revlis Posted March 31, 2021 (edited) Almost 8 months (wow, time sure does fly!) after showing my E1M3 to the world and receiving some positive feedback (thanks again to those who gave it a go!), I am back... with two more maps I consider "complete", thus not going to do any major changes anymore. As already seen, it's stuff inspired by "classic" doom maps. Same drill as the last time: Requires Ultimate Doom WAD. I've been testing the map in GZDoom. Difficulty levels are not implemented. Jumping and crouching are disabled with MAPINFO. To not forget to mention, this wad replaces E1M4 and E1M5. wad: MF7_M4M5.zip some screenshots: Spoiler map set without sewer-themed map? not gonna happen uh... "welcome to the UAC"? (spoilers) Sorry to disappoint, but there's only one cacodemon in the map. And yes, it's already dead (picture provided). Edited March 31, 2021 by revlis 3 Quote Share this post Link to post
Biodegradable Posted April 1, 2021 Fun maps, dude! E1M5 was rather challenging hehe. 1 Quote Share this post Link to post
Elendir Posted April 1, 2021 Just played E1M4 - a great map! It had a great time playing it. Scarce ammo, but enough to tackle the opponents. Very nice map layout. Really, really cool map! I found one thing however that might need your attention. Here's what I did near the last backtracking to the central hub. On the below screenshot I have just pressed that switch on the wall. I decided to go back to the central hub through that yellow door (not visible on the screen but the yellow light texture indicates the door): Then I've got to eliminate these guys: and after that I got stuck. The final last wall protecting the exit is not lowering down. So I went back to that place with a switch on the wall (see the screenshot below): and now the wall protecting the exit area has properly lowered. Besides that, very, very good job on this level! Keep it up. I'm gonna give E1M5 a try anytime soon. 1 Quote Share this post Link to post
revlis Posted April 1, 2021 6 hours ago, Biodegradable said: Fun maps, dude! E1M5 was rather challenging hehe. Thanks for playing! Watching someone else navigate the map for the first time is always interesting to me, as the layout and progression makes perfect sense in my head, but it might not be so for other people trying it out. Anyway I've noticed that at about 25 minute mark in the video, the nukage pool (which leads to the red key room) did not lift properly after pressing the switch.. fortunately you figured it out later on, but I assume the monsters below blocked the lift and it just immediately went back down. Guess I'll have to add some "Block monsters" to linedefs there. I cannot believe this never happened to me after so many tests runs! What's the gameplay mod you're using? With it, pinkies seem to run and bite quite well, and that might've made the berserk challenge tougher than expected (among other encounters with them), I think. 1 Quote Share this post Link to post
revlis Posted April 1, 2021 16 minutes ago, Elendir said: I found one thing however that might need your attention. Here's what I did near the last backtracking to the central hub. Nice catch. The idea is that after pressing both switches opening the blue-bordered doors (if I may call em as such), player would go to the wall with a final switch (last screenshot of yours), which lowers both itself and the wall before the exit. But of course, one could as easily just navigate back to the central hub through the red or yellow door, completely missing the final switch. Maybe if one goes yellow door 1st and red door 2nd (from the screenshots it looks like you went vice-versa), the reveal to the final switch is more obvious - as the doors to the final switch are on the "red door side". Thanks for trying it out, I hope you'll like M5 as well. :) 1 Quote Share this post Link to post
Elendir Posted April 1, 2021 E1M5 is even better then E1M4 in my opinion. Great job! It's also more challenging as well. I found one thing to repair though - nothing big. On the screenshot you can see a moment when this elevator went down. Normally every player just walks out of it into the lower chamber. And it worked for the first time I got here. It was a natural progression. Later however I was searching for some additional resources I decided to instantly go back onto this elevator (I just changed my mind). So when you are standing like me on the below screenshot you can see the black square that seems to block my movement. It's a blocking invisible wall. Very well done map! Congrats! 0 Quote Share this post Link to post
Biodegradable Posted April 1, 2021 8 hours ago, revlis said: What's the gameplay mod you're using? SUPERCHARGE! 1 Quote Share this post Link to post
revlis Posted April 2, 2021 12 hours ago, Elendir said: So when you are standing like me on the below screenshot you can see the black square that seems to block my movement. It's a blocking invisible wall. Well, I guess that situation was bound to happen eventually as the lift is made of two sectors ("inner" and "outer" one). You blocked the "outer" sector from lifting up, while the "inner" one lifted up successfuly... Will be fixed, and thanks! :) 0 Quote Share this post Link to post
ElPadrecitoCholo Posted April 2, 2021 M4 & M5 of my to-be first episode replacement Ultra-Violence || Zandronum || BeautifulDoom Status: Deaths → E1M4 & E1M5 = 0; Saves → E1M4 & E1M5 = none; E1M4: This map has turned out to be really interesting for me, being a map with limited space in certain rooms, and in addition to having quite a few enemies walking around in droves, it has a basic structure and there really isn't much architecture to describe. It becomes confusing at times to be looking for the right way to find the keys, but it is still pretty decent what has been done. During the battles, if there is a lot of problem with the Hitscanners that drain health almost quickly, not to mention the other enemies that are present, but in any case, with the help of the secrets, it is possible to survive the entire battle. that is armed throughout the area. E1M5: That map has been quite a challenge, but for totally different reasons, as it turns out that, based on how certain areas were structured, and the way the architecture was used for some areas, the fact of making this map was a kind of labyrinth with toxic floors, it really made me think for a while about where the keys could be, and also where the secrets that this map hides could be, apparently, the whole place looked really good, and in an interesting way, to be a map made for the first Doom. As for the fighting, here it was quite hard to deal with, most of the Hitscanners were well hidden, and that made things a bit difficult for me at times, like the Pinkys, in a trap they almost killed me , but thanks to the berserk they could not do it. Great job on these two maps that you have published, they were very interesting, and also very entertaining, I enjoyed them very well despite having annoying Hitscanners for the most part, so, I hope to see the other maps that you get to make for this Iwad, colleague. 1 Quote Share this post Link to post
revlis Posted April 3, 2021 22 hours ago, ElPadrecitoCholo said: Great job on these two maps that you have published, they were very interesting, and also very entertaining, I enjoyed them very well despite having annoying Hitscanners for the most part Thank you for the detailed review. So yeah, restricting myself to the 1st episode monster roster, which is quite limited (former humans, sergeants, imps and demons) - so bunch of hitscanners are to be expected :) Should probably throw in more health here and there to make the whole thing a bit more comfortable, so player is not too often on the verge of being killed by the next shotgunner's shot. 1 Quote Share this post Link to post
ElPadrecitoCholo Posted April 3, 2021 2 hours ago, revlis said: Thank you for the detailed review. So yeah, restricting myself to the 1st episode monster roster, which is quite limited (former humans, sergeants, imps and demons) - so bunch of hitscanners are to be expected :) Should probably throw in more health here and there to make the whole thing a bit more comfortable, so player is not too often on the verge of being killed by the next shotgunner's shot. You're welcome my friend, and It seems like a good idea to me, adding some extra Stimpacks, or a few more Medikits in some areas would come in handy so as not to have to go around the entire map in search of health just because some Shotgunguys have lowered the Marine enough health by leaving it below half. 0 Quote Share this post Link to post
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