoughtful, organic ways.

 

Bottom line: short and sweet maps with some bite toward the end

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36 minutes ago, HAK3180 said:

@Darox

 

It was almost over too quickly. It’s just a half dozen distinct barrel fights, three of which are pretty minimal, but they’re fun. The implementation is clever and organic; I like how you are cinematically told right from the beginning what this map is about. Visuals are crisp and pleasant. It’s a fun time.

 

Bottom line: barrels of fun

 

Man that's an unfortunate effect happening with the exit. Can I ask what port you're using? It should be a voodoo doll telefragging another doll while a third passes over a w1 exit line one tick later and worked fine for me in prboom & gz, but it clearly didn't work properly there.

 

Thanks a bunch for the video though, it was great to watch.

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@Darox, okay, I think I must have had it on -cl9. It looks like your shenanigans are prior to the exit switch. If I start the map in 11 and switch to 9 at the end, it works. If I start at 9 and keep it 9 or switch to 11 at the end, it doesn't work.

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@galileo31dos01

 

Doomworld forum topic (project)

 

It's a good time. I admit I forgot this was Hellevator during the process, but it accomplishes a good amount for a restricted space. It has some good telegraphing and progression, and a varied mix of fights amidst some pretty fine detail. The map is unapologetically nonconforming in some regards, and if that's the goal itself, success, but if it's supposed to be a means to an end, I'm not sure the gameplay of this thing isn't ultimately pretty conventional. All in all, a solid showing.

 

Bottom line: a little weird but pretty good

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Hi again HAK, here is my new speedmap made for Boss Battle Bonanza headed by BluePineapple72.

Map theme: Bosses, of course. And in this map there are 2 of them - Cyberdemons and Mastermind.

 

Map info:

 

Map Name: Darkness without End

Author: Man With a Gun (MWG)

Music: Stonekeep - Gate of the Ancients

Port: Prboom plus (complevel 9)

Difficulty Settings: Yes, kinda.

Time: 6 hrs 12 sec.

Screenshots:

 

Something.png.779e26e69c078b78fe189b6608867c34.png

 

Something2.png.d5d48e0d2d01089b06012123cbd7ce56.png

 

P.s: Boss fights can be quite harsh and you have to be quiet careful, I warned you.

 

Download: DWEv2.zip

 

And the main thing - have fun :0

Edited by MAN_WITH_GUN

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@Walter confetti

 

Doomworld forum topic

 

 

 

These are speedmaps, so you have to concentrate effort on something. This would be a lot more enjoyable to me if that effort had been spent on meaningful and dynamic encounters with vanilla monsters, rather than on modifying the monsters themselves. You end up with vanilla quality visuals (but not poorly done) with primitively elegant layouts and combat that I want very little of. But I think people who are less picky (or differently picky) than I will appreciate this stuff more.  

 

Bottom line: Not at all this mapper’s best showing, in my opinion

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@ViolentBeetle (I had already played the first version you sent me)

 

Doomworld forum topic (project)

 

I have a few bones to pick here. Kill monster = new monster teleports is something I strongly dislike, and it’s fairly prominent in this map. I also thought an excessive percentage of the challenge had to do with arch-viles and a cyberdemon. But the gameplay is mostly fun. The progression is simple, but it’s clever, especially the way it reuses space. Visually, it’s like a hellified building, so it works well.

 

Bottom line: an elegant and efficient little loop 

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15 hours ago, Szuran said:

Hello, see if you would be interested in this total conversion for Freedoom 2, working with GZDoom.

 

I'm afraid not. I'd normally give it a try or play maybe one map of a set, but not a map of that length. And if all that remains is the Doom engine, I'm just not interested. 

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5 minutes ago, HAK3180 said:

 

I'm afraid not. I'd normally give it a try or play maybe one map of a set, but not a map of that length. And if all that remains is the Doom engine, I'm just not interested. 

 

Would a map of about 50 minutes also be too long? I'm just trying to get some clarification.

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Hey, posting my version of map 29 for the hellevator project.

(See private messages.)

 

Map - 29

Format - Boom (Tested with PRBoom+)

No crouching or jumping

Freelook is optional as usual.

 

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1 hour ago, YeOldeFellerNoob said:

Here is a Deathmatch Map. This uses more covering techniques, so it is recommended you use crouching, if your source port has it. This is limit removing. http://www.mediafire.com/file/0xpvfiapzglhikk/DM_UACMALL.WAD/file

I neither crouch nor deathmatch.

 

1 hour ago, Stabbey said:

Would a map of about 50 minutes also be too long? I'm just trying to get some clarification.

If it's a total conversion, probably.

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2 hours ago, HAK3180 said:

Kill monster = new monster teleports is something I strongly dislike, and it’s fairly prominent in this map.

Thank you for playing. Yes, I knew it would be a somewhat controversial move, that's why Shawny is here with his own version. However this teleportation is largerly necessary to make the entire thing work - there's no triggers on monster death, rather things are triggered by monster's departure from the closet.

 

In the version you didn't get to play, the room with zombiemen and arch-viles is reworked significantly by replacing both with imps and springing them and barons at you. There was an oversight in the version you played where a baron would get woken up instead of waiting for you at the door.

Edited by ViolentBeetle

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