Jump to content

New map designer releasing his first Doom episode


Recommended Posts

Hey, everyone!

 

I'm very happy to announce the release of a few maps I created from scratch!

 

It's called "Astroverse", and as of now, this wad file contains a total of nine maps - being eight from "Episode 1" and an extra teaser map from episode 2, the map 13.

 

*These maps have a Plutonia+ difficulty. There is barely any hit scan though.

 

I attached a readme file for further information and credits.

 

Port: Skulltag, GZDoom (but does not use any advanced script or anything crazy - edited using just the regular Doom Builder)

 

Please note the aesthetics were not the main focus, but more so the gameplay.

 

All maps are available in all difficulties. All maps were designed for pistol start. There are no known bugs.

 

Edits:

 

- Placed more ammo;

- Easier difficulties have earlier access to weapons and backpacks;

- Made some secrets easier to find;

- Reduced some of the archviles;

- Resolved some unfair "problems" a few fights contained;

- Some maps had a secret not tagged as such one, so I added this kind of bonus for the rest of the maps. Every map now has one extra not tagged secret.

Also note that some switches and "gargoyle" textures can be shot at, not only be pressed/interacted.

I have more maps coming up soon lol

 

Please have fun and send me your feedback, and if you have any problems I will gladly help you!

 

Newest version:

https://drive.google.com/file/d/1ztevOQromp2EjOF93qKp1kop10Qe60Tn/view?usp=sharing


Screenshots:

Spoiler

 

JDoom E1 print1.png

JDoom E1 print2.png

JDoom E1 print3.png

JDoom E1 print4.png

JDoom E1 print5.png

 

 

Edited by Astro X
Update wad version

Share this post


Link to post

Pretty fun and linear maps but sometimes some rooms was too hard becasuse you have no ammo

 

 

Share this post


Link to post

Playing in Zandronum on UV.

 

Map 1: This is a tough opening map. That Chaingun at the start is a real troll, as I could really have used it during the map! The really tight corridors make some of the fights later on extremely challenging, as you're really forced to use the Rocket Launcher for some of them, and splash damage is a real possibility. There is a good amount of armour around though, and could maybe use one or two more Stimpacks. That depends on what the rest of the levels are like though, as if the difficulty curve is what I'm currently imagining it to be, the amount of health gives the player a good idea of what to expect.

Map 2: Another fairly tough one. Based off the ending of the previous map, I anticipated what the final room of this one would be. 3 AVs is a fairly tough end to as it is a situation that can easily end in instant death if even one thing goes wrong. All your doors seem to be as wide as the adjacent walls, rather than normal door width.

Map 3: When you hit the switch to raise the floor near the start, the back of it has a HOM, and it's possible to be stuck there if you don't get back out in time. It wasn't at all clear where you had to go in the corridor with Chaingunners and Imps. I only found the way by trying to open all the walls. The Radiation Suit you placed against the wall in the arena with HKs and Cacos is easy to miss as you can't see down there. It would be better off somewhere where you can see it from above. Some of the walls with misaligned textures (on purpose) are ones you can go through, but some aren't. This can be confusing for the player, as there is no sense of consistency being built up. The Yellow Key doesn't really add anything here, as it's in the same room as the door and doesn't appear to be a trap of any kind.

Map 4: This is a significantly more difficult map than the previous 3. Given that this WAD doesn't appear to be mainly a slaughterwad, it's quite a jarring difference, in part due to the multiple Cyberdemons. There doesn't really seem to be enough ammo to kill everything here, especially from a Pistol start. I made extremely heavy use of infighting, but either a Backpack, a SSG, or just generally some more Cells/Rockets are probably needed.

 

(I would just like to point out that I completely forgot that you said you're a new map designer. Is this the first set of maps you've ever made? If they are, then you've done an absolutely incredible job. On the whole I feel like I'm playing maps made by someone with a decent amount of experience!)

 

Map 5: The SSG needs to be at the opening of this map, or lower the number of Hell Knights. Otherwise you're almost asking the player to kill 5 of them with only a Shotgun. Multiple Cyberdemons again make this quite challenging, though less so after the previous map. Ammo is still a concern, and a Backpack would be great. I've been very fortunate that I've only had a couple of resurrections from AVs. If someone got unlucky, they'd be in even worse ammo trouble, so the last couple of maps could definitely use a boost.

Map 6: The distributions of weapons at the start may need to be reconsidered. Pistol starters would have a nightmare, but there's also a lack of ammo compared to the types of enemies you're trying to kill. Having got this far, my feeling is that the first 3 maps, especially maps 2 and 3, need to be a little bit more difficult, or more gradually introduce some harder fights. By this stage, the difficulty feels fine because of what has been established, but the jump between the third and fourth map stands out even more now that these kind of tough fights have become the norm.

Map 7: The double Chaingunner trap after teleporting to the other side is unfairly harsh in my opinion. I had about 130 combined health/armour and lost it all in 1 second because they both opened fire. The Cacos/PEs/Revs spawning after in the open starting area with very little room to hide or manoeuvre on the ledge was quite annoying. Double AV at the Red Key with no cover and HKs blocking your fire. Imps spawning out of nowhere and letting me self-rocket when you run to get RL ammo while still attacking the enemies following you, which is a natural thing to do. AVs spawning behind the enemies you've killed. Then AVs spawning behind you once you've picked up the Red Key. Then even more AVs outside. Then 2 AVs and a Cyberdemon at the end. I ran out of ammo and died numerous times to things I had no idea were coming. This wasn't even remotely close to being fun.

Map 8: Having to use a SG/CG on an AV would not be fun for people Pistol starting. Teleporting into a room filled with Demons and Revenants is ok... but how do you expect the player to dodge the inevitable homing missiles? Then being flanked by HKs and multiple Barons, I decide to kill the HKs first so I can use the RL on the Barons from a distance, only for another HK to teleport in right in front of me. It may be better to have all the HKs there at the start.

Map 13: Didn't play.

 

My main thoughts are:

 

- The difficulty curve ramps up in a disproportionate way between the third and fourth map. The fourth map does set the tone for the remaining maps, but a more gradual lead in would help the flow.

- Lacking in ammo in general from Map 3 onwards. An earlier Backpack would help.

- Generally the AV usage was fine, it becomes an expected part of the end of a map. They're way too overused in Map 7 though. This map overall was just frustrating to play, and definitely hampered my enjoyment of Map 8. They often appeared behind enemies, which means they're impossible to even damage without a BFG, and often there was little cover to hide behind.

- The starts of maps often have you fighting enemies with less than ideal weapons. I find that anything that takes more than one SSG blast to kill is going to be tedious when you have to kill more than one of them with only a SG or CG. It's rarely difficult, just boring.

 

But overall an amazing job on these, and certainly significantly better than I could ever hope to do in my first 8 maps!

Share this post


Link to post
32 minutes ago, Degree23 said:

But overall an amazing job on these, and certainly significantly better than I could ever hope to do in my first 8 maps!

Thank you very much :)

 

And yea, those were my first ever 8 maps I ever created.

 

I totally understand your complaints on the difficulty, sometimes being even unfair (chaingunner trap on map07, also the spot where imps teleport, and others). My main focus was to bring challenging maps, but maybe some of them are a bit too "grindy" for a "episode 1", I agree. Those two I'm going to change immediately.

 

Ammo was meant to be a bit scarce, but you can find backpacks on maps 02, 05, 06, 07 and 08, and there is a secret BFG on map07 - where you complained it was needed. Once again, I agree some secrets may be not so obvious for someone who is casually playing and won't bother to look for every wall texture and stuff that could resemble a secret on their first run. The chaingun on map01 is a secret as well. As a side note, on map03 there is a secret SSG without which the rest of the map may look boring. The player on Map04 was meant to make enemies infight most of the time, which I consider to be an easy map, rather than "this is far more difficult than the previous ones." Sometimes you were meant to punch out archviles, or hell knights, like in map05, but you can skip them and deal with them later. Sometimes the high-tier enemies were more so to intimidate rather than to kill with a shotgun. On map08, the homing missiles are a bit of a gamble unfortunately, and the hell knights should spawn a little bit faster, but more often than not they take their sweet time.

Share this post


Link to post

I've played the first five maps on UV with pistol start. Overall, not bad, especially for a first wad. The main thing I noticed so far is that there's not much verticality in the combat. Most (all?) fights were on flat ground, with the exception of some caged monsters.

 

Some specific map comments:

 

Map 1: Pretty straightforward, challenging for a first map but nothing crazy. You mentioned aesthetics weren't the focus, but I think there's just enough detail that it doesn't look ugly. What does stand out is that all the rooms have the same ceiling height. The teleporter in the center of the caco room was a little awkward, it teleported me out while I was in the middle of fighting.

 

Map 2: This one was also fine. There's a lot of reliance on berserk in these first two maps, but I don't mind that.

The three archviles at the end feel a little excessive compared to the rest of the map. Not much of a problem if you're ready for them, but otherwise you'll get overwhelmed quickly and there's not a lot of spare ammo in this map. Without rockets it's pretty hopeless.

 

Map3: There's a room near the beginning with chaingunners in alcoves. When you try to move on, more chaingunners teleport in there, but I'm not sure why, since you have no reason to go back (I only returned to kill them because I heard the noise). I also don't understand why you have to find a hidden wall, and later a passable wall, to progress. Especially since the pit area with that passable wall also has a second one that's a secret but it's easier to find because hell knights come out of it. The fights in the map are all right, but in terms of progression it's much weaker than the other three.

 

Map 4: I liked this one the least out of the first four. The arenas are very big, so you're mostly just running in circles while infighting happens. Even with the secret plasma I don't think there's any way to kill all the cyberdemons.

 

Map 5: I had to stop playing this one when I got to the room with the yellow key. I had hardly enough rockets for the revenants, let alone the archvile that spawns in and immediately starts resurrecting all of them. There's a ton of cell packs in the level, but the plasma is a secret and didn't have it. The door locks behind you as well, so if you enter without enough ammo there's not much you can do. Some rocket boxes in that room would've been nice. Instead there's two cell packs that were useless to me. The hell knights at the beginning are also a bit tedious. I'm not going to kill 5 of them with a shotgun, so I had to keep luring them away from doors so I could get around them.

 

 

Share this post


Link to post

 

34 minutes ago, Astro X said:

The player on Map04 was meant to make enemies infight most of the time, which I consider to be an easy map, rather than "this is far more difficult than the previous ones."

 

Infighting can take care of plenty of things, but I was thinking of the more general player who may not be used to that. Seeing multiple Cyberdemons per map, especially where there were none at any point before this, is a jump in difficulty, not least because of the ammo problems. (I play slaughter maps, so not a problem for me, but it's still a jump)

32 minutes ago, Astro X said:

you can find backpacks on maps 02, 05

 

I'm not sure where then as I didn't come across any. If it's a secret in Map 2 then fair enough, but you really need a non-secret one by Map 5.

36 minutes ago, Astro X said:

Sometimes you were meant to punch out archviles

 

Whenever you place two or more AVs in the same location, that is rarely going to be anything other than frustrating. Their pain chance is so low, so stunning one is not guaranteed, all the while the second is free to move around. It's quite possible to run out of RL ammo on any given map before the final room, and if you aren't able to contain the 2-3 AVs at the end of a level, or have cover to hide behind, you can die quite easily.

 

38 minutes ago, Astro X said:

there is a secret BFG on map07

 

That would have helped, but reducing the number of AVs at the Red Key fight is a better solution in all honesty.

 

40 minutes ago, Astro X said:

I agree some secrets may be not so obvious for someone who is casually playing and won't bother to look for every wall texture

 

There were also some different wall textures that didn't open when pressed though. Obviously they are opened some other way I didn't find, but as it is you have different or misaligned textures being used for secrets, invisible walls and walls which don't immediately open. This makes it difficult to know which of these any given texture is going to be. You don't want everything to be predictable of course, though when a player doesn't know what to expect from multiple possibilities, it can be a little frustrating.

14 minutes ago, SCF said:

Even with the secret plasma I don't think there's any way to kill all the cyberdemons.

 

It is possible, but barely from a Pistol start. You do have to let infighting do the heavy lifting, which admittedly there is enough space for you to run around to allow.

Share this post


Link to post
8 minutes ago, SCF said:

Map 5: I had to stop playing this one when I got to the room with the yellow key. I had hardly enough rockets for the revenants, let alone the archvile that spawns in and immediately starts resurrecting all of them. There's a ton of cell packs in the level, but the plasma is a secret and didn't have it. The door locks behind you as well, so if you enter without enough ammo there's not much you can do. Some rocket boxes in that room would've been nice. Instead there's two cell packs that were useless to me. The hell knights at the beginning are also a bit tedious. I'm not going to kill 5 of them with a shotgun, so I had to keep luring them away from doors so I could get around them.

Firstly, thank you for your feedback on all maps so far!

 

Now regarding map05, the secret plasma is indeed much needed, but I could add more rocket boxes in case the player misses the secret. And I really thought it wouldn't be that hard to spot it, since a chaingunner appears coming out of a fake wall, which hides the secret teleporter to the plasma.

 

Also, as a "new member" I can only post 3 times a day, so I think I run out of posts for today with this one lol so I wanna thank everyone and I will improve everything for the next time I come up with an "episode" xd

Share this post


Link to post
19 minutes ago, Astro X said:

Now regarding map05, the secret plasma is indeed much needed, but I could add more rocket boxes in case the player misses the secret. And I really thought it wouldn't be that hard to spot it, since a chaingunner appears coming out of a fake wall, which hides the secret teleporter to the plasma.

 

If there's one thing I've learned, it's that secrets are always less obvious than you think they are (because you know where you put them). In this case, I did see the chaingunner behind the fake wall, but after checking again it looks like that room has another unmarked fake wall with the secret. Unless I'm missing something, that's really obscure. As an aside, I don't know how others feel about this, but when I see a secret in plain sight (like with the plasma) I expect that to be a hint and that the entrance to be somewhere nearby. Otherwise it's just misleading.

Share this post


Link to post

You said this is for vanilla so I tried with both prboom+ and crispy doom and I think you have some issues with doors. I think ZDoom and Skulltag will have untagged linedefs affect the sector behind them, but in these ports (and vanilla doom idk im ignorant on these issues okay) it doesn't work because the sector is tagged for different reasons. I think. I'm just posting to raise that (possible) issue.

Anyways I liked these maps. The combat specifically, even with limited ammo I didn't think the maps where that hard honestly until I got stuck on maps 6 and 7 because of broken doors and I gave up ;-;. Okay well if you want to get 100% kills it might be hard. I personally I don't see how one is supposed to find the secrets though in these maps. It's hard to see what looks wrong when... it all looks wrong. Sorry, the texture work is downright bad. Doom builder 2 and UDB have tools to quickly align textures.

I think I need to reiterate after that that I really liked the maps.

Share this post


Link to post
59 minutes ago, Nootsy-Nootsy said:

until I got stuck on maps 6 and 7 because of broken doors and I gave up ;-;

I think that's because trying to open the door actually lowers a pillar with a teleporter, rather than opening the door. And the other two doors in the map, once you get inside the room, you need the key contained in it to be able to backtrack. Maybe it is not a problem with ports.

 

Also, I just released an updated version of the whole wad :)

 

Thanks for the feedback!

Share this post


Link to post

Played through a few more maps of the updated version. You may want to move the link to the update, because right now the old link is a lot more prominent. In general, I think you have some good ideas in your maps and a great effort for a first published wad, but there's a lot of areas that could use some polish.

 

 

Map 6:

 

Wow, that was easy.

 

9EDR9W9.png

 

The lava pit behind the spawn point has sector type 11 so it automatically exits the level when you die, which is probably not what you intended. You can also get trapped in the starting room. After barely crossing the linedef that raises the wall, I backed up to avoid an imp fireball, which got me stuck behind the wall. That could easily be fixed by allowing you to lower it like a lift from the other side, but is that wall even necessary? There's nothing in the first room anyway, not even enough space to effectively hide from the enemies.

 

In the next room, you can just run in circles until you can reach the armor (or even just ignore it and go straight through the teleporter). You don't really have the weapons to clear the room anyway, and you're not required to return there later. So it's not really encouraging you to engage the enemies there. Even if it just had, for example, a hell knight blocking the teleporter, you'd be forced to kill it while evading all the other enemies.

 

After the teleporter, why do the two revenants at the stairs get replaced by another pair when you kill them? They already don't pose much of a threat, so that seems weird. Also, the walls on the stairway are misaligned (it has the same offset at each step), and that's very easy to fix. I think it's A in the 3D viewer in the doom builder versions I'm familiar with.

 

I got very confused in the yellow key room when the last switch turned off the lights and didn't seem to do anything else, and then it turned out the actual key switch was behind a secret wall. I guess you're supposed to notice the wall texture changing, but that makes more sense for an actual secret than for something mandatory. It's pretty likely players won't even notice the different textures. After finishing the map, I also saw that there's a spider mastermind that never teleports in. I think the space behind the teleporter linedef is too small, so the spider's center never crosses it. I don't know how I feel about having to fight a mastermind in the dark there, but since it didn't happen I can't comment on it.

 

In the room with the four archviles on platforms, you can take them out very easily if you stay at the entrance. The ones in the back are too far away to attack, and you can use the walls next to you to avoid the line of sight of the other two. The rest of that fight was pretty good. The archviles were a lot more threatening than the ones at the exits of previous maps, but there's enough cover.

 

I hadn't played this one before the update, so I don't know how much of it got changed, but difficulty-wise I think it was easier than some of the earlier maps in the old version, and I didn't have ammo problems (although I let infighting do a lot of work, and I didn't have to chrew through an extra spider mastermind). It was pretty good though, I liked it.

 

 

Map 7:

 

In the room with the plasma gun, it would be nice if enemies only started spawning after you picked up the weapon. Because once they start coming in, the plasma becomes pretty much inaccessible for the whole fight. My first reaction seeing such a suspicious plasma gun is to look around for health/armor first. Also, you can just leave the room after triggering the fight and let the enemies come out one by one. Which is very slow but also easy.

 

There's a teleporter out of the water pit on one side, but not the other. It's not hard to fall in those pits during combat and it's not fun when that means guaranteed death. Also, the teleporter wall opens very slowly so you still lose half your health waiting for it.

 

I think this level could use a lot more bullets. They're useful for sniping enemies on cliffs or just as a last resort, and it wouldn't make it the map any easier otherwise. I ran out of ammo at the red key fight, leaving me with just 8 rockets, no shells, no cells, no bullets. There were still some imps and revenants alive in the central area, and with all the extra enemies coming in I just gave up at that point since it was getting too tedious. During the red key fight, it's random when the archviles teleport in, and that can make a huge difference. If they're early you can easily pick them off, and if they're late they're behind a wall of hell knights and you can't stop them from resurrecting a bunch of monsters (which drains your ammo even more).

 

When I checked the map afterwards I saw there's a secret BFG that I didn't find. I know plenty of well-regarded wads have secret BFGs, but I've always disliked that, because having a BFG or not is like night and day, especially on a map with a lot of cells lying around. So maybe the map is much easier when you get the BFG, but that's banking a lot on a well-hidden secret.

Share this post


Link to post

Alright, I listened to you and made the changes :)

 

Improved version available and more visible

 

Also I haven't heard anything about map 13 so far lol

Share this post


Link to post
  • 2 weeks later...

Hey, since it seems like you were wanting some feedback on map 13, I decided to start with that one. I even recorded my playthrough as well (embarrassing deaths and all =P). It was my first time trying to record a playthrough, and I did it in two sittings. In the second part, I screwed up with setting it up and so there is no sound.  Would have also recorded commentary, but I've got a cough at the moment, which would probably be annoying.

 

I really enjoyed the map! It posed a good challenge, and it was full of all kinds of nasty traps, which I'm a fan of. I thought it had great usage of monster combinations and monster placement. I think I really only have two points of constructive criticism. First, weapon placement. I spent a good chunk of the beginning without a regular shotgun or chaingun, and I think that might have made some parts a lot more challenging than intended (mainly, dealing with distant or perched enemies). I spent most of the map without a rocket launcher, but there were so many boxes of rockets laying around for much of the map that it makes me think I did not take the intended route. Now, I do like non-linear layouts, but I think I would have preferred if the map either made it so that there is more than one location for each of the weapons, to make sure the player is properly equipped regardless of which route they take, or if you signaled to the player which route contains which weapon (you could do this by putting an unreachable weapon in sight next to the route). That said, I did enjoy the challenge of having to use berserk quite often.

 

My second suggestion has to do with blocking lines. There were a couple times that perched archviles fell (in one case, through bars!). This can be fixed easily, though, by adding monster blocking lines. Another small thing was that it threw me off that there were invisible walls around the edges in the area with the BFG. I would have preferred there to be some visual indicator that the edges were impassible, such as bars or railings. 

 

I thought this was an awesome map, and I definitely had fun with it! I look forward to playing the rest of the maps in the set.

 

 

 

 

Edited by Fiendish

Share this post


Link to post

@Fiendish I watched it thoroughly and you play very well, but I see how not going through the optimal routes hurt your gameplay. The map you played is indeed more complex and challenging than most wads out there. I really appreciate the feedback and I immediately uploaded yet a newer version. I hope you enjoy the rest of the maps as well :)

 

Episode 2 is ready, all I need to do is finish decoration. The maps here will increase in complexity and difficulty compared to E1 maps (but there is always hmp/hntr). I'm really looking forward to seeing you guys play them and tell me what you think! lol

Share this post


Link to post

These maps are really nice for beginner works. I have no criticisms of the gameplay or texturing - that's all fine in my book, I like stuff that has a more minimalist/oldschool appearance. The issues I found are purely on the technical side. On Map03, I hit the bearded switch pretty early in the map, and the floor only rose part way.. The little cubby that had the revenant inside had a glitched/untextured wall after this happened, so I figure it's not intentional. I'd also suggesting keeping all the MIDIs named using the classic naming conventions like D_RUNNIN and such, or else about half of ports will play the lame default music for those map slots.

 

Keep up the fine work, I see a bright mapping future for you based on these. Took me several years to make stuff that's "pretty much" on par with the iwads in terms of aesthetic appeal, so you're on a good course!

Share this post


Link to post

@Doomkid Thank you so much!

 

I renamed every soundtrack accordingly now. And as for map03's early switch, I found out it works just fine if pressed after the wall lowers completely or if pressed as soon as the game allows (wall yet to reveal the switch). However, if you press as soon as the switch is visible, it breaks the map for some reason.

 

Also, some maps had "non-secret secrets" on purpose, if that makes any sense. Now, I've added this kind of stuff for every map.

Share this post


Link to post

I just played through Map 08. I really liked this one as well, and though it was not as difficult as Map 13 (as expected), it still had some pretty challenging parts. I liked the subtle way you let monsters sneak up on the player if they hung around the door to the arena with the yellow key. I also liked how that arena there progressed with waves. After teleporting out, though, I ran into a softlock. If the player walks off of the ledge that has the yellow switch, there is no way to get back up to the ledge (because the door back to the teleporter won't open again from that side). I had to noclip to get through that. Might also be good to add just a bit of cover in that area, as it seemed like there was no way to escape getting zapped once by the vile after opening the yellow door. The baron/hell knight horde near the end was an interesting setup and gave me the most trouble in the map. Not sure if it was intentional, but with freelook turned off, rockets would sometimes hit the low walls on the edges of the walkways, resulting in a handful of random instant deaths there. (Might be better to lower those walls just a smidge, maybe 8 map units or so?). Overall, even though I think I preferred map 13 just a bit more, I thought this was also a terrific map!

Edited by Fiendish

Share this post


Link to post

@Fiendish softlock fixed, and I built decoration for proper cover against the archie, which I found very fitting lol, and I play without free look and my rockets fly over the hedges, but I lowered them anyway :)

 

Thank you for the feedback on map08. The hellish room was like the last bit of hard fights/traps to introduce the upcoming episode 2.

 

The arenas I find the most challenging, I often place a good amount of armor and soulspheres to offer a fair challenge, in my opinion.

 

I also would like to know about the secrets... Did anyone find them fair or just too hard to even bother hunting for? Should I increase the amount of secrets? And the non-secrets extras?

Edited by Astro X

Share this post


Link to post
21 minutes ago, Astro X said:

The arenas I find the most challenging, I often place a good amount of armor and soulspheres to offer a fair challenge, in my opinion.

 

I also would like to know about the secrets... Did anyone find them fair or just too hard to even bother hunting for? Should I increase the amount of secrets? And the non-secrets extras?

 

I thought you had a fair amount of health and ammo in what I've seen so far. I'm not very good at finding secrets in general and don't usually go hunting for them, but I thought the number of secrets seemed reasonable for the two maps I've played so far. I found 1 out of 2 in map08. One more thing about map08: as far as I can tell, there isn't a way to get back to the rest of the map from the end for people who do like to hunt for secrets, but maybe meant to make that an option since you have a computer area map there?

Share this post


Link to post

I had loads of fun and luck in this map buddy - first try!!! Good times I might tune in for future episodes

 

 

Share this post


Link to post
36 minutes ago, Clippy said:

I had loads of fun and luck in this map buddy - first try!!! Good times I might tune in for future episodes

 

 

Yea, that was so cool to watch from your perspective

 

That was nice that you were able to find all the secrets, they make it more enjoyable lol

Share this post


Link to post
  • 2 weeks later...
  • 2 weeks later...
On 7/16/2021 at 5:19 AM, Doomkid said:

On Map03, I hit the bearded switch pretty early in the map, and the floor only rose part way.. The little cubby that had the revenant inside had a glitched/untextured wall after this happened, so I figure it's not intentional.

@Clippy

 

On 7/16/2021 at 8:31 AM, Astro X said:

And as for map03's early switch, I found out it works just fine if pressed after the wall lowers completely or if pressed as soon as the game allows (wall yet to reveal the switch). However, if you press as soon as the switch is visible, it breaks the map for some reason.

 

Share this post


Link to post

Bro, I played through the episode up to like map 13, and by like map07 Afterlight City, I started getting legit angry. Its just archviles back to back to back, and there's no break in between.

 

It was at this point that god mode was staying ON:

Screenshot_Doom_20210807_203019.png.315cbf7b40e3b98a3f00b1f0435ad90a.png

 

Screenshot_Doom_20210807_203229.png.fbc04a651c596d3392ff757116cd7f36.png

 

Map02 Madness Descending on HMP is the best map in this episode, partly becuase I like the remix track used for it. On UV, I run out of ammo too quickly, whittling everything down to a punching/poking exercise.

 

Also, is jumping suppose to be disabled? Becuase this secret seems to be unattainable:

Screenshot_Doom_20210807_212937.png.d678f51ea4c6965564ebfbb5b3fbda4f.png

Share this post


Link to post
1 hour ago, spindel said:

Bro, I played through the episode up to like map 13, and by like map07 Afterlight City, I started getting legit angry. Its just archviles back to back to back, and there's no break in between.

Sry, buddy... These were my first ever maps, literally, except that map01 was the second I made and map02 was the first. There was some experimentation going on while building this map set. And I took decino as a difficulty parameter, and thought most people would be seeking [very] challenging maps... Map07 indeed has much more archies than the previous ones. Personally I like high tier enemies, although now I understand it's not a commonplace here. Maybe I should warn these maps are difficult, to keep casual players from getting frustrated. Sorry again, buddy.

 

1 hour ago, spindel said:

Also, is jumping suppose to be disabled? Becuase this secret seems to be unattainable:

Sry, this happened because I recently revisited this map to make some minor changes, and when editing the beginning room, I did not notice the berserk pack was unreachable. Luckily there are two in that map lol

 

I'm afraid people will not enjoy my upcoming maps for this set - they are far more challenging, although I find them a ton of fun tbh.

 

But thanks for the feedback!

Share this post


Link to post
42 minutes ago, Astro X said:

I'm afraid people will not enjoy my upcoming maps for this set - they are far more challenging, although I find them a ton of fun tbh.

 

That sounds interesting to me, as I really enjoyed the challenge offered by map13. IMO, you should make maps that you yourself find fun, whatever skill level they are. If you enjoy them, there almost certainly will be others who do too, even if they're not everyone's cup of tea. 

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...