Sheckly Posted February 5, 2021 (edited) Another single-level release from me, Called REVTECH, or Revenant Technologies. It's another vanilla-style level, with no outside assets, for Doom II. Tested on Crispy Doom 5.7.2, GZDoom 4.4.1 and 4.5.0. This is a beta release, with more visual touchups and gameplay tweaks to come. No Jumping/crouching, freelook is as you see fit. Difficulty settings are implemented, play whatever is comfortable for you. Yes I realize there may be too much health/ammo on lower difficulties, that's just how I implement my items. ¯\_(ツ)_/¯ Let me know what you think! *edit* Forgot to include the link! https://www.mediafire.com/file/zdujoypmntx755m/REVTECH.wad/file *EDIT* Updated wad file to include changes based on feedback. Some larger rooms, and less enemies to contend with. Should make it an easier time. Edited February 5, 2021 by Sheckly 3 Quote Share this post Link to post
Biodegradable Posted February 5, 2021 This map would work a lot better if the legions of demons were spread out a lot more across these huge rooms as it'd make better use of all the space, rather than cramming most of the encounters inside stupidly-small rooms considering the size of the groups you have to deal with. I'm usually not one for these kind of maps, but it would definitely help make the combat feel like less of a piss-take and more like a fair fight if you made better use of the large swathes of space. It's not bad by any means, but the way you've set up the combat doesn't work too well in my opinion and just becomes more of an endurance test than anything else. Sorry if I'm being a little harsh, after all, this is only your second map. Don't be afraid to spend more time on your next one. There's no rush and keep practicing. 1 Quote Share this post Link to post
Sheckly Posted February 5, 2021 Thank you for actually beating my map Biodegradable! I can see how much of a struggle it was at certain points - I don't think I've caused anyone to utter that many fucks in such a short amount of time! I've already toned down some of the encounters, removing all the lost souls past the first few and a couple of the pain elementals. I hear what you say about cramped spaces, I think while designing this map I was making those big open spaces in the early parts of the level and went "oh, I'm making things to open and empty" and then overcorrected by a lot. I've made a couple of the spaces in those rooms a bit bigger too. Thank you ever again for the feedback and the video! :) 0 Quote Share this post Link to post
Azuris Posted February 5, 2021 Played on hurt me plenty and found it to hard for my personal Taste. I would give out the Weapons earlier and more Ammo at the Beginning :P Took me 2 Minutes to get the Shotgun and left out most Enemies because i was out of Ammo early. Seeing Biodegradables Video shows me that your Intention was to get it from a Sergent in the first Room, maybe put it just on the Ground on the lower Difficulties or let the Sergent in :) Having no Weapon and Ammo has let me think that i will not find as much of it in this Level and thats why i skipped the Pit with the Chaingun, i could not see what was in there (was in a hurry to not get hit :P) and i didn't wanted to Risk a jump of faith without knowing how much Ammo awaits me. Getting every better Weapons right in the middle of the Encounter was also not so much fun, would make it with one or two but not more. I somehow haven't seen the first Switch, would spot it out a bit more prominent :) Map Layout and Design itself was good, that lets me think that if you play a bit around with Enemy and Weapon Placement it will be much more fun :) The Potential is clearly there. 1 Quote Share this post Link to post
eirc Posted February 7, 2021 Hey, played your map and I basically have the same feeling everyone and you mention, the start's too big and empty. The only way to fill this big a space up would be with hundreds of monsters and basically make a slaughtermap (or just make it smaller hehe). I do get what you were going for layout wise though and if tighter it would be fine. The progression in rest of the map is a bit too linear, ie room after room of fights. Some of the fights were very nice though so it's ok. I especially liked that final room with the window and the big monster soup and the viles afterwards. Also I appreciated how even if the SSG comes in a bit "late" you did not overdo tanky enemies and I did not get bored with the normal shotgun - which happens often for me. A thing that I got reminded of playing this was this article about "the door problem" in fps map design: https://www.gamasutra.com/blogs/AndrewYoder/20190808/348237/The_Door_Problem_of_Combat_Design.php. Many of the rooms push you to just camp the door and pump lead until everything is dead. This is of course no trivial problem to solve but I think you can improve on that. Also another random thought is to try and make things less symetrical. It helps players navigate and makes fights more interesting so it's a win-win Here's a youtube of my playthrough (no commentary there), beat the whole thing first try so I'm proud of that :D https://www.youtube.com/watch?v=MZ9GUS8leyc 0 Quote Share this post Link to post
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