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THEME-GAWAD PROJECT #1


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Sorry i haven't been updating in a while, had personal issues going on and been taking breaks from mapping for a while.

 

But i'm doing ok now and i'm here to give an update on the map. I got the layout finished (See pictures below).

 

Now what i'm doing is making sure everything work, putting decorations in, figure out what and how i want the monsters to act/flow in the map.

 

I also wanna make a disclaimer when i finish this map/ get it ready for play testing: It will be a work in progress, i say that because i want to hear from people when playing it, make changes from the comments and do one more sweep of making sure everything works.

 

So yes, i'm still working on it, it will be done and ready by the end of this month....unless you need it early then i can work on it more. Otherwise yes i'm still in it, yes i'm still working on it (hence the pictures), Also i had an idea for the Midi and flavor text if that's ok.

 

Midi: I was thinking for the midi something like Doom 1 E2M4 There going to get you and Doom 2 waiting for romero to play, in that style of music. Please note i can't write or make midis because i don't know how and i can't compose music anyways lol. What i'm getting at is the midi for me at least something in the style of Doom 1 E2M4 (they're going to get you) and Doom 2 MAP18 (waiting for romero to play).

 

Flavor text aka the secret level text: I was thinking since i changed the name from Trapped inside madness to Sanity Breaker (i know metal as fuck name right lol) i was thinking for the text (if we're doing custom text or leaving it og text) i had this writing down as one of them.

 

Text #1: I see you find the secret level. Hope you brought enough ammo and haven't lost your sainty.....

 

Second text:

 

Text #2: After finding the portal you though was going to lead you to the next area of hell, you ended up in a weird place.

 

With the smell of rotting fleash, strong smell of blood in the air and the laugh of the demons echoing through the weird cavern you've find yourself in.

 

You take a deep breath, puke from the smell and raise your weapon.

 

With one last deep breath and puking again you've step forth into a sanity breaking world.

 

"Good luck, you're going to need it" a phantom voice said as you move forward into the abyss.

 

You know what i'll be a tease, here's some of the rooms i've been working on (see pictures below).

 

I hope this will be a great secret level for this project. Because i am putting a lot of effort into this and also i'm kinda doing an ode to my map 03 Cavern of sorrow.

 

Anyways i think this has gone for too long now lol, but yes i'm still on it and still making it. To me i think it looks great but i still have to do the enemies and health...you know to keep up with the theme of the map.

 

(Picture 7 is the door that leads to the super secret exit by the way).

Santiy Breaker.jpg

Sanity Breaker 1.jpg

Sanity Breaker 2.jpg

Sanity Breaker 3.jpg

Sanity Breaker 4.jpg

Sanity Breaker 5.jpg

Sanity Breaker 6.jpg

Sanity Breaker 7.jpg

Edited by xScavengerWolfx
Can't english right lol

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Okay people, looking good! We're down to just a few maps for completion.

 

@Rymante check out the updated wad. I've added your map (one of my favourites, btw) and added a nice little midi.

It's one of those rare occasions where I've tried something a bit more... "progressive," so the end result is a bit weird. Check it out and tell me your thoughts.

Not happy with the volume - will need to adjust it later on.

 

Thanx!

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4 minutes ago, Ofisil said:

Okay people, looking good! We're down to just a few maps for completion.

 

@Rymante check out the updated wad. I've added your map (one of my favourites, btw) and added a nice little midi.

It's one of those rare occasions where I've tried something a bit more... "progressive," so the end result is a bit weird. Check it out and tell me your thoughts.

Not happy with the volume - will need to adjust it later on.

 

Thanx!

 

@Ofisil my map still shows as not turned in, though I'm pretty sure I sent it in a few weeks ago. Everything checks out?

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On 2/10/2022 at 8:32 PM, Ofisil said:

Okay people, looking good! We're down to just a few maps for completion.

 

@Rymante check out the updated wad. I've added your map (one of my favourites, btw) and added a nice little midi.

It's one of those rare occasions where I've tried something a bit more... "progressive," so the end result is a bit weird. Check it out and tell me your thoughts.

Not happy with the volume - will need to adjust it later on.

 

Thanx!

 

Played through my map with the new midi, I like it!  The music helps sell the otherworld-ly, hellish atmosphere rather nicely.

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@Ofisil Just a quick question for you, Is there any rush to get the secret map out for play testing soon or can i wait until i'm done doing touch ups?

 

I'm in the middle of doing some touch ups, and enemy placements at the moment, if you need me to finish it soon i can but other wise it should be ready by either the 25th or the 26th. 

 

Please let me know when you get the chance.

 

 

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5 minutes ago, Ofisil said:

@xScavengerWolfx whatever works for you. I would advise posting your map here even it still needs work, because this way more eyes will see it, and probably see sth that escaped your attention.

Ok thanks i'll try to get it up when i can i'll also add a WIP to it while i'm at it.

Edited by xScavengerWolfx

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Oh man this was a massive over haul of my first one, but i want to say that this is a work in progress.

 

The only reason i'm posing it now is because i want some feed back on it and i'm kinda getting tired of working on it lol.

 

So here's what i did:

 

1. I put a starting room where you get (almost) all the weapons and for the beserk pack you must walk over it to activate the wall that leads to the next area.

 

2. I kept with the theme of limited ammo but i did kinda sprinkle a tiny bit of ammo here and there but other wise it's still under the limited ammo theme

 

3. I tried to do a environment style of hints like the torches and other things i don't want to spoil here.

 

4. The midi is still "They're going to get you" from Doom 1 but like i said if i can make a request for the midi for this map. I would like to have a mixture of E2M4 (they're going to get you) and Doom 2 MAP18 (waiting for romero to play), if that's possible but other wise what ever fits the map theme.

 

5. Yes it has a normal and a super secret exit, i made sure there was both.

 

6. If you go through the secret way to the exit i added a option to back track (recommended to get something when you go back to the switch to go to map32) in case you missed something or want to look for the other secret ;)

 

7. I did put traps in but i think in my option i felt like i just threw them in because i was getting tired and i wanted to get this out for play testing.

 

8. Overall there's my secret map (it's under MAP31 by the way and you would need to start a new game in order to do on HMP and/or UV) I will say again this is a work in progress i'm going to take a break for a little bit because my mind is going brrrrrrr from all the work i was doing lol.

 

Hope this is a better version of my first map i posted a while back and also i kinda do a node to my map 03 Cavern of Sorrow, you'll see what i mean when playing it.

Sanity Breaker (A Theme-gawad project map).zip

 

 

Edit: two things i wanna address real quick.

 

1. Like i said this is still a work in progress but to me most of it is done but not final yet, also i'm going to let this sit for a while so i can read the comments and see what changes i need to do this map.

 

2. I went through the beta wad and i notice in my map at least my map that something are kinda weird, like near the end a imp is on top of the switch, which is kinda funny to look at and there's a spot where i forgot to fix the square where you teleport at.

 

2a. What i'm asking is can i fix that or is it too late for that? If i can fix it i can send it though dm for you other wise i can take scree shot and show you what needs to be fix so you can do if need be.

 

3. I see that two people liked it so far (i mean that could mean they like the post) but when y'all get a chance let me know if what you think of it and what i should to it. Again this is a work in progress not final.

Edited by xScavengerWolfx
Update and because i can

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On 2/20/2022 at 1:53 AM, xScavengerWolfx said:

Oh man this was a massive over haul of my first one, but i want to say that this is a work in progress.

 

The only reason i'm posing it now is because i want some feed back on it and i'm kinda getting tired of working on it lol.

 

So here's what i did:

 

 

Sanity Breaker (A Theme-gawad project map).zip

 

 

 

I tested the map:

 

First of all this is waay better than the first version. The visuals are especially great. Feels a lot like Doom and Doom 2 hell but more fleshed out.

 

Some more specific feedback:

 

A few monsters are stuck in each other: The first Cacos u encounter, the 3 imps in front of the switch in the very narrow hallway, the cyberdemon the archvile in the secret exit teleporter room and finally the imps by the bfg..

 

A blocking decoration corpse in front of the mega amor secret makes it awkward to fight the archviles. I'd also open this secret a lot earlier it does'nt really help much if you get it after the map is basically done.

 

Ammo is a lot better than the first version, so if you use your fist and chainsaw for everything small you can survive the later parts of the map. It gets really hard though, so probably add a bit more ammo. In the big room with mancs and arachnos, I would swap some of them around so they infight better. Pulling them to each other gets very tedious.

The cyber fight feels a little crazy but might work when the cyber is not stuck in ceiling.

I love the crusher room with cacos. It helps cleaning up, when the player didn't manage ammo good enough. Remember to not let the archvile get there though or he will resurrect pain elementals and ghost monsters. Since there are not many rockets, you can't really deal with them.

 

Health is very scarce, but when you find it, it's often too much and you can not backtrack until the end. I'd spread it out more, especially in the last rooms, so the player can fight towards those health packs when needed.

I really like the bfg at the end so the player can get 100%, if he survived.

 

Also running this map blind is almost impossible. If you do not conserve ammo for specific parts and use it early, the later rooms are not really doable. However, I think that works quiet well as a secret map gimmick.

 

 

 

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@Rymante

@Ofisil

Ok, how do solve the beginning of the Level ^^?
I am more a hmp Player, so i couldn't figure out how to get beyond the start.
Headed to the left to kill the Gunner to get his Minigun and to trigger the Knights and the Mancubi to infight each other, but i've died every time.
Had to cheat to see more of the Level. Stylewise it is pretty neat.

@xScavengerWolfx

 

Also tested your Level, i would sign Titanoxus Post 100% :D
Looks great the Map.

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2 hours ago, Titanoxus said:

I tested the map:

 

First of all this is waay better than the first version. The visuals are especially great. Feels a lot like Doom and Doom 2 hell but more fleshed out.

 

Some more specific feedback:

 

A few monsters are stuck in each other: The first Cacos u encounter, the 3 imps in front of the switch in the very narrow hallway, the cyberdemon the archvile in the secret exit teleporter room and finally the imps by the bfg..

 

A blocking decoration corpse in front of the mega amor secret makes it awkward to fight the archviles. I'd also open this secret a lot earlier it does'nt really help much if you get it after the map is basically done.

 

Ammo is a lot better than the first version, so if you use your fist and chainsaw for everything small you can survive the later parts of the map. It gets really hard though, so probably add a bit more ammo. In the big room with mancs and arachnos, I would swap some of them around so they infight better. Pulling them to each other gets very tedious.

The cyber fight feels a little crazy but might work when the cyber is not stuck in ceiling.

I love the crusher room with cacos. It helps cleaning up, when the player didn't manage ammo good enough. Remember to not let the archvile get there though or he will resurrect pain elementals and ghost monsters. Since there are not many rockets, you can't really deal with them.

 

Health is very scarce, but when you find it, it's often too much and you can not backtrack until the end. I'd spread it out more, especially in the last rooms, so the player can fight towards those health packs when needed.

I really like the bfg at the end so the player can get 100%, if he survived.

 

Also running this map blind is almost impossible. If you do not conserve ammo for specific parts and use it early, the later rooms are not really doable. However, I think that works quiet well as a secret map gimmick.

 

 

 

Alright thanks for the feed back. I forgot the cyber demon is fucking tall and i forgot it can get stuck on low ceilings lol.

 

I should spread out the health and add more ammo at least towards the end in the big room.

 

i'll yeet flame boi because i went through it myself and yeah flame boi where cyber demon is nope gone.

 

i can change the secret to something else instead towards the end.

 

I added the BFG at the end because i wanted to do a "here's a prize for fighting and surviving it all", another words you get the bfg at the end when you actually need for some fights.

 

Again thanks for the feed back and i'll start working on it when i can.

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2 hours ago, Azuris said:

Also tested your Level, i would sign Titanoxus Post 100% :D
Looks great the Map.

Thanks, i mean i am kinda the type where i want it to look good and play well. Like i told Titanoxus: Thanks for the feed back and i'll get started on fixing it and i did say it is still a work in progress.

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9 hours ago, Azuris said:

Ok, how do solve the beginning of the Level ^^?
I am more a hmp Player, so i couldn't figure out how to get beyond the start.
Headed to the left to kill the Gunner to get his Minigun and to trigger the Knights and the Mancubi to infight each other, but i've died every time.
Had to cheat to see more of the Level. Stylewise it is pretty neat.

 

I'm not sure what else to suggest to be honest, infighting is key to getting past the start of my Map 24 from a pistol start.  You are going to have to kill some of enemies of course, at least the Imps guarding the SSG & Lion head switch, the Pinkies will likely get in your way too so killing at least some of those will also help.

 

But in the end I designed the start of that map so that you would have to duck & weave past some of the enemies & make use of infighting to distract them until you had the SSG & Rocket Launcher, then you can start cleaning up more effectively.

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25 minutes ago, Rymante said:

 

I'm not sure what else to suggest to be honest, infighting is key to getting past the start of my Map 24 from a pistol start.  You are going to have to kill some of enemies of course, at least the Imps guarding the SSG & Lion head switch, the Pinkies will likely get in your way too so killing at least some of those will also help.

 

But in the end I designed the start of that map so that you would have to duck & weave past some of the enemies & make use of infighting to distract them until you had the SSG & Rocket Launcher, then you can start cleaning up more effectively.

Yeah, it's a brutal start but doable. Took me a few tries as well. 

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Giving a small update on the map:

 

1. Thanks to Titan and Azuris for telling me it was better then the first one i did and also telling me what needed to be fixed.

 

2. I am trimming down the fat aka slimming the enemy count, the reason why i'm doing it is because when i was play testing it (with god mode for the ammo count at least) i notice that i placed too many enemies in one place and it was such a cluster fuck and ate through ammo too much. So i'm fixing that.

 

3. Speaking of ammo like titan said that towards the end your kinda screwed on ammo so i have added more ammo but i really don't want to add any more because it would defeat the purpose of limited ammo/survival theme. So yes there's more ammo but i'm not adding anymore.

 

4. Health wise i've been trimming that down as well in putting in other things to replace the overflow of health.

 

5. I have fixed the Cyberdemon issue, now you can actually lure him out to the open area of the final area  (it was totally accidental too but it works).

 

6. I will post an updated version of it soon and wait for more feed back on it before i make it the final version of it.

 

Also i fixed the secrets and added a new one as well.

 

if you haven't played the wip v.1 of the map please play it before playing the wip v.2 map when i posted it, i only say that is because i want people compare the different  between V.1 and V.2 of the map.

 

One more thing, i changed the Midi from Doom 1 they've going to get you to Metallica's Creeping Death (still a great song btw).

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4 hours ago, xScavengerWolfx said:

 if you haven't played the wip v.1 of the map please play it before playing the wip v.2 map when i posted it, i only say that is because i want people compare the different  between V.1 and V.2 of the map.

Hi man, have you posted v2 of your map? Its the same link from v1 ?

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4 hours ago, xScavengerWolfx said:

One more thing, i changed the Midi from Doom 1 they've going to get you to Metallica's Creeping Death (still a great song btw).

 

A word to the wise - Metallica MIDIs in Doom maps are rarely a good idea, any Youtube playthrough will get copyright struck or demonetized. Going to make a lot of Doomtubers very annoyed, as they'll have to play with music off, which is something very few like. 

Edited by Thelokk

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14 minutes ago, Thelokk said:

 

A word to the wise - Metallica MIDIs in Doom maps are rarely a good idea, any Youtube playthrough will get copyright struck or demonetized. Going to make a lot of Doomtubers very annoyed, as they'll have to play with music off, which is something very few like. 

 

No probs. I will replaced it afterwards anyway.

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16 minutes ago, Thelokk said:

 

A word to the wise - Metallica MIDIs in Doom maps are rarely a good idea, any Youtube playthrough will get copyright struck or demonetized. Going to make a lot of Doomtubers very annoyed, as they'll have to play with music off, which is something very few like. 

Like Ofisil said, he can change it out when i get the final version done. I added it because i wanted to know if it fit the theme of the map. Besides i'm pretty sure Ofisil has a midi for it anyways. I just used it as a placement holder.

 

Also you can thank Lars for the copyrighted bullshit of metallica's music.

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4 minutes ago, Ofisil said:

 

No probs. I will replaced it afterwards anyway.

Ok i mean like i told lokk that it was a placement holder and i wasn't going to be like "oh use this for the final". If you have a midi in mind when i get the second version up (i might change out the midi again just in case someone dose a play through of it) other wise yes it was just a placement holder.

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1 hour ago, Thelokk said:

 

A word to the wise - Metallica MIDIs in Doom maps are rarely a good idea, any Youtube playthrough will get copyright struck or demonetized. Going to make a lot of Doomtubers very annoyed, as they'll have to play with music off, which is something very few like. 

 

Also think on Larses golden Shark Tank that he could not affort.
 

giphy.gif?cid=790b761176c6d680cd59d392e8

 

giphy.gif?cid=790b76115ce4a2779db1768297

 

@Rymante Have to retry it when i am more awake, sounds like i was pretty near to do it from what you all describe^^

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3 minutes ago, Azuris said:

 

Also think on Larses golden Shark Tank that he could not affort.
 

giphy.gif?cid=790b761176c6d680cd59d392e8

 

giphy.gif?cid=790b76115ce4a2779db1768297

 

@Rymante Have to retry it when i am more awake, sounds like i was pretty near to do it from what you all describe^^

Pretty much lol

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Alright here is the second version of it. Now i did change some things in this like:

 

1. I fixed the Cyber Demon issue, now you can lead the cyber demon out to the open flesh area and have more of a better fight (to be honest it was a happy little accident as bob ross would say lol).

 

2. I fixed the blocking hanging corpse blocking the secret where the Blue armor is (Blue is UV only) plus i made it where instated of back tracking to it, you can access it after hitting the switch in the room.

 

3. I trimmed the enemy count down by a lot because it was brutal and i felt like it was way too much for the player and also you eat through ammo like mad anyways.

 

4. I do want to thank thelokk for telling me that the metallica Midi (i use to have in the map) could get people playing the map for youtube in trouble so i took it out and replace it with Doomkid's Plutonia (i know i spell it wrong don't @ me about it lol) map 10 midi Denial for a placement. So when ever Osifil has or is ready for the final version of the map he can change it out.

 

5. Like i said earlier if you haven't played the first version of it play that before playing this one. I only say that because i want people to see the differences from Version 1 and Version 2.

 

6. Finally i did add more ammo and cut the health down a bit but i feel like there still too much but i'll let you guys decide that on your own.

 

Again this is the second version of the map if it's good enough i will do a little more touch ups and fix more issues before sending the final version off for the wad. I do want to say that i put a lot of work into this and it was a major toll on me but i did it at least.

 

So i hope you y'all enjoy Sanity Breaker V.2

 

P.S. if it's still the first version then i will re post the new one in it's place, i'm kinda tired right now writing this lol. But if there's any issues please let me know. Like i've said before this one i put a lot of time and effort in to make it look like a actual Doom 2 level....well secret level. And yes there are a normal and secret exit switches.

Sanity Breaker (A Theme-gawad project map) V2.zip

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34 minutes ago, xScavengerWolfx said:

Alright here is the second version of it. Now i did change some things in this like:

 

1. I fixed the Cyber Demon issue, now you can lead the cyber demon out to the open flesh area and have more of a better fight (to be honest it was a happy little accident as bob ross would say lol).

 

2. I fixed the blocking hanging corpse blocking the secret where the Blue armor is (Blue is UV only) plus i made it where instated of back tracking to it, you can access it after hitting the switch in the room.

 

3. I trimmed the enemy count down by a lot because it was brutal and i felt like it was way too much for the player and also you eat through ammo like mad anyways.

 

4. I do want to thank thelokk for telling me that the metallica Midi (i use to have in the map) could get people playing the map for youtube in trouble so i took it out and replace it with Doomkid's Plutonia (i know i spell it wrong don't @ me about it lol) map 10 midi Denial for a placement. So when ever Osifil has or is ready for the final version of the map he can change it out.

 

5. Like i said earlier if you haven't played the first version of it play that before playing this one. I only say that because i want people to see the differences from Version 1 and Version 2.

 

6. Finally i did add more ammo and cut the health down a bit but i feel like there still too much but i'll let you guys decide that on your own.

 

Again this is the second version of the map if it's good enough i will do a little more touch ups and fix more issues before sending the final version off for the wad. I do want to say that i put a lot of work into this and it was a major toll on me but i did it at least.

 

So i hope you y'all enjoy Sanity Breaker V.2

 

P.S. if it's still the first version then i will re post the new one in it's place, i'm kinda tired right now writing this lol. But if there's any issues please let me know. Like i've said before this one i put a lot of time and effort in to make it look like a actual Doom 2 level....well secret level. And yes there are a normal and secret exit switches.

Sanity Breaker (A Theme-gawad project map) V2.zip

 

I think this Version is now pretty good and you've done the Balancing right.
I chainsawed half the Way through and let them infight as much as possible^^

 

I like how the Level opens up bit by bit (design is still cool) and that you trigger the Player by the first Attemp to think that it is just a Wave after Wave Thingy,
until you learn that you shouldn't have wasted your Ammo :P
 

One Thing you should correct are some Cacos stuck together, they are right after the Teleport you walk in that lies behind the Berserk.

Was a little Present to Chainsaw them in that State haha
 

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1 hour ago, xScavengerWolfx said:

Alright here is the second version of it. Now i did change some things in this like:

 

1. I fixed the Cyber Demon issue, now you can lead the cyber demon out to the open flesh area and have more of a better fight (to be honest it was a happy little accident as bob ross would say lol).

 

2. I fixed the blocking hanging corpse blocking the secret where the Blue armor is (Blue is UV only) plus i made it where instated of back tracking to it, you can access it after hitting the switch in the room.

 

3. I trimmed the enemy count down by a lot because it was brutal and i felt like it was way too much for the player and also you eat through ammo like mad anyways.

 

4. I do want to thank thelokk for telling me that the metallica Midi (i use to have in the map) could get people playing the map for youtube in trouble so i took it out and replace it with Doomkid's Plutonia (i know i spell it wrong don't @ me about it lol) map 10 midi Denial for a placement. So when ever Osifil has or is ready for the final version of the map he can change it out.

 

5. Like i said earlier if you haven't played the first version of it play that before playing this one. I only say that because i want people to see the differences from Version 1 and Version 2.

 

6. Finally i did add more ammo and cut the health down a bit but i feel like there still too much but i'll let you guys decide that on your own.

 

Again this is the second version of the map if it's good enough i will do a little more touch ups and fix more issues before sending the final version off for the wad. I do want to say that i put a lot of work into this and it was a major toll on me but i did it at least.

 

So i hope you y'all enjoy Sanity Breaker V.2

 

P.S. if it's still the first version then i will re post the new one in it's place, i'm kinda tired right now writing this lol. But if there's any issues please let me know. Like i've said before this one i put a lot of time and effort in to make it look like a actual Doom 2 level....well secret level. And yes there are a normal and secret exit switches.

Sanity Breaker (A Theme-gawad project map) V2.zip

 

So, gave it a spin on UV and it's... easy. Like, very very easy. I'm a mediocre player at best and the only times I dipped below 60% hp was because of the crushers.

I think the main problem is that enemies come at you mostly 'rank and file', in a straight line in front of you that you can simply cheese by pedaling backward. The exception was the ambush before the first set of crushers but, even there, I simply backtracked a few steps and chocked all enemies where I could easily rocket them to oblivion. 

Ammo is also exceedingly plenty. End of the run this was my ammo status:

2HxRpWc.png?1

Mind you, I have terrible aim. 

I encountered some - Nazi troops? They feel out of place but, again, that might be only my opinion. 

I like the layout and the decor, though I think you could play a bit more with light and shadow-it's a bit uniform in my opinion, but I like stark contrasts so that might be just my thing. 

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20 minutes ago, Thelokk said:

 

So, gave it a spin on UV and it's... easy. Like, very very easy. I'm a mediocre player at best and the only times I dipped below 60% hp was because of the crushers.

I think the main problem is that enemies come at you mostly 'rank and file', in a straight line in front of you that you can simply cheese by pedaling backward. The exception was the ambush before the first set of crushers but, even there, I simply backtracked a few steps and chocked all enemies where I could easily rocket them to oblivion. 

Ammo is also exceedingly plenty. End of the run this was my ammo status:

2HxRpWc.png?1

Mind you, I have terrible aim. 

I encountered some - Nazi troops? They feel out of place but, again, that might be only my opinion. 

I like the layout and the decor, though I think you could play a bit more with light and shadow-it's a bit uniform in my opinion, but I like stark contrasts so that might be just my thing. 

Yeah i was worried about the ammo situation, i need to trim it down more and as far as nazi's go, they're there just for the hell of it of chores lol.

 

I can play around with the lighting more and try to make it more darker/lighter through out the map.

 

The crushers are meant for trapping/killing monsters that you've missed but i'll to fix that as well.

 

My question is what about the secrets? are they ok or do i need to fix that as well? I only ask because i know Titan was talking about it and i change it around.

 

And thanks for the feed back, this is what i like about map making, i mean yeah i'm still green at it but at least it's teaching me how to get better at it.

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2 minutes ago, xScavengerWolfx said:

Yeah i was worried about the ammo situation, i need to trim it down more and as far as nazi's go, they're there just for the hell of it of chores lol.

 

I can play around with the lighting more and try to make it more darker/lighter through out the map.

 

The crushers are meant for trapping/killing monsters that you've missed but i'll to fix that as well.

 

My question is what about the secrets? are they ok or do i need to fix that as well? I only ask because i know Titan was talking about it and i change it around.

 

And thanks for the feed back, this is what i like about map making, i mean yeah i'm still green at it but at least it's teaching me how to get better at it.

 

Secrets are ok, the one in the monster closet was a bit too obvious but nothing terrible.

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