Jump to content

IMPROV.WAD - My First Doom 2 Map


Recommended Posts

TESTED IN GZDOOM
FORMATTED IN UDMF
FREELOOK/JUMPING IS RECCOMENDED

 

IMPROV is a single map doom 2 wad made in a week for GMQ 5.
I spent 2 all-nighters on it.

 

Nobody played it.

 

So I'm hoping that somebody here could give me feedback.

 

Improv.wad

 

(All midis used are from Commando's PMD2 midi rip.)

 

Screenshot_Doom_20210710_133648.png

Screenshot_Doom_20210710_121936.png

Screenshot_Doom_20210710_133720.png

Screenshot_Doom_20210710_135749.png

 

 

 

 

 

 

Edited by Matacrat
Drive

Share this post


Link to post

I just finished it and think it was good for a first map, I like that you did some tinkering. To summarize:

 

- I liked the fly-in effect in the beginning, looks nice

- Map is not cramped or overly large, there is nowhere to get lost, just run and shoot. No nonsense.

- I didn't count but but could swear you use only like 5 textures in the map, all of them brown. Makes it a bit monotonous and plain-looking.

- It's a bit too dark at places 

- Monster placement is fine, it's not very hard to finish

- I'd choose a different music

 

 

 

 

Share this post


Link to post
2 hours ago, Biodegradable said:

 

Thanks for playing! I've just realized that the ending was a bit weird because I forgot to compile ACS. Originally the "artifact" was a blue key. 

 

 

 

 

1 hour ago, Rifleman said:

I just finished it and think it was good for a first map, I like that you did some tinkering. To summarize:

 

- I liked the fly-in effect in the beginning, looks nice

- Map is not cramped or overly large, there is nowhere to get lost, just run and shoot. No nonsense.

- I didn't count but but could swear you use only like 5 textures in the map, all of them brown. Makes it a bit monotonous and plain-looking.

- It's a bit too dark at places 

- Monster placement is fine, it's not very hard to finish

- I'd choose a different music

 

 

 

 

Thanks! I'll be sure to amplify it if I ever do an effect like that again.

 

One of the things I'd do while making a map is to just run around in it and see if it flows correctly.

 

Pretty much. Very little textures for canyons. And at the time I had no knowledge of realm 667. Though I wish I did.

 

Definitely my fault. I'll try not to go that dark unless absolutely necessary.

 

Yep. Monster placement was definitely geared towards my skill level. Hence only 1 difficulty. Making difficulty's above my skill level is just something I have to just get a feel for.

 

I GUESS it was a bit light-hearted for Doom.

Share this post


Link to post

For a first map, it's pretty good. I likey likey

Although there is some unpegged DOORTRAK and unmarked yellow key door

Share this post


Link to post

For a first map, this is frankly incredible. You really went beyond what most people publish for their first map. The flying intro felt nicely done and established a lighthearted tone which I think went well with the music and map theme. 'Sure, we're fighting demons from hell, but let's enjoy the adventure!'

 

The way the map changes, once you've gone around it once, was really nicely done. However, when travelling around the map the first time I kept mistaking these 'trap walls' for potential secrets on the automap. Maybe these linedefs could be marked as one-sided?

 

I had a lot of fun playing this wad and am excited to see what you might make in the future.

 

Share this post


Link to post

I laughed, I cried, I came.

 

Nice little map to shoot through. Felt that some of the heavier demons were underutilized i.e. too easy to snipe at them and/or set the terms of engagement (says the person who died on his first run trying to strafe between enemies to pick up the SSG like an armless child) but apart from that the combat was fun and fluid, the added combat on the second loop through was cool and the whole thing was nice to look at. Cool sky and very Mario Kart Rainbow Road-esque midi rounded the whole thing out nicely.

 

Can the cut screens be made skippable? Is that even a thing? Less of a comment on their use and more my impatience.

 

Look forward to the next one.

Screenshot_Doom_20210901_183041.png

Share this post


Link to post
23 hours ago, dbly said:

For a first map, it's pretty good. I likey likey

Although there is some unpegged DOORTRAK and unmarked yellow key door

 

I thought that was just how doortrak worked. I guess I learned something new today.

As for the unmarked key door, it's not really that necessary considering that's the only door in the map but nevertheless it's still a good thing to learn.

 

(Now that I've noticed this could be a decent deathmatch map considering how few doors there are. Might need a few tweaks though.)

 

 

4 hours ago, Dodgy Dave said:

I laughed, I cried, I came.

 

Nice little map to shoot through. Felt that some of the heavier demons were underutilized i.e. too easy to snipe at them and/or set the terms of engagement (says the person who died on his first run trying to strafe between enemies to pick up the SSG like an armless child) but apart from that the combat was fun and fluid, the added combat on the second loop through was cool and the whole thing was nice to look at. Cool sky and very Mario Kart Rainbow Road-esque midi rounded the whole thing out nicely.

 

Can the cut screens be made skippable? Is that even a thing? Less of a comment on their use and more my impatience.

 

Look forward to the next one.

 

Indeed, my true intention.

 

If you're talking about the arachnotrons, the point of them being so far away was for them to snipe projectiles at you. Discount touhou style.

 

And the cutscenes? They're part of the map and have items in it so it cant be skipped. oops.

 

 

 

15 hours ago, FreazyWarr said:

For a first map, this is frankly incredible. You really went beyond what most people publish for their first map. The flying intro felt nicely done and established a lighthearted tone which I think went well with the music and map theme. 'Sure, we're fighting demons from hell, but let's enjoy the adventure!'

 

The way the map changes, once you've gone around it once, was really nicely done. However, when travelling around the map the first time I kept mistaking these 'trap walls' for potential secrets on the automap. Maybe these linedefs could be marked as one-sided?

 

I had a lot of fun playing this wad and am excited to see what you might make in the future.

 

Gee thanks! I'm glad you enjoyed that intro. I just like cool looking voids I guess.

 

Regarding the trap walls, It's a fatal mistake I made while making the map.

 

Usually trap walls has a door looking sector that prevents the Automap from thinking that it's a two sided linedef.

 

223170909_Screenshot2021-09-01093309.png.231acc25524f205987bae2249596577a.png

(example from Plutonia Map02)

 

 I had no idea that's how it worked

 

1778204335_Screenshot2021-09-01093230.png.54386600f61837b6a3fdaa42ddec73eb.png

 

 

 

So now I'm just stuck with a broken feature that half of the map relies on.

 

1684106630_Screenshot2021-09-01093120.png.e33c4aa21e7d09d57847d160c961bc74.png

 

Darn.

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...