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THEME-GAWAD PROJECT #1


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1 minute ago, xScavengerWolfx said:

Thanks for the feed back, I didn't realize it was that bad in terms of level layout. As far as the health and ammo goes i will trim them down, i might trim the enemies downs as well. 

 

As far as rockets and cells go, i don't remember putting those in, if i did then i guess it was a mistake. 

 

Overall i'm glade i got feed back because i was going to go through and trim some more stuff up that i notice as well. 

I will get to it when i can at the moment i'm kinda sitting back and letting my wrist rest from mapping too much. 


I wouldn't say layout is bad, but the concept of going through several teleporters to traverse to many different pockets around the map can be disorientating. I'd say making some of the in-between tunnels a bit more unique could help with overall map identity. Maybe some experimentation with size or heighs, maybe some different rock colors, or old mining equipments. not sure. I don't want to focus too much on map design for my reviews since i understand those can be harder to sometimes address.

Mainly i'd suggest maybe a lot of the switches and teleporting is less necessary? Gues my biggest 2 cents.

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@DFF I played your map for a bit but didn't finish it.

I find it odd that blue key room has a rocket launcher but no rockets. But I guess it's not a big deal especially if played continuously.

I also spotted a little bit of HOM in BFG room, but not sure where it came from exactly. I use TNTHOM cheat to see HOMs more clearly, probably won't be noticable without it.

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6 hours ago, DFF said:


I wouldn't say layout is bad, but the concept of going through several teleporters to traverse to many different pockets around the map can be disorientating. I'd say making some of the in-between tunnels a bit more unique could help with overall map identity. Maybe some experimentation with size or heighs, maybe some different rock colors, or old mining equipments. not sure. I don't want to focus too much on map design for my reviews since i understand those can be harder to sometimes address.

Mainly i'd suggest maybe a lot of the switches and teleporting is less necessary? Gues my biggest 2 cents.

i'm doing a bit of a major overhaul on it at the moment. but i've always wanted to redo the map anyways, it didn't really feel like an actual cavern map. 

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On 4/21/2022 at 10:18 PM, DFF said:

Alrighty, 1.0 of map17 is complete. Playtesting would always be appreciated. I should probably make time to playtesting the rest of the maps in the set just need to make time to do so. There will likely be an update with review feedback and soem additional detailing, but this is a good playable state
Map: 17
Name: Charcoal Pit
Difficulty settings: fully implemented

Screenshots:

  Reveal hidden contents


 

I played through the map on glboom-plus:

 

Very nicely balanced. Even though there are no super punishing fights, there's never enough ammo to clean everything up until the end, so there are allways monsters behind and around. The player has to pay attention and it never gets boring. The map looks great, only the added walls all around in the new version feel a little underdetailed compared to the rest.

 

A Few Problems i stumbled upon:

I could'nt enter the BFG secret, the ceiling seems to be too low. Same goes for the exit stairs. Also I coulndt not open the second door to the exit. 

The second rocket launcher on the window is no longer obtainable, since in the new version the bridge does'nt rise when you f the secret. Also, it's possible to grab the rockets from the floor. 

The flying cubes with mancs on them look really cool, but the floor texture under them looks buggy. I'm not sure how to fix that, maybe just put them a little higher up, so the floor is not visible.

Lastly, i really don't know how to get the auto map secret, even after looking at it in doom builder. That might be on me though.

 

Overall a really neat map.

 

 

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2 hours ago, Titanoxus said:

I played through the map on glboom-plus:

 

Very nicely balanced. Even though there are no super punishing fights, there's never enough ammo to clean everything up until the end, so there are allways monsters behind and around. The player has to pay attention and it never gets boring. The map looks great, only the added walls all around in the new version feel a little underdetailed compared to the rest.

 

A Few Problems i stumbled upon:

I could'nt enter the BFG secret, the ceiling seems to be too low. Same goes for the exit stairs. Also I coulndt not open the second door to the exit. 

The second rocket launcher on the window is no longer obtainable, since in the new version the bridge does'nt rise when you f the secret. Also, it's possible to grab the rockets from the floor. 

The flying cubes with mancs on them look really cool, but the floor texture under them looks buggy. I'm not sure how to fix that, maybe just put them a little higher up, so the floor is not visible.

Lastly, i really don't know how to get the auto map secret, even after looking at it in doom builder. That might be on me though.

 

Overall a really neat map.

 

 

Thanks for the playthrough, I was aware of the BFG secret issue but forgot to fix it. The walls are under detailed and I'll get around making them a bit more interesting. The RL secret got un-joined in the move aswell.

 

All good points, I should have fully played the map again before uploading. I appreciate the look over.

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@DFF while at it mate cut a bit more room if possible. It's 3027 x 3072 not 3092. :)

If it's impossible just do ur best and upload your wad again. thanx

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I want to give a short update that i am reworking map03 but i'm taking a break because my eyes are starting screw with me, so i'm taking a short break from mapping for a while, but i will keep an update on it. 

 

Note: What i mean by reworking is i'm actually redoing the entire map, well since the OG map 03 was started by someone else first then i finished it. I looked at now since i got better at mapping and said "i'm redoing this, it dosen't fit the theme at all". So it will be a while before i send an update on the reworked version of map 03. I'm sorry if that's going to make things more compacted, if so then might just leave the already done version in and not worry about the reworked one i'm doing at the moment. Again if it makes things compacted to move foreword within the project.   

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10 minutes ago, xScavengerWolfx said:

I want to give a short update that i am reworking map03 but i'm taking a break because my eyes are starting screw with me, so i'm taking a short break from mapping for a while, but i will keep an update on it. 

 

Note: What i mean by reworking is i'm actually redoing the entire map, well since the OG map 03 was started by someone else first then i finished it. I looked at now since i got better at mapping and said "i'm redoing this, it dosen't fit the theme at all". So it will be a while before i send an update on the reworked version of map 03. I'm sorry if that's going to make things more compacted, if so then might just leave the already done version in and not worry about the reworked one i'm doing at the moment. Again if it makes things compacted to move foreword within the project.   

 

If it takes TOO long, yeah, we'll use the first map. Keep on working on your new one though. Practice makes perfect, and if you complete it in time I'll be glad to check it out and compare.

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20 minutes ago, Ofisil said:

 

If it takes TOO long, yeah, we'll use the first map. Keep on working on your new one though. Practice makes perfect, and if you complete it in time I'll be glad to check it out and compare.

The dead line is still May 1st? 

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8 hours ago, xScavengerWolfx said:

The dead line is still May 1st? 

 

I don't know frankly :D

I'm super-busy this period so I haven't been able to work that much on the project, so it would be a bit unfair of me to finish the project then.

I'll check out what is going on with the rest of the leftover maps, and will make a decent update to you all in a few days, if I'll manage.

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52 minutes ago, Ofisil said:

 

I don't know frankly :D

I'm super-busy this period so I haven't been able to work that much on the project, so it would be a bit unfair of me to finish the project then.

I'll check out what is going on with the rest of the leftover maps, and will make a decent update to you all in a few days, if I'll manage.

Ok thanks for letting us know, gives me a bit of breathing room to remake the map. 

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@magicsofa
Map 04:
A very visually stunning and unique map, I couldn't find any operational or texture related issues. On the note of gameplay, this map was doable but seemed a bit rough difficulty wise. The nature of the map is very open with the only cover being the larger mesas/rockwalls. The starting area can be a little bit of a long range hitscan hell. Maybe replacement of many zombieman with imps or an early mega armor would help alleviate this. Mainly a suggestion since even on UV it should be "easy" i think, but im not hugely sure on what that metric should be. Otherwise a great map and very well textured, being pretty and detailed while consisting of primarily only the rock textures. Navigation feels natural as the urge to explore leads the player around nicely. I got a little stuck on how to find, and then reach the red skull, but this isn't too big.

Edited by DFF

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@T.Will
Map05:
Great atmosphere, great detail, and in a very quick and digestible package. Balance and progression feels well designed here. No real problems to note.

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@rouge_means_red (I believe this is 7Soul, apologies if not)
Map06:
A very strong atmosphere here that gives a bit of spice to the crate warehouse design. Sectors 0, 1143-1144, 1162 may have the wrong texture (gray brick on top of brown brick sidedefs, railing in the middle room lower stairs). (note, seeing your texturing style choice this may be fine and intentional). Linedeffs 4771,4814, and 4807 are misaligned (crate on the trolley in the middle room). Linedef 3313-3314 are misaligned (Crate railing in the middle room near the long tunnel). Linedef 4946 is misaligned (crate touching the stairs of the double backpack secret). Linedef 3553 has not texture and is visible by the player (visible bleeding from the crate and railing. Tunnel by the RL), changing this to BLAKWAL would work nicely. Linedefs 3666 and 4650 are pegged (doortracks for backpack secret by the exit). There is not way back to the main map from the trick exit, making final secret hunting or monster killing impossible, having a teleporter back up may be nice. Sector 1232 has no tag (a door to an imp closet at the exit, these 3 imps are unreachable currently). Also the map still list you as 7Soul. Overall a very creative and fun map. These are all just design issues really. only gameplay one that came to mind was the tunnel with the switch to the blue key could maybe use a little more health, but it could live without it.

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Another general note, the build i'm using for playtesting is from 3/19/22. Ill try to check for more recent map updates but i apologize if some of my observations or critiques have been addressed already, if so just ignore them.

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@DavidN
Map07:
Linedefs 1920 and 1922 are misaligned. Sector 464 possibly has the wrong floor texture. Sector 237 has damaging floor when it shouldn't (metal floor sector with the rad suit on it). Nothing else really to note. Map may have a bit of a shell surplus but thats the only critique that comes to mind. Solid map with good exploration elements.
@StarSpun5000
Map08:
The return to the atmospherically moody and spooky maps, lots of great traps here. Nothing jumped out to me as amiss. By the end of the map i had about 15 rockets without secrets and 20 shells. Probably fine for continuous carryover but could be slimmed if desired. I was also gonna comment on how its rather rough having the player shotgun so many demons and hell knights in thin corridors, something that an SSG was in dire need of adding; my chimp brain failed to recognize the SSG in the starting room and i played half the map without it. Clumsy me.

Edited by DFF

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@DFF Should let you know now, when you get to map 31 Sanity Breaker (which is my map by the way), i've done so many reworks of it i really don't want to touch it unless there some kind of major issues with it. But until then everyone has said it was fine to them, but that's everyone's option though. 

 

Just letting you know before you play it and give it feed back.

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@Rymante
Map09:

Nothing really to report here, a map with a pretty solid difficulty burn throughout. Ammo seems very finely tailored as i was able to kill the last monster and be completely out of ammo (without using any secrets). 

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13 hours ago, Ofisil said:

@Demonic Meatball really digging the midi, especially the "oriental" sounding metal part. Really fits the desert theme IMO

Got a name for it?

Is it the complete version?

@Ofisil

I thought about "BloodDrought".

Edited by Demonic Meatball

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16 minutes ago, Ofisil said:

 

No probs

Just a heads up, activity will be low this week, my manager decided to give me 47hrs this week while im in school.

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1 hour ago, nue said:

Just a heads up, activity will be low this week, my manager decided to give me 47hrs this week while im in school.

 

Okay. Just be sure to inform us on time in case u want to stop working on ur map.

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Sorry for not giving an update on the re work but here's the screenshot of what i have so far done. That only took me a couple of days and all nighters to get this far. I i should have the layout done by tomorrow or Thursday. I will take me a bit longer to get all the enemies placed and such. To me this is more of a MAP03 then the OG one i did when i was a green thumb. 

 

I hope when i finished this will be better then the first one. But this is what i have so far. 

 

Edit: i almost forgot that i'm going for more of a cavern style abandon mine theme with a little hellish theme as well, if that's ok or else i can change it to more earth theme. 

image_2022-04-26_185735721.png

Edited by xScavengerWolfx

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