Chris Hansen Posted October 6, 2020 Here is a new version of my map - The Trickster's Behest - with a couple of fixes based on some feedback I got from a friendly community member. 4 Quote Share this post Link to post
BoxY Posted October 6, 2020 1 hour ago, Chris Hansen said: Here is a new version of my map - The Trickster's Behest - with a couple of fixes based on some feedback I got from a friendly community member. Sweet map, here's a demo: 128ch_bx_2nd.lmp (2nd attempt because I had to exit and check the map editor) -cl9 Visually this map is extremely awesome, the E3 skybox fits perfectly with this style of hell architecture and there's plenty of variety in the texturing without it looking cluttered. Gameplay-wise it feels Romero-esque with complex claustrophobic areas and demons always bullying you hard for the space. Health and armour is very tight on UV (not sure how I feel about the only green armour being a secret, it might be more fair to give one to the player at some point on the main progression, but it's not the end of the world) and after taking some stupid hits in the starting area I was mostly limping on very low health through the whole map, which for once I didn't mind too much as it kind of fit the oppressive atmosphere. Overall combat was really good though. The only real problem I had is that on my first attempt I had absolutely no idea that the switch I pressed raised the pillars to the red key area because I couldn't see them raising, and for whatever reason I couldn't figure out the red key path even after checking the automap for several minutes so I gave up and finally figured out in the map editor what the progression was. This is probably more of a low IQ moment for me than a serious map design fault, but I feel like if that pillar switch was moved between the windows instead of being in a dark corner, then the chance that the player would see them raising would be almost 100%. Other than that, I think everything worked pretty much perfectly. 1 Quote Share this post Link to post
Chris Hansen Posted October 6, 2020 Thank you @BoxY! Glad you liked it. I always change A LOT of things when I make a map and very rarely does a design decision make it from it's initial state through to the end. Case in point: That switch you mention that activates the pillars :) It was actually at some point placed at the windows. I moved it because I didn't want the player to press it and leave the room before he had a "chance" to fight the Hizzy family and their Floating head friends. And I thought "Hmm, the map's pretty small so it's not like you get lost for more than 10 seconds trying to figure out what to do next" ;) But hey, if I get more complaints about it I'll definitely do something about it. Until then... well, let's just work on raising your IQ, shall we! ;D Thanks again for playing, much appreciated! 0 Quote Share this post Link to post
Captain Toenail Posted October 6, 2020 (edited) I fixed some small texture bugs, mainly my deep water textures were the wrong way round. Whoops. Edited January 22, 2021 by Captain Toenail removed old link 1 Quote Share this post Link to post
Iacobus Posted October 6, 2020 (edited) 8 hours ago, Chris Hansen said: Here is a new version of my map - The Trickster's Behest - with a couple of fixes based on some feedback I got from a friendly community member. I'm not that great with compliments, not because I'm incapable of acknowledging talent and a well done job, which's the case here, but because my mind always go towards self-improvement and constructive criticsm. Well, let's say your style of mapping is exactly what I'm striving for. The use of texture, the intricacy of the layout, the use of space, the visual composition of each area, the way combat flows naturally and don't feel overly scripted. Everything feels it belongs to where it is. I wish I had left a comment when you posted the first version, but I was kinda burn out by the type of interaction you commonly get on gaming forums. I know from what I've seen from you so far that you wouldn't mind at all whatever I had to say, you're experienced enough to know well your craft, I just didn't feel like posting too much. Skipping all the praises, here are some of my thoughts while playing that I thought were worth mentioning: - I had no issues with progression and the only time I got stuck was because I didn't pay attention to the wall openning behind me. I ended up finding the secret right way and it took my attention away from it, as you can see in the first FDA I sent. - It might be just a matter of playstyle and a design choice, but I tend to seek cover and cheap enemies down from a distance until I learn the map and am aware of how far I can push. I was rewarded every instance where I played safe and was punished everytime I tried to be ballsy and in no moment I felt pushed into combat. - I felt the battle on the last stretch intuitively easy to avoid, given the proximity of the switch to the exit area, the fact you are teleported right next to it and there're only 2 Imps guarding it on UV. Both points about combat here though are mere observations and by no means I see these as issues in need of addressing, the combat is very enjoyable as it is. I always assume these visuals glitches are on my end, but at least for me the pit that raises with monsters on the left after you flip the switch has only backwall textures and it's possible to reach it before it's fully raised. I found this issue while trying to speedrun the map after the FDA, but it's quite possible players will run into it naturally while playing for a second or 3rd time, specially on lower difficulties. Spoiler Other than that, teach me your ways :p Edit: Almost forgot the FDA of the new version 128KB_CH_03_fda_v2.zip Edited October 7, 2020 by Iacobus 1 Quote Share this post Link to post
Chris Hansen Posted October 7, 2020 Thank you very much @Iacobus! You're right, I absolutely don't mind a little critisism and when it's reasonable and fair like yours then I can only be grateful for someone to actually put the time and effort into putting it down on writing! I'm glad you enjoyed the level and your thoughts on some issues the level might have are very valid. I did have 2nd thoughts many times about that slow moving pit that you mention and I can see there might be a problem with it. I'll see what I can do to fix that. I will considder moving the switch further away so the exit can't be reached so easily. Or something... I'll see what I can do :) Don't know if you asked, but if you want to know how I make these kind of levels, well, that's a tough one and I don't have the time to write it all down ;) In short it boils down to this: I never treat any part of the level as finished at any point in time during the designing process of the level! Any door, lift, wall, window, texture, flat, floor, pillar etc will see changes during the level's creation. More often that not I end up adding or removing stuff that I have already made just to make the level's progression flow better or be more fun. There's always a monster closet, teleport or switch to add! That's why you will often see in my levels that a lower numbered sector will contain heigher numbered sectors simply because I wasn't pleased and added stuff much later. Or maybe I made an entirely new route through the level to make it flow better thus adding new sectors or opening up an area or connecting new areas to it. Anything can be changed if it makes the level flow and play better. That's basically the gist of it :) 2 Quote Share this post Link to post
wydoomer Posted October 10, 2020 Second version of my map attached. Made the exit lift in the invuln room not visible until the progression switch is activated. Made the exit lift in the invuln room able to be lowered from the lava pit to make it consistent with the other lifts. Added a health bonus trail to the lift so players can more easily escape the lava pit in the invuln room. Added a box of shells on the 2nd floor in the cyberdemon room near the midgrates. wydoomer-hellfjord_outpost-128k_v2.zip 2 Quote Share this post Link to post
wydoomer Posted October 10, 2020 I played a few maps in lzdoom since my mouse has been skipping in pr-boom which is really annoying. I played in UV. @Captain Toenail I don't care too much slowing sectors, but that's personal preference. I will say that the way they were used in this instance wasn't too bad. It added a bit of anxiety trying to dodge fireballs in the fight in the room filled with nukage. I liked the glossy fireblu portals. No progression or technical issues that I saw. Well done. @Chris Hansen I really liked your map. The visuals are nice with some cool lighting. The combat is fun, I always had just enough rockets to deal with the major threats. The shifting geometry kept me guessing. Even though the map would open up in ways that I didn't expect and I got turned around a few times, I still never got lost. No technical issues. 3 Quote Share this post Link to post
Chris Hansen Posted October 10, 2020 (edited) @Walter confetti based on @Iacobus' feedback I made a couple of changes. Nothing big. Let's hope that was the last update. Sorry for the trouble! Download here. 10 hours ago, wydoomer said: I really liked your map. The visuals are nice with some cool lighting. The combat is fun, I always had just enough rockets to deal with the major threats. The shifting geometry kept me guessing. Even though the map would open up in ways that I didn't expect and I got turned around a few times, I still never got lost. No technical issues. Thank you for the comments! Edited October 10, 2020 by Chris Hansen 3 Quote Share this post Link to post
magicsofa Posted October 10, 2020 If there's still one more E4 slot, I would love to do another map. Did anyone else reserve E4M1 yet? 0 Quote Share this post Link to post
magicsofa Posted October 11, 2020 (edited) Wellll I went ahead and made a map anyway. It's on E4M1, and it's exactly 131,072 bytes. I call it..... Killer Bites 128_bite.zip Edited October 11, 2020 by magicsofa 5 Quote Share this post Link to post
Walter confetti Posted October 12, 2020 Cool! Adding to the map list! Spoiler And you've got the same idea of mine for a Thy Flesh Consumed theme! 2 Quote Share this post Link to post
Pechudin Posted October 12, 2020 Here is the latest version of my map. Some lines added, some lines deleted. Made a secret harder to just stumble into. Thanks to @FrancisT18 for playtesting, this guy went above and beyond for a randie like me. linky 3 Quote Share this post Link to post
Walter confetti Posted October 12, 2020 Thanks for the maps! Here's some demo recorded with prboom 2.5.4, complevel 9: demopack2.zip includes a FDA of magicsofa map and a second run of pechudin, both with exit. No major errors found, magicsofa could perfectly work for a intro map, even with the organic design of it! Pechudin map is pretty good, like the "little city" vibe from the place, did it been get easier from the first version 2 Quote Share this post Link to post
riderr3 Posted October 16, 2020 @Walter confetti I'm a bit too late for the party. It seems that the map grid is full? In case if somebody quits his/her slot or just bored, add me to the mappers list. 2 Quote Share this post Link to post
Walter confetti Posted October 16, 2020 There's a place for episode 2, if you wish! 0 Quote Share this post Link to post
riderr3 Posted October 16, 2020 5 hours ago, Walter confetti said: There's a place for episode 2, if you wish! Well you can add me then. 1 Quote Share this post Link to post
Super Mighty G Posted October 17, 2020 (edited) Updated version of my map with a couple changes. Special thanks to @FrancisT18 for the playtest and feedback. 128kb_recluse_rc2.rar Spoiler Changelog RC2 -Stairs out of central room changed to dropoff to avoid stair fighting -Final fight is now a lock in* *The red door room is marked as an exit to communicate that you can no longer backtrack after pressing the switch. More playtesting is always welcome. Edited October 17, 2020 by Super Mighty G 1 Quote Share this post Link to post
EpicTyphlosion Posted October 21, 2020 Well, it only took me a million years, but here's the first iteration of my map. I call it "Demons Gone Mad" 128kb_dgm_v1.7z Rather short, but sweet. Decided to go with a cool MIDI just in case the map didn't end up looking so great, lol. The song is the rival battle theme from Pokemon Heart Gold/Soul Silver. 1 Quote Share this post Link to post
Walter confetti Posted October 21, 2020 (edited) Great! Added to the map list! EDIT: Ok, played your map, pretty straightforward and the easier so far of the one released for this project, there's no game-breaking issues in the map expect unlowered DOORTRAK textures. Here's a UV-Max demo in 2:11, recorded with prboom 2.5.4: uvmax-walt-128kb_dmg_v1-211.zip Edited October 21, 2020 by Walter confetti 0 Quote Share this post Link to post
riderr3 Posted October 23, 2020 Here it goes! Info: Spoiler "Infernal wharf" by riderr3 For The 128 kb mapping extragavanza challenge Advanced engine needed: Boom Size: 124kb IWAD: Doom.wad Map replaced: E2M6 Music: The Avenger's Domain.mid by Viscra Maelstrom Other: Added two custom flats from jimmytex pack Single Player: Designed for Cooperative: Yes Deathmatch: Player starts only Difficulty Settings: Yes Build Time: One week Editor(s) used: Ultimate Doom Builder, SLADE3, WadSpy Tested With: PrBoom-Plus 2.5.1.4 (complevel 9) Screenshots: Spoiler Download here: http://www.mediafire.com/file/oz65n31amljq0ps/infwharf.zip/file P.S. Feedback is appreciated. 4 Quote Share this post Link to post
SilverMiner Posted October 23, 2020 @riderr3 Cool map, especially starting area in a boat and blood flowing around. And the water conveyor where's the yellow skull But the switch hunting area is something that makes me feel like "where do I have to go to find the next switch" and switch hunting becomes almost annoying when the night vision goggles get expired. IMHO, players won't like switch hunting part, particularly when they are plunged in dark. 1 Quote Share this post Link to post
Captain Toenail Posted October 23, 2020 1 hour ago, riderr3 said: Here it goes! Is that a ceiling made of Cacodemons? :-o 2 Quote Share this post Link to post
Walter confetti Posted October 23, 2020 This map looks cool! Added to the map list 0 Quote Share this post Link to post
riderr3 Posted October 23, 2020 (edited) 2 hours ago, SilverMiner said: But the switch hunting area is something that makes me feel like "where do I have to go to find the next switch" and switch hunting becomes almost annoying when the night vision goggles get expired. The candles in that area hints to places where the doors should be opened. Also is easily to guess just by the door sounds. Edited October 23, 2020 by riderr3 0 Quote Share this post Link to post
SilverMiner Posted October 23, 2020 1 minute ago, riderr3 said: Also is easily to guess just by the door sounds. To you - maybe, cuz you're the author 0 Quote Share this post Link to post
Walter confetti Posted October 23, 2020 Cool stuff, riderr3! Fun map! But yes, i've got some issues too with the switch hunt section as SilverMiner noted out 0 Quote Share this post Link to post
riderr3 Posted October 24, 2020 (edited) 1 hour ago, Walter confetti said: Cool stuff, riderr3! Fun map! But yes, i've got some issues too with the switch hunt section as SilverMiner noted out I have an idea. To keep the layout and consistency, I'll keep these doors open ("s1 door open stay" instead of "sr door open wait close") and raise their sector brightness to make it easier to find. I confess I went overboard with this puzzle. The update will be released in the coming days. Edited October 24, 2020 by riderr3 3 Quote Share this post Link to post
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