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


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10 minutes ago, HAK3180 said:

 

I will give it a go, but it will take a while, possibly a month before I get through all of it.


Cool, no problem.
You may wanna try Ultra-Violence at first and see how it goes, then switch to HMP whenever you feel it's too much.
I'd be particularly interested in HMP playthroughs of the E3 maps. :)

As for the .deh file, no, there's a DEHACKED lump inside the wad and from what I see, Crispy Doom handles these things properly (haven't tested it myself though, I'm a PrBoom user).

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SEWERS4ALL.zip I have returned after my hiatus because of spite over a stupid mapinfo problem... anyway. This is my second map 'Sewers4All' (the 4 has nothing to do with Plutonia it's a coincidence) I tried some things and they might work or not idk but hey I hope it's fun/bearable and I'm hoping to improve from these maps overtime

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Hello, HAK once again thanks for your comments.

After each review I modify certain points to improve the playability of the maps in general. I must say that your reviews about map11 and map12 were very helpful. Because when I watch you play I get another perspective apart from mine and I appreciate the points you highlight as they are very accurate.

MAP11 I have removed some strong monsters and changed others for demons. In the MAP12 I put a Super Shotgun much earlier to improve the playability and of course it did! (I tried it again and it was much more fun) Added some rockets, In addition to modifying the room of the yellow key. Now that is a decent challenge.

Of course, as always I invite you to continue the wad, Thank you for your time
And there is already a new map available, MAP15 "Barons Temple"

I leave the screenshots of the improvements in MAP12 and images of MAP15

 

Spoiler

MAP12

map12updates.png

MAP15

Screenshot-Doom-20200831-184919.png

Screenshot-Doom-20200831-184943.png

 

Download Link (Going to Hell with level 15 and modifications): https://www.dropbox.com/s/fng5kscrsnosxyv/GTH_TEST_15.wad?dl=0

 

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Table of Contents

 

@Juka

 

Doomworld forum topic

 

"This is my nth map" doesn't really mean anything definitive, but still, for a second map, this is well polished and shows some good sophistication that lends itself well to the atmosphere. There's plenty to do in this map, and a few times I was reminded of a dungeon in an old school Zelda game, which is a completely different genre. Combat was easygoing for the most part. That's not to say it was always easy, but its style was not very oppressive. Still, there was a decent variety to the different encounters that prevented boredom, even as this map went on longer than I might have expected.

 

Bottom line: A pleasant surprise of a map

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HAK3180, looking at how you move in your videos, you're a keyboard-only player, right? Do you play maps where freelook is recommended (and/or infinite height is off)? It's not that the map is designed to require it, but it just so happens that the way flying enemies move around the geography of one of my maps makes them go up very high, making fighting them a pain in the butt without freelook. If it's not a style you're comfortable playing, I wouldn't want to waste more of your time.

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@Stabbey, on GZDoom, I keep infinite height off and freelook on (laptop touch pad - keyboard only indeed), though I use it very little. Many people say "freelook recommended" but I rarely find it to be a significant disadvantage. So yes, I will use it (awkwardly and poorly) if necessary. I don't believe I've actually turned down a request over freelook or ragequit a map I was already playing.

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@Clippy

 

Doomworld forum topic

 

I suppose if you make a map from a picture, the automap view is somewhat set for you. But what are you going to do with size, with height, and of course, with Things? Clippy did a good job making a very accessible map with a lot of fun height differentials. The object is there: get the three keys and make your way back up. Unfortunately, the map is just too big. It’s filled pretty decently with monsters so as not to be annoying or too easy, but you spend most of your time in this map traveling through it, not really playing it.

 

Bottom line: Cool thing to do, and a decently fun map, but much too large

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Hello man, i need you to play and review my wad.

 

Please try MAP01,MAP02, and MAP03. Actually, you have played MAP01 before, i sent it to you several weeks ago, but i have added major change in this map, so it feels different now. It would be great if you're willing to replay this map for me. (But if you don't want to, then it's okay. Just skip to map02) Anyway here's basic information you wanted :

PWAD : Doom 2

Compatibility :MBF

Sourceport : prboom+ (comp level 11)

Length : Around a hour in total

No jump, crouch, and freelook. Play with pistol start in each maps. It's relatively easy, i think...

 

Thank you, HK.

Edited by Dranyan

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Hey HK!

 

I made a new map that I'd love you to check it.

 

WAD : Doom 2

Compatibility : It's doom format?

Sourceport :GZDOOM

Length : 20-25 mins

Requires: Loading OTEX 1.1 together with this wad, the ability to look/shoot up is needed twice in the map

DOWNLOAD THE MAP HERE: CALUSET - FORTRESS OF THE DAMNED

 

 

Edited by DragonsForLunch

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9 hours ago, HAK3180 said:

"This is my nth map" doesn't really mean anything definitive, but still, for a second map, this is well polished and shows some good sophistication that lends itself well to the atmosphere. There's plenty to do in this map, and a few times I was reminded of a dungeon in an old school Zelda game, which is a completely different genre. Combat was easygoing for the most part. That's not to say it was always easy, but its style was not very oppressive. Still, there was a decent variety to the different encounters that prevented boredom, even as this map went on longer than I might have expected.

 

Bottom line: A pleasant surprise of a map

Thank you so much for the feedback and gameplay, I'm glad you enjoyed the nukage draining theme and sidequests! I enjoyed your video a lot, and it really helps me to see where to improve and what I could have done better. For instance, i didn't realize the Mancubi could camp the vents in the storage area which made that death kinda unfair, they're supposed to be there, just not right under your feet, but a monster-blocking linedef should do the trick. Also maybe more clarity clues for the yellow switch you pressed, they lowered the bars blocking that computer area with the Plasma, but because they're kinda apart it's hard to associate both, but I got something in mind for that too.

Once again, thanks for the gameplay, I'll take it all into consideration for the next maps!

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@Zolgia108

 

Doomworld forum topic

 

The setup is simple. Start in a brutal fight that tells you you need three keys. The interesting thing is you don’t really have to complete any of the areas before moving onto the next, so the fights can overlap to some extent. And for me they did; I dragged a lot of cacodemons into the red key arena, and that’s where I had the least amount of fun, but I like the freedom to be able to do it, at least. This map is no picnic, but I liked how there was some variety, even though the latter waves were pretty swarmy. My favorite part of the map was probably the beginning.

 

Bottom line: tolerable slaughter for me, may need an ammo readjustment

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On 8/25/2020 at 9:49 AM, MAN_WITH_GUN said:

I found it interesting if you gonna check out one of my first speedmaps made in 2017 in 4 hours and see my first experience in this stuff.

 

Map info:

 

Name: Resurrection.

IWAD: Doom 2

Maps: Just one level.

Source Port Tested on: Chocolate Doom\Prboom plus.

Music: Speed of Doom - map21.

Gameplay time: 4-5 mins.

Custom Sky: Yes.

Misc Info From Author: It's a small and tiny tyson-map, period when i wasn't understand how effectively using the time for speedmapping. So yeah, here u gonna see my first experience.

 

Also this map have some gimmicks:

- Half of the map will have open view

- Max 100 hp on the map

- No armor at all. (armor bonus also)

 

Download: spd19p05.zip

I beat your map with Brutal Doom on Hard Realism Mode.

https://www.youtube.com/watch?v=5SvMApmjbVo

 

Edited by mArt1And00m3r11339

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@Willy W.

 

Doomworld forum topic

 

To me, fireblu is just another texture, so a monochrome map of it is a negative in my eyes, not a positive. I admire the dedication to make so many textures in fireblu, but the end result is not attractive to me. The lighting was very nice though, as was the layout, except that I ultimately had no idea what to do next. I also question the progression. I had to cheat for a rocket launcher quite early; I never did find it. There are some innovative ideas here. I didn't like all of them, but it;s hard not to appreciate the variety and originality. I like how the keys pop up at their respective switches. I love the concept of the arch-vile + switches section, but I did not see it communicated that the arch-viles were going to keep coming indefinitely, so I swiftly burned through my ammo and health. Ultimately I bowed out, unsure of whether I'm dumb or the map was impossible.

 

Bottom line: This could be much more enjoyable, and probably is, as is, to some

 

ADDENDUM: When I searched for the rocket laucher in the editor, I realized that those pillars were always up for me in my playthrough, so I actually did never even see it. Moreover, only one in a map like this in an optional area is not a good idea, in my opinion. As for the red key, it turns out it is as I feared. It’s simply not there on easy or medium. At one point I theorize that a key is missing from the tetra-cyberdemon area. It is indeed.

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@Samuel Slayer

 

download the .rar

 

1 – feels a lot like Inferno in mostly good ways. I like the appearance of freedom in this map and all the optional stuff. I would advise against having both the only chaingun and only super shotgun in secrets

 

2 – a little more visual polish in this one, and a throwback to Doom 2 Map 26. I think there was a mandatory secret here, and it wasn’t necessarily a gimme. I’m not opposed to the concept per se, but I don’t think it works here. The supply balance is also way off. Early on you chaingun and shotgun everything while noticeably building up your rockets and cells supply. When you finally get those weapons, there’s not nearly enough opposition left to use them all. Also, what’s up with the damaging floor? It’s a major nuisance. But this is a cool layout and a potentially fun map, but the equipment you have at a given moment is likely to make it either somewhat grindy or a pushover.

 

Bottom line: Enjoyable straight up Doom with room for better supply management

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@HAK3180

 

Thanks a lot for the patience hak!

One solution could be removing that freedom of choice, cause yes doing the third area before the disco dance cyber music will make things impossible (or almost impossible at least), i will think about that, i wanted the map to be sligtly less linear bu maybe it wasn't the best choice.

The archviles on the sides in the starting area shouldnt be walking around unless you kill the pinky, so i need to fix that. I will also add more cell packs for the slaughter mess.

Your playthrough was really important, thanks again (oh the baron in the end should have been an "help" to make them infight with the cyberdemons, i didn't mean to create a grindy situation there, my bad)

 

Map 29 (no rush with that) is relatively easy compared to this one :)

Edited by Zolgia108

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@Walkerrr

 

Doomworld forum topic

 

This is the hell map I’ve been waiting for. You actually get some decent weapons right away. And you need them. This map has lots of cacodemons and revenants using their attributes admirably. There’s also a perfectly annoying spiderdemon who will tempt you to kill it as soon as you have the ammo to do so, and that’s what I did. The layout and progression make sense. This may be the most cohesive locus in the wad so far.

 

Bottom line: one of the most complete maps this wad has seen

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@HAK3180
Thank you for the video, and I'm sorry about the unenjoyable experience.I appreciate the input and I admit that certain sections aren't exactly designed with blind playthrough in mind. You also happened to stumble upon two bugs that I didn't know about, so thank you for pointing those out. I've updated the file and fixed both the red key not appearing on ITYTD and HMP and the rocket launcher pillars potentially being already raised up when you enter the room.

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@HAK3180

 

Thanks for playing my levels! 

 

I think you are a bit confused about the second level so allow me to clarify: You missed the skull switch highlighted with the red brickwall, because you didn't thoroughly explore the upper balcony area with the iron bar window overlooking the courtyard. This is understandable because there's lots of red neon lights hiding the finer details and the overall red theme, but paradoxically, removing them would leave the map too barren and dark visually. I had placed a bet that the map flow would lead you to the upper balcony that opens the massive metal gates leading to outside because you have to hug right to get there. Unfortunately, with you Henry, I lost that bet.

 

And removing the darkness of the space removes the atmosphere, so it's a little bit of a mess. Which leads me to the paradox of the leaking health that people don't seem to pick up on. The map is littered with hellish cracks which damage your health. Again, this may be understandable as this feature isn't as common in Doom maps and they are little bit hidden in the red neon lights but then again they are very much visible and glowing.

 

Very disheartening to see this not being as obvious to everyone. It's kinda meant to add more difficulty as a punishment for failing the combat encounters. As for the other faults with health, ammo and monster placements, I will look into them and re-balance the levels. Sorry for the inconveniences. Naturally, as an author of the levels all of it is of course my fault. And very disheartening to see some of the ideas just not working properly. Or having balancing issues. I'll work on that. Thanks again!

 

red_brick_switch.jpg

Edited by Samuel Slayer
adding info

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13 minutes ago, Samuel Slayer said:

[You're a blind idiot]

 

Well, sometimes my brain doesn't function, I guess. I must have decided in my mind there was nothing over there. In that case, I like the secret being an alternate route out there.

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5 minutes ago, HAK3180 said:

 

Well, sometimes my brain doesn't function, I guess. I must have decided in my mind there was nothing over there. In that case, I like the secret being an alternate route out there.

And thank God I made that alternate secret. Was afraid you'd crucify me for not finding the skull switch. I think I should add switches to the gates as well among all the other needed fixes. Should I put giant arrows on the ground like in Doom 2? But thanks again for playing. You and Austinado have been valuable testers.

Edited by Samuel Slayer
editing text

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@mArt1And00m3r11339, yes. This thread is "for" me to post videos of maps that have been requested and subsequent germane conversations. I prefer to keep it so that the only videos are ones of me playing requested maps for the purpose of organization. If you want to post a video of a map from this thread in this thread, I simply ask for the courtesy that you don't embed it, so that it doesn't carry the appearance of an "official" HAK playtest thread video. 

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21 minutes ago, HAK3180 said:

@mArt1And00m3r11339, yes. This thread is "for" me to post videos of maps that have been requested and subsequent germane conversations. I prefer to keep it so that the only videos are ones of me playing requested maps for the purpose of organization. If you want to post a video of a map from this thread in this thread, I simply ask for the courtesy that you don't embed it, so that it doesn't carry the appearance of an "official" HAK playtest thread video. 

I edited the comment for you. You should be able to just view the link and not the thumbnail.

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@WH-Wilou84

 

Doomworld forum topic

 

It’s a good start: very simple, but the layout is elegant and the visuals are very nice. The secrets were a little bit odd – I did not fully understand them. And I saw a chainsaw that I could not access but still got 100% secrets. But that’s okay. Secrets can be done a lot of different ways. It's only Map 01.

 

Bottom line: Classic gameplay and slightly refreshed visuals. I’m on board.

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@WH-Wilou84

 

Doomworld forum topic

 

We’re still in the early stages, you can tell. This wad appears to be more constructed like TNT than Plutonia, for example. Early maps are simple and easy. This one had a noticeable use of teleporters but still a strong layout.

 

Bottom line: just a simple early megawad tech base

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Thanks !

You're probably right concerning the ammo situation at the beginning of map 02, I see you were litteraly bathing in shells and @Catpho said something in the same vein. I'll take a closer look at that.

And yeah, indeed, there's a secret with better weaponry.
Better luck next time, I guess. :p

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@WH-Wilou84

 

Doomworld forum topic

 

This one has a modernized Doom 2 feel with a lot of stock textures and a classic tight design. No real complaints from me with the possible exception of weapons in secrets becoming a recurring theme. That can leave a less observant player not only disadvantaged, but also simply with a significantly less fun experience. So it’s something I’ll keep an eye on.

 

Bottom line: The heat gets turned up a bit; the quality remains.

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