BuddhistPunk Posted February 16, 2021 Hello Everybody! I've dabbled in a bit of mapping here and there over the years, but never really got stuck in enough to make a complete map. I've spent over a week and a bit on this one. I could spend more time tweaking things here and there, but decided now is a good time to see what people make of it. Otherwise I'd be messing about with it endlessly. Screenshot 1 Screenshot 2 Screenshot 3 Screenshot 4 I originally built the map in Doom Builder 2, with the aim of making a vanilla map to keep things simple. It uses the Doom2 iWAD. Though, in looking to build a wad of my own levels in future, I ended up using the map maker in Slade 3 at the end. This was to add some elements that I couldn't in DB2. Therefore, I would advise on using GZDoom if you decide to give it a go. It was made to play the vanilla way and I used PrBoom to start with when testing in Doom Builder 2, so no jumping or mouse-look was intended. The level was intended to be a simple beginning level, for a wad I'd go about adding level's too over time as I learned new things and got more creative and daring. It's fairly short, about 5-10 minutes. I don't believe it's difficult and I intended it to be played on UV skill, but have played around with the flags on things to make it playable on all difficulty levels. There are only Former Humans/Sergeants, Imps and Pinky Demon's in the map. The theme of the map and future levels, was that the base (or bases) that you were heading to, were being slowly overtaken by Hell. More-so as the levels went on. Thank you for taking the time to read through my thread, and should you decide to, thanks for playing it! My thoughts on my map are hidden below, please read after trying it out! Spoiler I wanted to make the level short and sweet, but not too short that you can sprint to the end like Hangar or Entryway. I tried to not add too much, therefore I kept the enemies to just basic ones, as well as the weapons available. I have a bit of concern on the amount of enemies, monster closets and traps for a first map. But I was quite pleased with how the Super Shotgun room turned out. Added the side rooms to give the player somewhere to explore, to reduce the linearity of the level. The Chaingun was supposed to be a blue/yellow key, but felt it was a bit pointless for a 'small' level to have a second colored door for the exit. The Lighting, I feel is personally a weak point and my understanding of it isn't great. Thought I tried to use brightness to highlight the side room at the beginning, to draw the player into use the switch to continue. as well as using darkness to show the more dangerous parts of the map. BPTheDescent.rar 3 Quote Share this post Link to post
Silhouette 03 Posted February 16, 2021 I had a look and it's a pretty good first try. I've said this to many people who submit their first map: Your first map is probably better than mine( not much of a compliment, considering my first map was mediocre, since it was the first map I ever built) Gameplay Gameplay, I'd say, is pretty good, a little flat in some areas but overall a lot of fun. Your traps are also really good. I especially enjoyed the trap with the chain-gun where the floor lowers, wasn't expecting that. If I had to give you one piece of advice, it's that you should consider using more of Doom 2's added bestiary. Your map is a little bit too easy(I know this was intentional, but don't be afraid to add more.. spice to your map) since you ,basically, only use The Ultimate Doom's bestiary. Don't be afraid to throw in a few revenants or Mancubi. Texturing and overall level design Your texture usage is pretty good. I like the aesthetic you have going, mixing hell and tech-base so that each theme flows fairly naturally and coherently with one another, there isn't a clash that occurs through the use of different themes. As I mentioned in gameplay, there is a bit of flatness in level geometry, but it doesn't detract from the overall experience Bugs None that I've noticed, so good job. Conclusion For a first map, this is a really solid start for a up-and-coming mapper. Don't be afraid to ramp up the difficulty slightly. We're all accustomed to the cruel and unusual traps of modern wads. I'd like to see what else you have up your sleeves, so tag me( if you're willing) if you need a tester. I'd also like to give you a formal welcome to Doomworld. Most, if not all of the people are friendly here and are more than willing to talk about all kinds of stuff, doom related or not. So make yourself at home. 1 Quote Share this post Link to post
ElPadrecitoCholo Posted February 16, 2021 BP's The Descent Ultra-Violence || Zandronum || Vanilla++ Status: Deaths → 0 Saves → none A really great map, really nice in my opinion, since it has a really basic structure, but at the same time it works, it is not only based on closed places, but also has areas of open spaces, and in addition to that, you don't see any trace of monotony everywhere, because this map has a lot of variety, which is a good achievement for a first map, with good traps and a good use of ammunition and medicine cabinets, besides that, the Enemies are not a big problem when fighting, you get to see some justice during battles, since most of them are only Hitscanners, but that is very good, because it means that if there is a balance, and that in no moment there will be frustrations on the part of the players. In conclusion, this is a really worthy map for beginners who are not very familiar with Doom, or who are not very fond of passing super difficult maps or with ridiculously high difficulty, therefore, this map receives my approval, because I really enjoyed it, and I hope you get to make maps just as cool and entertaining as this one, great job here. Extra: Spoiler For some reason, the automap had marked me this kind of blue thing on the way, I really didn't know what it was, until I used the "idclip" and managed to see that it was some weird textures placed on top of the walls that were forming the labyrinth, I think you need to change that and also put the same textures as those seen on the walls so that the weirdness above is not noticed. 1 Quote Share this post Link to post
smeghammer Posted February 16, 2021 UV-max with GZDoom, 6:32; 2 attempts. I like that. It's clean and tidy and everything fits together neatly - which is good, as I really notice when textures don't align/unpegged doortrak etc. Nothing too difficult - but you say it's MAP01 for a bigger project, and that would certainly fit well. The overall architecture is really well put together but it is not ostentatious and 'in your face'. I'd probably call it 'functional' if I wee to use one word. Thats a good thing... The only thing I might change - and this is purely subjective - is the super-shotgun trap. I saw the door barrier and thought "oho! - if I pick up the super-shotgun, something will come and harass me!" - If the pinkies were released without warning (with maybe a scripted opening of the door on death of the pinkies), I think it would be more of a surprise. Yeah, it's just a really neat, playable map. I look forward to more! 1 Quote Share this post Link to post
Biodegradable Posted February 17, 2021 Not too shabby. I had fun with it and you've got the basics down pat with your progression and monster closets weren't too bad either. It's a good start :^) 1 Quote Share this post Link to post
BuddhistPunk Posted February 17, 2021 Thank you all for your feedback and comments. I'm over the moon with it all and I couldn't be happier! It's so wonderful to watch someone play my level as well. I learned a lot from it, especially how my design choices affects the player's decisions. I will make an adjustment to that little sector in the marble maze room for sure. The Traps and Monster closets, could be improved as well, but I think that's just down to my inexperience. I'm still pondering which direction to take. Firstly, if I should switch to GZDoom Builder, or stick with Slade 3/Doom Builder 2. Whether to make major changes to the map now... or make notes on what I could change, for a future/more experienced me to make a Version 2. I'm leaning towards keeping it mostly as is for now. Make a second map, then third and keep going until I have a little wad collection of levels showing my progression. I'd like to keep the theme going, with levels that become more and more hell like, and calling the entire Wad "The Descent". Then I can also update this thread with my next maps. Any and all comments/suggestions are greatly appreciated. I'm stoked to keep on creating content. Thanks again! 2 Quote Share this post Link to post
Clippy Posted February 24, 2021 Nice first map I wasn't able to do commentary tonight but here is a video I made anyway 1 Quote Share this post Link to post
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