HAK3180 Posted October 3, 2020 (edited) Table of Contents @Shawny This is a beta, so I wish I could find some things to improve on, but besides a stuck hell knight and a visual glitch, there isn’t much. Visually, it’s beautiful without being breathtaking or unique. But the acumen on display here is in setting up a great layout. It’s a hub+3, but each of the three is its own intricate nonlinear affair. I literally saw the yellow key first, could have grabbed it, but opted to explore something else “quick” first, which led me to getting the yellow key last. The combat does not seem to suffer. There are a couple setpieces for good measure, and they’re fine, but Shawny finds a way to make the other combat work pretty well, even though many of these monsters can be encountered from different ways. Bottom line: Shawny apparently only knows how to make one thing, and it’s wonderful Edited October 3, 2020 by HAK3180 2 Quote Share this post Link to post
HAK3180 Posted October 3, 2020 @ViolentBeetle Doomworld forum topic (project) There are some fairly restricting parameters for this project, so I’m eager to see the variety from 32 maps, but I thought this one did a nice job of height variation within the theme. The map changed itself up a bit with stairs and stuff, but was thoroughly cohesive all the way through. Combat was pretty straightforward but didn’t bore me. Bottom line: I like the direction of this project 1 Quote Share this post Link to post
Shawny Posted October 3, 2020 (edited) @HAK3180 Thank you for the playthrough. (Sorry for the delayed reaction, just got from work, even though I had some time to watch the video in the morning before I left). Glad you liked what you played, all mentioned problems will be dealt with in the next update. (I would swear I was fixing the visual glitch already... may have been other one...) Good to see the ammo balance is fine so I can safely work on the other skill settings. You haven´t missed any secrets at the time you mentioned secrets hunting (you have been super close to the first one though). I am quite stingy with the backpacks I will admit that much. I got lazy at the end and most likely moved teleport destinations without proper testing myself. Yes, that was silent teleport usage at the red key area. I also used impassable walls to make sure player will be at the right spot to make the teleportation as seamless as possible. (Other skill setting will have different outcome at that point. Those are already implemented.) The map wast´t really planned to be that non-linear mid-map but during the mapping process It just kinda happened. Everytime you "cheese" an encounter little fragment of my soul breaks and I start thinking if I had make the map too easy... again. I wish somebody would speedrun ANY of my maps, though I don´t think they have the right format for that. That is all for now... I think. Once again, much appriciated the feedback, it was fun to watch. Edited October 3, 2020 by Shawny 0 Quote Share this post Link to post
HAK3180 Posted October 4, 2020 @Steve88 download the .zip Well, this idea is not exactly novel, but these maps are all about execution. They have to be fair, and they have to stay challenging while also remaining interesting. I think this did a good job of escalating difficulty and variety. Once you get a BFG, you never really switch away from it, but there’s still some strategy involved. It might be exitable a little too soon. I first exited on accident, so I might prefer forcing me to think about the cyberdemons a little bit longer. Bottom line: fun and effective little gimmick 1 Quote Share this post Link to post
HAK3180 Posted October 4, 2020 @Doomkid Doomworld forum topic This map seems to tell a bit of story. The whole wad is decent at that, but I thought the flow was quite good here. Very different areas were connected seamlessly. Combat was unpredictable and fresh. Bottom line: A lot of variety in a beautiful, cohesive map 3 Quote Share this post Link to post
HAK3180 Posted October 4, 2020 @Doomkid Doomworld forum topic It felt like two maps because there was almost a checkpoint where everything changed, but the first part was short enough that you didn’t feel like you should be done there. The first part was fine, but the latter section was where the real fun was. I entirely wasted the invulnerability and still had a great time, so that may have some balancing implications, but I enjoyed being constantly under fire and needing to keep moving to renew my suit, dodge projectiles, and get more ammo. Bottom line: intense and fun 3 Quote Share this post Link to post
Robot J Posted October 5, 2020 (edited) One Level Demo of a megawad I’m making. Official name is Retribution but Evil is just kinda a code name for the wad. I recommend PRBoom+ but any boom compatible ports work (to my knowledge). Iwad required is Doom 2. I recommend UV and Map is about 5 mins at least. Enjoy (just found a bug that lets you open the exit without blue key. fixed it. download the new one) Edited October 5, 2020 by Robot J 1 Quote Share this post Link to post
HAK3180 Posted October 5, 2020 @WH-Wilou84 Doomworld forum topic This was fun. You’re under fire right away. There is a cyberdemon. There are plenty of arch-viles. The progression takes you back to the same areas in interesting ways. There’s lots of ammo to choose the best way to be efficient. Bottom line: well crafted and edgy 1 Quote Share this post Link to post
HAK3180 Posted October 6, 2020 @Doomkid Doomworld forum topic This map is like a clinic on space shaping action, the very antithesis of “I’m gonna build my entire layout without even thinking about the gameplay in it.” The flow was great, this thing featuring, I believe, one door. The fights were pretty distinct, but the space flowed so that you could have accurately predicted how it was going to unfold. The supplies are there for you to have yourself a rumble, and you’re going to need them. Bottom line: nonstop high quality action 5 Quote Share this post Link to post
HAK3180 Posted October 6, 2020 @Doomkid Doomworld forum topic Some of the challenge of this map felt less organic than the map itself did, with lots of teleport encounters and a reliance on arch-viles for difficulty. But It’s another cool, intricate layout with practically authentic scenery and plenty of activity, hijinks, if you will. Bottom line: another strong layout and intense action 3 Quote Share this post Link to post
HAK3180 Posted October 6, 2020 @WH-Wilou84 Doomworld forum topic The texturing is conspicuous by its absence. The whole map is a dark grey wall with a few computer panels. That and weapons in secrets are the only negatives here. It has a simple, but elegant layout, a basic but effective monster gimmick, and an intriguing secret / secret exit process. It doesn't seem like a ton of effort went into this map (they are all speedmaps, of course), but it still came out pretty good Bottom line: Just another map but a good one 1 Quote Share this post Link to post
HAK3180 Posted October 6, 2020 @WH-Wilou84 Doomworld forum topic I was almost always confused in this map. Progress isn’t really marked. I don’t think there are any keys, and some of the switches appear to be remote. More importantly, one of the top things on my annoying list is turret (or otherwise immobile) monsters that get replaced indefinitely. I can deal with an arch-vile resurrecting them, but when another one teleports in, there’s simply no way to communicate how many times it will happen. A player should never be punished for putting down a cyberdemon. It was a complete waste of ~200 cells and my invulnerability, yet I had no way to know that would be the case. But then one secret crushes all turrets? Something like that? That’s too big a secret. Bottom line: I’m happy to indulge in something crazy for Map 32, but I don’t like this 2 Quote Share this post Link to post
HAK3180 Posted October 6, 2020 @ViolentBeetle Doomworld forum topic (project) This will probably feel like a nice climax map when it’s after 29 indoor maps. It makes good use of the space and a decently believable rooftop. It is a bit of a strategy map, as these tend to be, but it does make a lot of sense, and you’re not spending a lot of time guessing what you need to do. Supply balance seems good. I like the early invulnerability and the somewhat limited cells. Bottom line: In general I don’t love this kind of map, but this one is pretty good 0 Quote Share this post Link to post
HAK3180 Posted October 6, 2020 @Robot J download the .wad The main thing to work on would be interesting layouts. This has to do with vertical space, horizontal space, and how the different areas connect or don’t connect to each other. When the layouts are interesting, it’s a lot easier to have decent map objective flow and combat. Bottom line: Not very exciting, but competent 0 Quote Share this post Link to post
Roofi Posted October 6, 2020 3 hours ago, HAK3180 said: @WH-Wilou84 Doomworld forum topic I was almost always confused in this map. Progress isn’t really marked. I don’t think there are any keys, and some of the switches appear to be remote. More importantly, one of the top things on my annoying list is turret (or otherwise immobile) monsters that get replaced indefinitely. I can deal with an arch-vile resurrecting them, but when another one teleports in, there’s simply no way to communicate how many times it will happen. A player should never be punished for putting down a cyberdemon. It was a complete waste of ~200 cells and my invulnerability, yet I had no way to know that would be the case. But then one secret crushes all turrets? Something like that? That’s too big a secret. Bottom line: I’m happy to indulge in something crazy for Map 32, but I don’t like this Hi thank you for playing this map ! The title of the map is "Rêve Brisé" and not "Rive brisé". Yes , it's the first really hard map in this wad. This map requires a rather precise management of ammunition and I can understand the frustration of meeting "invincible" (and very dangerous) monsters, but that's the gimmick of the map so here it is. :) 0 Quote Share this post Link to post
DFF Posted October 6, 2020 (edited) @HAK3180 Hey HAK, saw ViolentBeetle had you test some maps for the hellevator project. Its too late for me to make major changes but I appreciate the feedback nonetheless. Here's a map for you to test out. Its a short map being restricted to the plus building shape. Difficulty is medium-hard for the most part. If its too difficult I plan to tone down some of the encounters. Ammo is slightly tight but should be manageable, and health is decent. Title: The Restricted Floor Format: Boom (prboom+ preferred, pretty sure its +complevel 9). Single Player: Map15 MIDI: Executive from System Shock 1 Link notes: Sadly this map is a bit dark initially like my RRudy2 maps, but I did watch those videos and made sure majority of the sectors other than the main one had some better lighting. Also as I feared the MIDI's from system shock don't play well with GZdoom for some reason. If you use PRboom (preferable) I think its fine, but other ports it doesn't loop properly and you're better off using IDMUS, i may need to change it because of that. Also being map15, there is a secret exit that isn't terribly hard to find, but its a special lock that only gives you 3 attempts to solve. If you wish to find it/can't figure it out I'll leave a spoiler for the solution here. Spoiler The Secret Exit is locked behind a dynamic 3 button combo lock. The switch to open is behing a bright computer in the main hub, and opens the computers in the northern room. The computer presents the 3 key colors and a switch. To send a proper code all 3 buttons must be pressed before pressing the green switch, failure to do so counts as a failed attempt. The code is whatever order you grabbed the keys in, and only works if you actually grabbed all the keys, so IDKFA won't work. Edited October 6, 2020 by DFF 1 Quote Share this post Link to post
Robot J Posted October 6, 2020 8 hours ago, HAK3180 said: @Robot J download the .wad The main thing to work on would be interesting layouts. This has to do with vertical space, horizontal space, and how the different areas connect or don’t connect to each other. When the layouts are interesting, it’s a lot easier to have decent map objective flow and combat. Bottom line: Not very exciting, but competent Thanks for the feedback! Also to answer the switch question there are a few switches around the map that activate those silver doors you couldnt get through which lead to a chaingun and berserk! 0 Quote Share this post Link to post
HAK3180 Posted October 7, 2020 @Doomkid Doomworld forum topic I don’t know this mapper, but I felt I could sense some inexperience in a few regards. First, this map is very large and feels a bit too empty at spots. That can be okay, but it’s odd that once you have all the keys, you’re only about 60% done with the map and have not seen the exit. A little bit more cohesion and upfrontness about the progression would go a long way. There were also some very basic doorway encounters in the tech base parts. But the cave section was good – appropriate lighting, lots of paths, and a creepy cyberdemon Bottom line: feels a lot like two maps, and I like the second better 1 Quote Share this post Link to post
Arbys550 Posted October 7, 2020 The next map for In the Doghouse is done. This one's map15, used to be map14 but I moved it up because it turned out really big with lots of secrets. I'm gonna warn you about difficulty because this is the hardest map yet. Use IDDQD if you have to. It's also really slaughtery and has the highest monster count of all, but it only takes me about 22 minutes to complete with 100% kills and secrets. It may take you 45-50 minutes depending on how much you die. About half of the kills are in secret slaughter sections so don't freak out about the kill count. I overhauled both the visuals and the gameplay for this one. Reminder it's boom compatible, no crouch, no jump, no freelook, pistol start. https://www.dropbox.com/s/deqjlgmxm3rxjka/boomhouse.zip?dl=0 Also I meant to say this a long time ago, but my name was meant to be pronounced like the restaurant, and not "Arbiss." Although I think "Arbiss" has a nice ring to it lol. 1 Quote Share this post Link to post
RonnieJamesDiner Posted October 7, 2020 (edited) Thanks for the Rowdy Rudy 2 playthroughs (for maps 12 and 14). Happy to hear you enjoyed them, and I really appreciate you finding that issue in map 14, where you can hit the exit button without having to do the entire finale - I'm amazed that hadn't been discovered, yet. But I'll be very glad to get that fixed before an idgames upload. In regards to the comment you made about the stimpacks being turned into red orbs, I felt the exact same way for a long time. They definitely give this impression of being, like, a "super health bonus" or something. Which makes it feel as though they should be adding to your HP, over 100. It's that damn, spherical shape. :P Edited October 7, 2020 by RonnieJamesDiner 1 Quote Share this post Link to post
HAK3180 Posted October 8, 2020 @WH-Wilou84 Doomworld forum topic (Below is my original writeup, done immediately after the FDA) I love it. From the freedom of the layout to the clever progression points and mini little “aha!” moments, this is exactly the kind of Doom I’m most interested in. The fights are very survivable, yet provide a legitimate challenge and good variety. The finale does a fine job of making you think about your strategy, even if many different ones will work. Bottom line: This is my favorite of the set 1 Quote Share this post Link to post
HAK3180 Posted October 8, 2020 @DFF (As you will clearly see, I did not read your spoiler about the secret exit until after the fact) Doomworld forum topic (project) It’s a hub + 3 + one optional room. Very simple. Almost to a fault – this thing is already going to be somewhat basic by virtue of its wad-induced thematic restrictions. The good news is the fights are decent enough, although I struggled a little bit with ammo. Perhaps the one optional door could be brightly illuminated to prevent the player from rightly recognizing the hub +3 but wrongly assuming that’s all there is, especially since the map expects you to go in there first. Bottom line: a fine map, just not all that conceptually intriguing besides the secret exit 1 Quote Share this post Link to post
WH-Wilou84 Posted October 8, 2020 (edited) @HAK3180 hey, glad you liked map 17 ;) Nice handling of the final battle here. It's not a hard fight by any means, but it's no joke either.As regards to the "mandatory secret" (~21:00 in your video), actually this secret is only reachable when you cross the teleporter line marked with the little green arrow. If you take the teleporter from any other direction, you'll get back to the normal path without accessing the secret. Also I think you didn't play map 16 ? :o Edited October 8, 2020 by WH-Wilou84 1 Quote Share this post Link to post
HAK3180 Posted October 8, 2020 @WH-Wilou84, wow, I never even noticed the arrow. I also apparently did not notice that the teleporter took me to two different places. And I also did not notice I skipped 16, hahahaha. I am losing my mind in my old age. 2 Quote Share this post Link to post
CBM Posted October 8, 2020 1 minute ago, HAK3180 said: @WH-Wilou84, wow, I never even noticed the arrow. I also apparently did not notice that the teleporter took me to two different places. And I also did not notice I skipped 16, hahahaha. I am losing my mind in my old age. welcome to the club my friend :D 0 Quote Share this post Link to post
HAK3180 Posted October 10, 2020 @Arbys550 Visuals and layout are good, although the latter is pretty simple in actual steps that Doomguy takes. Fights were all suitable and varied, and that’s probably the main thing of this genre. I didn’t particularly care for the yellow key fight, but they all had something a little different to offer. I ended up with 4/10 secrets but no yellow skull, so no secret exit and nowhere near all the kills. Bottom line: interesting and varied slaughter 1 Quote Share this post Link to post
HAK3180 Posted October 10, 2020 @Doomkid Doomworld forum topic Emulating Plutonia visually was quite successful, but this map is a little mysterious to me. It does not feel like the work of such a seasoned mapper. The one one-way yellow door didn’t make a lot of sense. Is it even possible to open that from that direction? One of the switches was a little bit remote – seemed like a sightline there would not have taken much work. Some of the combat didn’t seem to take into account many scenarios. But some did. I liked the very beginning and the yellow key area in general, though I wasn’t fully on board with the weaponry situation. It didn’t seem like a good map to withhold the super shotgun and plasma gun and decent supply of rockets. I posited that this might have been a speedmap of some sort because I’ve liked Doomkid’s maps (other wads and even the others here, especially 01 and 06) a lot better than this and also thought they were of a higher “objective” quality. Bottom line: A little bit basic and not ideal weaponry, but some fun moments of gameplay 1 Quote Share this post Link to post
BluePineapple72 Posted October 10, 2020 (edited) Hello! I’ve got you here a compilation made for the September edition of a monthly series of speedmaps I’m running on my discord. Port: Limit removing should work, all maps are either vanilla or boom, but I’ve personally only tested in GZDoom Authorships: Each map was made in an hour, give or take, with the mappers as follows: DynamiteKaitorn Obake Steve88 (for a map you’ve played already) Pegleg and myself The whole wad should take 30 minutes. Most importantly though... have fun! Edited October 10, 2020 by BluePineapple72 2 Quote Share this post Link to post
HAK3180 Posted October 11, 2020 @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 1 Quote Share this post Link to post
Jacek Bourne Posted October 11, 2020 (edited) A new map I made in about a day. Not much else to say about it except I like the way it looks. 3 rooms with varied fights between them. Give an HONEST review. I'd like to know what this map does right and wrong so be especially critical. Indoor_Tech_Based_Level.zip Map Size: Small Difficulty: Medium Pwad: Doom II Source Port Requirements: Must Allow Conveyors Testing Port: GzDoom Edited October 11, 2020 by Jacek Bourne 1 Quote Share this post Link to post
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