HAK3180 Posted July 16, 2020 (edited) Table of Contents @nicolas monti The beginning is rough. Very little health but a lot of deviously perched hitscanners. This map had a fun, nonlinear layout, allowing you to enter the penultimate room through either of two doors, and allowing you to get blue or red first. As such, it has a lot of miniboss moments and lock-in setpieces, which I didn’t love. The cyberdemon fight was okay but nothing too original. The imp spam and baron spam were exactly that: spam, although at least the baron room had some geometry to strategize with. Bottom line: a suitable finale, though not my favorite -------------------------- 9 hours ago, Morpheus666 said: A fun little map a good friend of mine made, one you have reviewed in the past: Castle Slaughter to refresh your memory. I typically do not replay maps for these purposes. I also take requests only by the actual mapper, as stated subtly in the thread title, exception being the project leader of a community project. Edited July 16, 2020 by HAK3180 1 Quote Share this post Link to post
HAK3180 Posted July 16, 2020 @GoosebumpsFan Doomworld forum topic I thought this wad would contain a lot more atmospheric gimmickry, but it’s pretty much just a beginner 5-map wad. There’s nothing exciting visually. The conversion elements are just noticeable enough to be annoying to someone like me, but not significant enough to be worth the effort, I have to believe. My favorite here was definitely Map 04. Bottom line: very basic mapset of short maps 0 Quote Share this post Link to post
Morpheus666 Posted July 16, 2020 49 minutes ago, HAK3180 said: I typically do not replay maps for these purposes. I also take requests only by the actual mapper, as stated subtly in the thread title, exception being the project leader of a community project. It's not the same map, a new map and he has since been Banned from Doomworld so the only way for his projects to be published is through me now. But i understand and accept your reasoning for why. 0 Quote Share this post Link to post
HAK3180 Posted July 17, 2020 (edited) @Zolgia108 Doomworld forum topic This map is essentially five encounters. You start in one and the others are activated by switches. The layout of the map is such, however, that they don’t really feel like setpieces, which is a plus for me. Still, I didn’t care for two of the fights. Luckily, they were probably the shortest and least significant ones. I like the freedom of this map. It has a nice theme. The visual coherence is evident; even without a lot of different textures or small details, the different parts are usually pretty evident. And the gameplay is also thematic: four switches to raise the exit lift, each with their different challenges. Bottom line: challenge with decent variety Edited July 18, 2020 by HAK3180 1 Quote Share this post Link to post
Zolgia108 Posted July 17, 2020 @HAK3180 thanks as usual. I agree with those two fights, i was waiting for your playthrough to make a decision, so i ll be changing them to make them more interesting somehow :) As for the megawad per se: i am currently working on a new episode one which would shift everything, 5 new maps to have an actual difficulty curve, map 1 is more or less done, still 4 to go. My idea of curve right now is based on episodes, basically everyepisode should have its own, i don't know if i am doing it correctly. If you count the new episode 1 that i am making this map that you just played would be number 25. To answer your last question: yes i've been through a lot of hard wads lately and i wanted to try creating something hard as well, that Sunlust (and swim with the whales last days, which btw i didn't know anything about before making these 2 blue maps) made me a horrible person :( i think you won't hear anything from again cause i won't publish new maps until new episode 1 will be entirely done, so i ll catch up with you once that happens! Thank you man, have a nice day! 1 Quote Share this post Link to post
HAK3180 Posted July 17, 2020 (edited) @magicsofa download the .zip We are off to a great start. E1 was a success. The replacement sprites, sounds, and slightly modified characteristics didn’t noticeably enhance gameplay for me, but these were well built E1 Doom maps with lots of entertaining run and gun action and intricate nonlinear layouts. Bottom line: a fine Knee-Deep in the Dead replacement Edited July 20, 2020 by HAK3180 2 Quote Share this post Link to post
HAK3180 Posted July 17, 2020 (edited) @AtticTelephone Doomworld forum topic These maps don’t give much encouragement to fight the encounters. Usually you don’t have the ammo to do it, or if you do, it will be really boring, like shotgunning hell nobles. Some of the maps are quite problematic, not providing you with remotely close to what you would need. Map 32 is one. Another is the one with a BFG and a bunch of arch-viles. There is no visual or architectural beauty whatsoever. There are some decent concepts in here, but thorough execution never seems to be a priority. This mapper should seriously consider working on quality over quantity. Bottom line: Not sure if total beginner or totally speedmapped Edited July 19, 2020 by HAK3180 1 Quote Share this post Link to post
HAK3180 Posted July 17, 2020 @Walter confetti, please provide a download link that does not require a login. 0 Quote Share this post Link to post
Killerratte Posted July 17, 2020 Hey, if you you like to try out my new WAD, that would be great. Compatibility wise GZDoom works and it's Classic Doom, you can find all the other details for map length and so on in the thread. 1 Quote Share this post Link to post
AtticTelephone Posted July 17, 2020 7 hours ago, HAK3180 said: @AtticTelephone Doomworld forum topic These maps don’t give much encouragement to fight the encounters. Usually you don’t have the ammo to do it, or if you do, it will be really boring, like shotgunning hell nobles. Some of the maps are quite problematic, not providing you with remotely close to what you would need. Map 32 is one. Another is the one with a BFG and a bunch of arch-viles. There is no visual or architectural beauty whatsoever. There are some decent concepts in here, but thorough execution never seems to be a priority. This mapper should seriously consider working on quality over quantity. Bottom line: Not sure if total beginner or totally speedmapped Sorry for the low quality maps, it was my first Megawad, and most of the first maps are pretty bad. Also, 32 is just a joke map, the secret exit to 31 is from a gun activated door in the Arch-vile and BFG9000 room opposite to the exit of the room, and if you press one of the torches in MAP13, you can get the SSG. The song used in 13 is Hangar 18. Also, MAP08 was actually supposed to have a working lift, and MAP12 was supposed to have the BFG. If you feel like playing the rest of the maps, I suggest you get the newer Boom-compatible version, which fixes a weird thing I accidentally did in MAP29, AKA the worst pre-finale level that you can choose to skip with IDCLEV. I plan to work on a single map that will hopefully be better. 0 Quote Share this post Link to post
Walter confetti Posted July 17, 2020 7 hours ago, HAK3180 said: @Walter confetti, please provide a download link that does not require a login. Here it is: pain.zip 0 Quote Share this post Link to post
HAK3180 Posted July 18, 2020 @DragonsForLunch Doomworld forum topic Map 01: very basic, feels like upper tier beginner stuff. Nice exploration Map 02: visually still a bit bland. Difficulty picks up but at what cost? Seems all the big guns are in secrets or something. Shotgunning barons and arch-viles is usually not very entertaining Map 03: best visually, but I didn’t really like the progression. And difficulty based on supply deprivation is not high on my list of favorite contributors to difficulty. 1 Quote Share this post Link to post
HAK3180 Posted July 18, 2020 (edited) @Chief Smokey Doomworld forum topic The subtle allusions, familiarities, if you will, to Doom 1 maps are cool, and there are probably more than I noticed. Layouts are great, and visuals are excellent. The combat is perhaps getting a bit stale after such long maps of mostly the same thing. Bottom line: sprawling tech bases with optional content ------------------------------- @Toilet_Wine_Connoisseur, After playing DBSE for several minutes, I decline. Edited July 18, 2020 by HAK3180 0 Quote Share this post Link to post
HAK3180 Posted July 18, 2020 (edited) Several videos supposedly were/are still processing, even though they were/are fully viewable. Some YouTube malfunction or something. Unfortunately, one of them finally abandoned processing and is no longer viewable (but Zolgia108 already watched it, at least). I expect this will happen to two other recent videos. The good news is I did not delete these files yet, and will re-upload them soon / soon after they bomb out. EDIT: all the affected videos have now been replaced. Edited July 20, 2020 by HAK3180 2 Quote Share this post Link to post
DragonsForLunch Posted July 18, 2020 4 hours ago, HAK3180 said: @DragonsForLunch Doomworld forum topic Map 01: very basic, feels like upper tier beginner stuff. Nice exploration Map 02: visually still a bit bland. Difficulty picks up but at what cost? Seems all the big guns are in secrets or something. Shotgunning barons and arch-viles is usually not very entertaining Map 03: best visually, but I didn’t really like the progression. And difficulty based on supply deprivation is not high on my list of favorite contributors to difficulty. Thanks for playing and your feedback @HAK3180 Some thoughts I had watching your playthrough - Texture contrast, especially outside is important not only to make it visually interesting but also to help wayfinding. That's for pointing this out - The teleporter secret in Map01 was in an area you didn't need to go so I thought it was pretty well hidden. oh well :) - I'm glad you noticed that the maps got progressively better. I learned a lot while making these. - Secrets: I've definitely put too much of the good stuff in secrets, I've seen that in multiple playthroughs of this wad. - I didn't know the standard was to do pistol starts and you had to specify if it was meant to be played continously. I'd expected most players to play the maps continously so the pistol start was an extra challenge. - In map 02: I like your technique of opening everything up to encourage in-fighting even though you said it's boring :) - In map 03: There was a "bug" with the teleporters so you weren't supposed to be teleported around that much. It's fixed though. - Map 03 (and maybe 02) is definitely too dark in some places! I'm gonna do more maps for this wad and probably also go back and change/improve some things in these maps. Again, thanks for playing! 0 Quote Share this post Link to post
HAK3180 Posted July 18, 2020 21 minutes ago, DragonsForLunch said: I didn't know the standard was to do pistol starts and you had to specify if it was meant to be played continously. I'd expected most players to play the maps continously so the pistol start was an extra challenge. I don't really know what's standard, but it's best to mention it either way: balanced for pistol start or balanced for continuous. 28 minutes ago, DragonsForLunch said: Map 03 (and maybe 02) is definitely too dark in some places! For reference, my GZDoom is set on "dark" sector light mode and gamma correction 1.3. More importantly, when I upload GZDoom videos to YouTube, very dark sections are even darker. I don't know why this is. 1 Quote Share this post Link to post
Ittaanip Posted July 18, 2020 I am requesting a video for my map Castle of Unwisdom. It's a vanilla compatible map with new midi music by me and replaces MAP21 of Doom 2. It's the second map I have uploaded to the idgames archive. It's a small castle in Hell with some outdoor areas. All difficulty levels are supported but I recommend UV. It will probably take 10-20 minutes to play through. No freelook, jumping or crouching required. Here is the link: https://www.doomworld.com/idgames/levels/doom2/s-u/unwisdom 1 Quote Share this post Link to post
Aku Posted July 18, 2020 1 hour ago, HAK3180 said: I don't really know what's standard, but it's best to mention it either way: balanced for pistol start or balanced for continuous. A lot of the time its trying to get a happy middle ground in that aspect, as one wants to be able to enjoy a wad in continuious play but also have the ability to start from any point with pistol. I guess an ambundance of Ammo in any level can have a negative effect trying to creat a wider balance for continous play, the idea is probrably to give them a bit over the bare minimal of what they need to get through with a pistol start. 0 Quote Share this post Link to post
magicsofa Posted July 19, 2020 On 7/17/2020 at 9:27 AM, HAK3180 said: @magicsofa We are off to a great start. E1 was a success. The replacement sprites, sounds, and slightly modified characteristics didn’t noticeably enhance gameplay for me, but these were well built E1 Doom maps with lots of entertaining run and gun action and intricate nonlinear layouts. Bottom line: a fine Knee-Deep in the Dead replacement Thanks a ton for playing man! I really appreciate your detailed commentary... as for the secret level, the exit is actually in E1M2, meaning you would normally skip the regular M3 if you take the secret exit because it will spit you out on M4. So it's really just an alternative level. Also, your doom instincts are pretty great, I loved how you kept calling out things right before they happened, and stumbling upon secrets. Anyway, the pit at the end of M6 has a teleport back to the beginning behind the blue door. I had originally put it in there just for multiplayer purposes. I thought about changing it to be available in single player but I forgot :( 1 Quote Share this post Link to post
ViolentBeetle Posted July 19, 2020 (edited) I changed my mind about request, for now, anyway. It's better experineced as part of the whole wad. But I don't think I can delete my posts. DoomGuyYells.rar Edited July 20, 2020 by ViolentBeetle 0 Quote Share this post Link to post
HAK3180 Posted July 19, 2020 10 hours ago, magicsofa said: as for the secret level, the exit is actually in E1M2, meaning you would normally skip the regular M3 if you take the secret exit because it will spit you out on M4. So it's really just an alternative level. Ah, that makes a lot of sense. Is the same true for the other episodes then? 0 Quote Share this post Link to post
magicsofa Posted July 19, 2020 1 hour ago, HAK3180 said: Ah, that makes a lot of sense. Is the same true for the other episodes then? Nope :) E2 has a normal secret exit from level 5. E3 has... multiple secret levels. The first "secret" exit is on E3M3. Suffice to say I like messing with people... 0 Quote Share this post Link to post
nicolas monti Posted July 22, 2020 (edited) On 7/16/2020 at 8:35 AM, HAK3180 said: Table of Contents @nicolas monti The beginning is rough. Very little health but a lot of deviously perched hitscanners. This map had a fun, nonlinear layout, allowing you to enter the penultimate room through either of two doors, and allowing you to get blue or red first. As such, it has a lot of miniboss moments and lock-in setpieces, which I didn’t love. The cyberdemon fight was okay but nothing too original. The imp spam and baron spam were exactly that: spam, although at least the baron room had some geometry to strategize with. Bottom line: a suitable finale, though not my favorite A bit late for comments but really bussy, I'd agree that the map is for the most part staged with ambushes but I wanted some pressure for the final map. I've added a couple of medkits in key points of the first portion so you have more chances to survive the hitscanners. The final fight it's not too hard but you have to move quickly because once you get trapped you're over. also on the new E1M5, it was originally planned for the secret level but I ended up liking it a lot, specially its flow so I moved to the fifth slot so more players have the chance to play it. Thanks for playing the episode as always!!! Edited July 22, 2020 by nicolas monti 1 Quote Share this post Link to post
HAK3180 Posted July 22, 2020 @Killerratte (Skip 11:10 - 18:55; it is literally nothing) Doomworld forum topic The length and difficulty were quite appropriate for the start of a 3-map set. I enjoyed the exploration and finding all the weapons. There may even have been a super shotgun somewhere; that wouldn’t surprise me. Some of the encounters fell into the hallway or doorway combat category, and I think that has to do with the structural design just as much as the enemy placement per se. Still, the pace was pretty good and the action exciting enough. Bottom line: A decently well made nonlinear campaign start 2 Quote Share this post Link to post
Clippy Posted July 22, 2020 Hey buddy here my new map for gzdoom Standard play https://www.doomworld.com/forum/topic/115816-clippys-new-doom-2-map-2-cyberdemons/ 1 Quote Share this post Link to post
Aku Posted July 22, 2020 (edited) Im wondering if you missed my last message on my last update of labyrinth of aku? This version has levels 14/15 and 31/32 I would advice a pistol start on level 14 and just take it from there. Level 32 is one of the biggest levels i have ever done so far. Edited July 22, 2020 by Aku Added info 1 Quote Share this post Link to post
Alfredo Posted July 22, 2020 Hey. Its me again. I'm back with another monster packed level for you! GZDoom compatibility. Replaces Map 01 of Doom 2. Hope you enjoy it! 1 Quote Share this post Link to post
CBM Posted July 22, 2020 (edited) GZDoom compatibility. Replaces Map01. /// FPS WARNING: Needs a powerfull PC due to its very large size \\\ download it here:https://ufile.io/mvxzfrvb Doom 2 IWAD needed, freedoom, jump, crouch not required Playtime around an hour No intermission, Custom sky or Custom level music yet No monster spawners yet, all monsters start on the map Quests, shops, mayor and coins are optional Main goal is to unlock all 9 hellgates to reach the teleporter to the final area Pics 3 is just a shrine 5 is the teleport to the area with the 9 gates 10 and 16 are optional shops 12 is the optional town hall with the mayor 15 is Hells turist guide with optional quests The rest are just huts Edited July 22, 2020 by CBM details 0 Quote Share this post Link to post
HAK3180 Posted July 22, 2020 @Ittaanip idgames download page It seems like beginner-ish material because it’s just so easy. The amount of space to fight the encounters gives Doomguy insurmountable advantages, especially against barons, hell knights, mancubi, and even revenants. The fights were not designed to try to kill you at all. On a positive note, the space is pretty interesting. It’s bare, but there are some cool progression elements that tie this map together pretty nicely. Bottom line: way too much open space 0 Quote Share this post Link to post
HAK3180 Posted July 22, 2020 @Walter confetti download the .zip Bottom line: Seems like a Tyson episode opener or something. Nice design, short, easy. 2 Quote Share this post Link to post
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