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Supercharged Radiation Factory version 3


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A new Supercharge map? Woohoo!

 

One playthrough later

 

That was fucking brilliant, mate! For your first map, ever or just published, this is one hell of a first impression. No room looks the same with lovely intricate layouts and design, terrific progression, thrilling and challenging combat without being unnecessarily cruel wrapped together with a well-chosen Jimmy MIDI to go along with it AND a great job using what Supercharge has to offer. I'm simply blown away by how much fun I had, dude. Incredible map! 10/10!

 

 

Edited by Biodegradable

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Holy f****** hell, that was SO fun! Literal adrenaline rush! I'll post a playthrough here, once it's done uploading, if you want to watch someone take an hour to playthrough it (I didn't take your advice and I jumped into UV lol). Hard to believe this is your first map! Keep making stuff like this and better, and you'll have at least one person who will be jumping in line. (I hope this doesn't sound like overpraising. But it's true.)

Edited by Death Bear

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@Biodegradable put a gun to my head and told me to play this. I'm glad I did. I'm usually quite boring and don't bother with mods so I was well out of my wheelhouse with this one. Hope you enjoy my fish out of water video where I had no understanding of how the weapons and monsters worked lol. I had a good time tho sorry it took me so long. I am astonished this is your first map - I had fun good stuff

 

 

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Note: i didn't have the mod for it so i couldn't play it right and i'm still new to mapping so please forgive me if i sound a bit dick-ish when i'm giving my critique about this map also i used LZDoom because GZDoom doesn't wanna work for me.

 

So first off i'm very jelly (jealous) of your first map, this map makes my first map look like a pre school kid made it and said here. I love the lay out of it. It was very pleasing to see everything blend within it self (might have to do that with my maps), never did find the secrets too busy dying a lot and trying to find ammo/health. 

 

The thing that did turn me off a bit was the slaughter-ish ambushes, i felt like i was playing ploutonia again, it also felt like there was a lack of ammo/health in some of the places where it should've been. Like the out door area as soon you walk out to grab the super shotgun, Yes there was lot of ammo and health but it was very scarce in my option. Also what kinda bugged me was how long it took me to let them infight while i hunted down ammo/health, it was a slugfest and it was brutal.

 

Enemy placement was great especially the Arch-vile after you fight your way to the spider mastermind, it made me go "oh shit!". i still felt like it was slug fest in some parts of the map, like the one room where you have to hit the switches to move on yeah brutal and not fun of me at least.

 

What you should do next time:

 

1. I say for big brawls or open area where the monster spawn in, have at least a BFG or a Berserker pack laying around (i don't know if you did or not was too busy getting murder)

 

2. I wouldn't do so much slaughter style fights (that's just me though), i've said many times i don't really care for slaughter style combat (like having shit ton of monsters coming at you without breathing room). Cut back on that a bit.

 

3. Have shortcuts that lead back to a room you've already been to. I've been told that when my first map was getting critique. I did so with the reworked version of it.

 

Overall if i had to give it a rating for a first time mapper. Easy 8/10 you got raw talent for mapping and knowing how to fuck the player over good and hard ;). 

 

If you want you can play my first map and tell me what you think of it or my style. Everyone has a deferent style of mapping. If there's a squeal to this i will defiantly play it. 

Underground Toxicity.zip

Edited by xScavengerWolfx

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8 hours ago, xScavengerWolfx said:

So first off i'm very jelly (jealous) of your first map, this map makes my first map look like a pre school kid made it and said here. I love the lay out of it. It was very pleasing to see everything blend within it self (might have to do that with my maps), never did find the secrets too busy dying a lot and trying to find ammo/health. 

The big thing that I did to make my map look good was to create an area and then actively look for under detailed areas and just put something there. Originally the first outdoor areas had flat walls and nothing outside of the first areas, so I detailed the walls and added the hills and smaller buildings. Anything to make the map not look like minecraft.

 

8 hours ago, xScavengerWolfx said:

The thing that did turn me off a bit was the slaughter-ish ambushes, i felt like i was playing ploutonia again, it also felt like there was a lack of ammo/health in some of the places where it should've been. Like the out door area as soon you walk out to grab the super shotgun, Yes there was lot of ammo and health but it was very scarce in my option. Also what kinda bugged me was how long it took me to let them infight while i hunted down ammo/health, it was a slugfest and it was brutal.

The idea with that encounter was to force people to move around but still remain in the fight by getting ammo and health. If I didn't then people would just hide behind a pillar or a tree and just pick away at stuff with the plasmagun.

 

8 hours ago, xScavengerWolfx said:

1. I say for big brawls or open area where the monster spawn in, have at least a BFG or a Berserker pack laying around (i don't know if you did or not was too busy getting murder)

I specifically dropped the BFG just because it would trivialize almost every fight in this wad. If I did add it, I would have to remove 80% of the cells in the map to stop it from being abused, and I like using the plasma rifle anyway.

8 hours ago, xScavengerWolfx said:

2. I wouldn't do so much slaughter style fights (that's just me though), i've said many times i don't really care for slaughter style combat (like having shit ton of monsters coming at you without breathing room). Cut back on that a bit.

You honestly aren't wrong here, most of the big encounters in this map are hard as hell and at times a bit dickish, but during testing, I found it was either kicking my ass or just boring if I tuned it down. 

8 hours ago, xScavengerWolfx said:

If you want you can play my first map and tell me what you think of it or my style. Everyone has a deferent style of mapping. If there's a squeal to this i will defiantly play it. 

Underground Toxicity.zip

Your map was pretty good. I felt it was under detailed at times, and some of the encounters were honestly very easy. (Why place a cyberdemon and an archvile right next to eachother, then have an Invul right there to nullify that entire encounter and the ambush just after it?) The room with the chaingun looked pretty good though, and the Hellknight/Baron/Revenant ambush almost killed me. 6/10 

 

Also you can just look up supercharge on doomworld to find the mod.

 

Edited by StoopidBoiEthan
added supercharge link

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5 hours ago, StoopidBoiEthan said:

The big thing that I did to make my map look good was to create an area and then actively look for under detailed areas and just put something there. Originally the first outdoor areas had flat walls and nothing outside of the first areas, so I detailed the walls and added the hills and smaller buildings. Anything to make the map not look like minecraft.

 

The idea with that encounter was to force people to move around but still remain in the fight by getting ammo and health. If I didn't then people would just hide behind a pillar or a tree and just pick away at stuff with the plasmagun.

 

I specifically dropped the BFG just because it would trivialize almost every fight in this wad. If I did add it, I would have to remove 80% of the cells in the map to stop it from being abused, and I like using the plasma rifle anyway.

You honestly aren't wrong here, most of the big encounters in this map are hard as hell and at times a bit dickish, but during testing, I found it was either kicking my ass or just boring if I tuned it down. 

Your map was pretty good. I felt it was under detailed at times, and some of the encounters were honestly very easy. (Why place a cyberdemon and an archvile right next to eachother, then have an Invul right there to nullify that entire encounter and the ambush just after it?) The room with the chaingun looked pretty good though, and the Hellknight/Baron/Revenant ambush almost killed me. 6/10 

 

Also you can just look up supercharge on doomworld to find the mod.

 

I'm glade you liked it, i can do some changes on it to make it better but i'm kinda burned out on mapping right now. I'll give the mod a shot with your map soon as i can. 

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  • 3 weeks later...

6/2/2021 QUALITY OF LIFE UPDATE

 

I got bored while making my new map and decided to take a few hours and update this with some minor quality of life updates:

 

- Added a script at the beginning to improve the player's air control (only useful in the final battle with the jump pads)
- Made some secret shooty switch buttons larger so they can actually be seen by the human eye 
- Upgraded the armor in one secret
- Fixed a fence that didn't exist
- added some monster blocking linedefs to the stomper fight so revenants don't appear in the courtyard
- added some fences to the stomper fight so there aren't just pointless player blocking linedefs
- made the goop in the final battle glow properly
- moved the powerups in the final battle to an outer area so you don't run them over by accident several times
- added a teleporter that opens up after the blue key fight so you don't have to wander all the way back to the yellow gate 
- added some other pointless visual stuff

 

NEW DOWNLOAD IS IN FIRST POST

 

Also here's a teaser for that new map I mentioned...

Screenshot_Doom_20210602_185847.png.58df37bdcf4cbd90b18329a81c50b757.png

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  • 4 months later...

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