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[NOW AVAILABLE] The Ultimate TWANGO - A Deathmatch MegaWAD for The Ultimate Doom


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13 hours ago, OpenRift said:

@magicsofa for E1M9


Heh... I was gonna say "Core Temperature"

But in order to not sound repetitive, I could also go with "Separator" (because it's got a kind of centrifuge, and also separate styles for each room)

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23 hours ago, OpenRift said:

Okay so, this gave me a thought: can we get a mashup of

I Sawed the Demons 

Master of Puppets
At Doom's Gate

and No Remorse?

 

Kind of like this?

Sure!

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One thing I noticed when playing a compiled version of this is that the MIDI volume is WAY out of whack on a lot of them. Some are ear-blastingly loud yet pretty chill songs, and others are quiet as a whisper yet they're super energetic metal music, lol. It's funny, but unless someone else does so before the end of the project, I might make an attempt to get them all balanced better.

 

 

There's some little mapping issues I noticed as well, just small things that need fixing:

 

- Firstly, I put in invisibility sphere in my map. No idea WTF I was thinking, would you mind removing that? Also "deathy" was just a placeholder filename, maybe call it Dwang Bang or something like that?

 

- This spot, the player bangs their head on the ceiling bits when running. They should be raised higher to allow a player to not lose any momentum here:

 

Screenshot_Doom_20211217_112823.png

 

 

- Small texture misalignment:

 

Screenshot_Doom_20211217_112919.png

 

 

- This dead end is really unfortunate. The exit room is also just small dead-end cubicle, maybe they could be connected with a nice, wide hallway, with some nice little computer panels and decor, maybe a few sky windows, and simply have a labeled exit switch in said hall? Also just place the berserk in there of course:

 

Screenshot_Doom_20211217_113232.png

 

 

- There's a soul sphere in the small door there, there's a medikit, AND there's a berserk, all stacked in such close proximity. It's usually not a good idea to stack so much health in one area, it should be a little more spread out. I also think this is a slow door.. In fact, there's a lot of slow doors in this wad!! Even if a lot of them are single-use, we should have a moratorium on slow doors in DM maps!!:

 

Screenshot_Doom_20211217_113327.png

 

 

- Some error here causes the upper and lower textures not to render in OGL, just software:

 

Screenshot_Doom_20211217_113931.pngScreenshot_Doom_20211217_113935.png

 

 

 

These maps have good layouts for the most part, there's a few slightly more substantial things I'd do differently, namely changing any symmetrical maps and areas, but overall they gel fairly well thematically and are fine on the technical end of things. It's a shame that some areas are pretty clearly Oblige generated - they don't look bad or anything, it just stands out like dog's balls if you know what to look out for. Those areas are few and far between though on the whole.

 

Another thing I want to mention is that the lack of SSG really hurts this wad overall, rounds will be protracted and there's some item changing/reduction in general that I think could make them a bit more balanced, but even so I think most players are going to be craving SSG after not long at all. (Trust me on this one, I've done the field research!)

 

I understand the appeal of Ultimate Doom: DM megawads for it are rare, and you want to fill the niche. Makes sense, but the reason UDoom DM is so rare is because it's missing a chunk of Doom's competitive multiplayer identity, the thing most people remember it for - the SSG, and the sheer speed it brings to Doom combat.

 

I think if the issues I've pointed out here are addressed, this could be a cool candidate for a "dual release" where there's both a UDoom and Doom2 version. After all, why not? It would be super minimal effort, just replace some crucial single-barrel or RL placements with the SSG for the Doom2 version, and pop in the handful of missing textures.

 

Anyway, I think there's some great potential here for a fine vanilla DM wad, I just hope the points I've mentioned are addressed, and to reiterate I'd be happy to fix the MIDI volume unless someone else knows how and wants to!

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@Doomkid I thought I got all those damn texture misalignments out! Thanks for pointing this out. I'll fix both issues. I know how to change midi volume too, so if you don't want to do it, I can. No biggie. 

 

Also, I might be alone, but as much as I enjoy Doom 2 DM, I prefer the first game. The SSG is almost overpowered, and I feel the game is more fair with shotguns and RLs. A Doom 2 release could be cool, but it's not my project, so I don't hav much input in this. Thanks again!

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Is there some beta wad that I could play and give some feedback? Downloading all maps separately is a real pain, and I get easily confused about what slot is taken by the given map. 

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58 minutes ago, OpenRift said:

Okay so for those who are asking:

HERE is the current beta version of the WAD: UTWANGO BETA V1.2.zip

I'll update the main post a bit later, I gotta go take an exam.

Just played this and I just wanna say that all these music tracks make mine look like garbage. Whoever contributed to these tracks is super cool.

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Here's some feedback from me. I did not open any of these maps in Editor, so I will tell you I find some elements to be too confusing to the Player:

e1m1 - Cool visuals, but the corridors appear too narrow, especially the one with big medpack, and a rocket launcher. Cool dwango music
e1m2 - A very solid map, with a solid song. I especially like the small nukage area.
e1m3 - Too big for my taste, but good over all. I dislike the doors that have to be opened once. They appear redundant. Also, I hate the trend of placing items in the exit room, and this point applies to each map that does this.
e1m4 - Not implemented in beta
e1m5 - I like this map a lot. It gives me Scythe 1 vibes. Simple, yet effective.
e1m6 - This map has a cool layout, but it lacks in detail, making it look kinda bland.
e1m7 - I like the layout, but I especially love the soulsphere crusher. I would raise the lighting level indoors though, as it's a bit too dark for my taste.
e1m8 - This one is quite nice looking, but I think some of the corridors are too narrow.
e1m9 - A very good layout, and the idea with elevator gives me some ideas for fun kills. The only thing I got a problem with are the textures, because this map lacks a focus in regards to color, making it kinda ugly in some places, despite the numerous lighting effects
e2m1 - Good layout and texturing is great. The shotgun/chainsaw corridor is too narrow for my taste, but this is not a major problem. I love the way BFG is obtained on this map.
e2m2 - Cool visuals in the middle section, but the layout is too basic. I have no idea how to get the weapons placed on the higher floors. Also, please place the singleplayer start somewhere else than right next to the exit switch.
e2m3 - I like the idea with the real e2m3 remake, but the execution could be done better. First of all, the room with randomly moving floors is too loud. I thought I would go deaf the first time I played it. There are also too many rooms that appear to be deadends, or have only one way of entering them. Entrances to some of them are too narrow, as well.
e2m4 - I love the texture work in this one. The only issue I have is that bfg corridor requires too much time to waste, making it not worth the effort of getting it. I would cut the waiting time in half. 
e2m5 - This is my map. I love it with all my heart, obviously <3
e2m6 - A good layout. Has some good ideas with the textures, like the bloody wall, but it is very boring to look at over all, because of lack of variety in used textures, and floor height
e2m7 - It's good, but I'd love to see more floor height variety. Also, more room behind the pipes outside would be nice.
e2m8 - A cool looking map, with nice visuals, but I dislike the idea of adding power-ups to it, such as invincibility or invisibility. Also, please mark the exit switch better, as it is too easy to press accidentally.
e2m9 - Almost all corridors are too narrow. It is also very easy to get lost in, because most areas look the same. I don't get the hanging picture of nuns. Also, there is at least one dead end.
e3m1 - I would change the thin stairs to a regular ones in the cauldron area. They are very inconvenient to move on. Also, I would rework the mega armor room, because it is a dead end. Cool looking map, though.
e3m2 - I love the idea, with the twango logo and all. It appears cool to play as well, and has detailed enough texturing. I have no idea how to get to mega armor or BFG though.
e3m3 - not implemented in beta
e3m4 - Good looking, and good to move through. A solid one.
e3m5 - Layout is good, but the texture work is very boring. Please add doors to exit room.
e3m6 - Great remake of a true e3m6. It looks great, too!
e3m7 - Good map, but too big for my taste. A bit too dark, too.
e3m8 - I like the idea of the map a lot. However, I think you forgot to put items on it, as I could not find any. Also, I would replace the elevators with stairs, because it is very boring to wait for them to lower and rise
e3m9 - A cool idea with the wild west! I like the building in the center, but the buildings on the sides are too big, and I dislike how they look and play. They are too narrow and look bad. Also, please add an exit sign in front of an exit room
e4m1 - This map look really good! I love the slime falls. I think the main area could use one more room though. 
e4m2 - An amazing remake of a real e4m2. Nothing more to say, apart from the fact that it looks and plays amazingly! Please add a door in front of an exit switch though
e4m3 - This map looks okay, but some places appear redundant. I also feel like it is too narrow. Not in specific places, but in its entirety.
e4m4 - Layout is good, but the map is very boring to look at. It lacks lighting and textures variety.
e4m5 - It looks great in some spots, but it is filled with entrances and corridors that are too narrow.
e4m6 - I like the layout a lot, but there are some things that I hate. I would delete the teleports completely, as they are very confusing and are too easy to accidentally use. Also, I would remove the soulsphere from the BFG. It's either one, or the other. Both of them at the same time are too much for my taste.
e4m7 - This one looks good and has a good layout, but I dislike the triggers. A switch in a dead end room (which requires more space and another entrance in my opinion) is not my favorite. Also, lowering the plasma gun by collecting the rocket launcher is a very weird idea to me.
e4m8 - This one is among the best looking ones in the wad, but it is also one of the most complicated, mostly because of its size. Some rooms are too similar to each other, just adding to the confusion. 
e4m9 - A simple layout, but very fun. I like this map. I hate all the elevators in the world though, so I hate the one here too

Overall, a great selection of DM maps, but some of them require some more work. 

A note for #OpenRift . Please change the music order, and use more original MIDIs, rather than Metalica or other generic metal ones. Many of songs do not fit their level at all. Levels with mysterious layouts often use an energetic music, while the more fast paced ones use the overused metal songs, which makes them more boring than they are. Also, many of the MIDIs are either too loud or too silent.

Edited by NieMaMordy

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17 hours ago, Doomkid said:

- Some error here causes the upper and lower textures not to render in OGL, just software:

This, however must be something that happened after it got compiled as it doesn't do this in the version I released:

https://www.doomworld.com/applications/core/interface/file/attachment.php?id=159868

 

This issue only shows up in the mega wad currently.

Edited by Mr.Rocket

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18 hours ago, Doomkid said:

One thing I noticed when playing a compiled version of this is that the MIDI volume is WAY out of whack on a lot of them. Some are ear-blastingly loud yet pretty chill songs, and others are quiet as a whisper yet they're super energetic metal music, lol. It's funny, but unless someone else does so before the end of the project, I might make an attempt to get them all balanced better

 

Any song in particular? I can attempt to fix some of my midis.

 

Quote

- There's a soul sphere in the small door there, there's a medikit, AND there's a berserk, all stacked in such close proximity. It's usually not a good idea to stack so much health in one area, it should be a little more spread out. I also think this is a slow door.. In fact, there's a lot of slow doors in this wad!! Even if a lot of them are single-use, we should have a moratorium on slow doors in DM maps!!:

 

Screenshot_Doom_20211217_113327.png

 

I mostly intended that door as secret, seeing how in E1 that door is almost never used as an actual door, sans E1M4. However, since the majority of people won't spawn there many will think it's an actual door. I'll swap some things around and see what I can do. Also Moratorium would be a cool map name :)

 

I also notice that that isn't the most recent version of the map. I must have forgotten to send it to @OpenRift

 

Quote

e2m8 - A cool looking map, with nice visuals, but I dislike the idea of adding power-ups to it, such as invincibility or invisibility. Also, please mark the exit switch better, as it is too easy to press accidentally.

@NieMaMordy - sorry about the tag, lol I couldn't figure out how to double quote.

 

I figured the power ups played fine enough in the map seeing how the invincibility is really hard to get, and the invisibility is also in a more difficult place. However, I was unavailable for the dosbox test last friday. For those who where there I'd love some input on how power ups played. Maybe I should lay off Halo as a go-to reference for Arena style combat.

 

 

FAT UPDATE: HERE IS THE MAP LOL!

puncbag.zip

 

Edited by ZeMystic

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51 minutes ago, NieMaMordy said:

e2m9 - Almost all corridors are too narrow. It is also very easy to get lost in, because most areas look the same. I don't get the hanging picture of nuns. Also, there is at least one dead end.

 

51 minutes ago, NieMaMordy said:

e3m9 - A cool idea with the wild west! I like the building in the center, but the buildings on the sides are too big, and I dislike how they look and play. They are too narrow and look bad. Also, please add an exit sign in front of an exit room

 

Thanks, i'll see to fix all these mistakes... where you found that dead end in E2M9?

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@ZeMystic - It’s REALLY hard to resist placing a bunch of Doom’s bright, shiny and fun powerups around the place in a DM arena.. even my map, I uncritically plopped an invisibility down, not even a secret or hard to reach FFS! So much for “20 years of mapping experience”, lol.

 

Invis is already pretty powerful, but invuln is just flat out unfair in DM. I placed them in a few of my older maps, and unsurprisingly no one ever plays those maps now. I can absolutely relate to it being so easy and tempting to plop those fuckers around though..!

 

It doesn’t matter too much in old school DM where items don’t respawn, but the vast majority of pub DM servers turn it on, so I feel it’s always good to balance around the idea that items respawn after 30 seconds, even if you always play OS rules where they don’t respawn.

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5 minutes ago, Doomkid said:

It’s REALLY hard to resist placing a bunch of Doom’s bright, shiny and fun powerups around the place in a DM arena.. even my map, I uncritically plopped an invisibility down, not even a secret or hard to reach FFS!

 

I have to agree lol, and I put an invisibility sphere in my map e2m3 as well which I actually should have taken it out, though it's not easily seen, it's sort of a secret area. ~ over by the blue door area with the barrels..

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1 hour ago, Walter confetti said:

Thanks, i'll see to fix all these mistakes... where you found that dead end in E2M9?


This is the spot I am referring to. Not a big one, but noticeable:

Spoiler

1477042294_2021-12-1902_23_13-E2M9.png.f75e7e45243437edd7d71ae527f7b1e9.png

So... What's the deal with those nuns?

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Btw, everyone keep in mind that this is a beta and don't take things to heart! 

Things will need some fixes etc, it's a given, that's why it's a beta test after all. ;)

 

There's a couple things I need to fix in my maps, (I'm my own worst critic) :P and there's a couple things that I don't think need fixed and are intentionally like they are.

 

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Since the beta WAD did not include any custom sounds or status bar, here is a wad containing some custom sounds I collected and mixed around 2 years ago, but did not used them since, apart from the pickup sound. A custom status bar is also included. I created it for an old wad I did back in 2017. It may be a bit lacking in style though.
These assets may come in handy.
shot.zip

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I can't stand the selected midi for my e2m6 ODAMN map. :P

Actually, I thought the original game music was fitting for it, really. 

 

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22 hours ago, Doomkid said:

Another thing I want to mention is that the lack of SSG really hurts this wad overall, rounds will be protracted and there's some item changing/reduction in general that I think could make them a bit more balanced, but even so I think most players are going to be craving SSG after not long at all. (Trust me on this one, I've done the field research!)

 

I understand the appeal of Ultimate Doom: DM megawads for it are rare, and you want to fill the niche. Makes sense, but the reason UDoom DM is so rare is because it's missing a chunk of Doom's competitive multiplayer identity, the thing most people remember it for - the SSG, and the sheer speed it brings to Doom combat.


Part of the appeal for me is actually the lack of SSG. It may be an unpopular opinion, and maybe I'm the only whacko who chose to participate specifically because of it, but I believe there's a community bias around the weapon that has become accepted as if it originated from the game itself. And for sure, the fact that it's overpowered is part of the game. However there's a long history of DM culture and mapping evolution that has shaped how we use it, which is mainly that we just give it to everyone all the time. Some maps don't even include other weapons. It's essentially the poor man's instagib. Don't get me wrong, I enjoy SSG duels quite a lot. I just don't think it's necessary for it to be ubiquitous. I even started purposely focusing on chaingun and single barrel use in online play, and found that if you actually practice with them you can stand a change against all the other weapons. But they just get swept under the rug because everyone has the blessed super anyway, and facing that with the other hitscan weapons is indeed a frustratingly difficult matchup. Against projectile weapons you at least have the advantage of instant damage, but it's just slightly less than you want for an SSG opponent. And so, through the cycle of players not feeling pressed to use them, and mappers not trying to make scenarios where they are useful or even including them in the map, shotty and chaingun get "absorbed" by SSG. By subtracting the SSG, you add two weapons that are pretty well balanced between each other, and thus 5 useful weapons instead of 4.

All that isn't to say there shouldn't be a doom 2 version if people want it - I already know they do. I just think there is fun to be had with the UDoom arsenal and there's nothing wrong with exploring it even if it's not mainstream. Surely we will need to work on our weapon placement as you said, as I doubt any of us can say we're experts on doom 1 deathmatch. I bet most of us have only ever played it on the shareware episode, if at all. I just don't want to get caught on the slippery slope of feeling like the only reason we're making this is to fill a void, rather than to create something that holds up on its own merit.

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@OpenRift

The beta has the first version of both of my maps (E4M3 and E4M7) rather than the latest.

Here are, once again, the newest versions.

 

 

10 hours ago, NieMaMordy said:

e4m3 - This map looks okay, but some places appear redundant. I also feel like it is too narrow. Not in specific places, but in its entirety.

e4m7 - This one looks good and has a good layout, but I dislike the triggers. A switch in a dead end room (which requires more space and another entrance in my opinion) is not my favorite. Also, lowering the plasma gun by collecting the rocket launcher is a very weird idea to me.
 

 

 

some of these issues have been addressed in the newer versions, but I do have some questions regarding your feedback:

- Which areas appear redundant, and why?
- Is the 'weird idea' to access the plasma something that needs to change in your opinion?

- Any suggestions on how to make the dead end room more interesting or connect better to the rest of the map?
 

E4M7DMC.zip

E4M3DMC.zip

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12 hours ago, NieMaMordy said:

Here's some feedback from me. I did not open any of these maps in Editor, so I will tell you I find some elements to be too confusing to the Player:

e2m2 - Cool visuals in the middle section, but the layout is too basic. I have no idea how to get the weapons placed on the higher floors. Also, please place the singleplayer start somewhere else than right next to the exit switch.
 

To get to the weapons on top is to go to the fireblu, on the backs of the center, i've tried to be quite clear with it, but i guess i might have to do more, as for the teleport, in any case here is the new updated map, now you don't start in front of the exit switch, just the door!

twangoe2m2.zip

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11 hours ago, NieMaMordy said:

So... What's the deal with those nuns?

 

Is a character from the anime Zombieland Saga, her name is Yamada Tae. I used her as a Propic in these forums before switching to the one i have now (that comes from the same show).

 

I was thinking about changing that texture with a different one that suits more Doom.

Edited by Walter confetti

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3 hours ago, Pistoolkip said:

- Which areas appear redundant, and why?

I am referring to these parts of the map.

Spoiler

339029436_2021-12-1914_39_23-E4M3.png.fb1cb9220a6042c7b9b0ab81829f2257.png1334917838_2021-12-1914_40_12-E4M3.png.71208794d82e096a9db39b2958bcaceb.png

The first one is a dead end, if you enter it from one of its entrances. The second one has no purpose, unless you lower the teleport floor (which I did not figure out how to do, btw). In my opinion, both of these sections should have some use, even a minor one, when you enter them in a way that they were designed to be entered. Maybe put some items in them? Or add more than one entrance?
 

3 hours ago, Pistoolkip said:

- Is the 'weird idea' to access the plasma something that needs to change in your opinion?

In DM, I am usually not a big fan of areas getting opened via abstract methods, such as crossing a random linedef. I prefer to either make them accessible via randomly moving floor, or a button. However, adding more than one object that is influenced by a button in a DM map is unacceptable for me, as it creates a lot of confusion about which switch does what. So you've got to be careful while using them. That being said, I accept the method of lowering the Plasma gun floor in e4m3, since you do so directly by entering the area that contains it, which makes sense to me. However, I think that it should be more consistent, and every entrance should lower it. Making only some of them work adds to confusion, in my opinion. 
 

3 hours ago, Pistoolkip said:

- Any suggestions on how to make the dead end room more interesting or connect better to the rest of the map?

I would start with either replacing the current single entrance with two of them, or add two more, making it use three entrances. Having only one entrance to an area makes it a dead end. In these pictures, I show a potential spots I would add the entrances to, and where would they end. Note, that if you will convert the shotgun bays into entrances to this area, you should at least double their size, so they are not as narrow.

Spoiler

1413243980_2021-12-1914_54_35-E4M7.png.c6b3dca46994a0569fb2d39a73763e08.png648127605_2021-12-1914_54_48-E4M7.png.102d4e1e9996013a8369331cad992a5c.png


Also, add stairs here maybe? Without them, this area is a small dead end.

Spoiler

408393907_2021-12-1914_55_17-E4M7.png.04a70fa7bb5a053c70a33377735d7119.png

 

Edited by NieMaMordy

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1 hour ago, Redead-ITA said:

To get to the weapons on top is to go to the fireblu, on the backs of the center, i've tried to be quite clear with it, but i guess i might have to do more, as for the teleport, in any case here is the new updated map, now you don't start in front of the exit switch, just the door!

twangoe2m2.zip

Now when the FIREBLU sectors do not have a fake wall, their function is instantly clear and they add a lot to the map! However, I still think that you should add something more to its layout. How about an outdoor section, similar to the one from Dead simple? You know, with entrances on many sides of the map. It may be hard to achieve, with visplane overflows and all, but it could add some variety to the map, and break the symmetrical layout. Another idea that would greatly improve your map is a more varied texture work near FIREBLUs. How about making one of them more tech base oriented, while the other one is filled with hell themed textures? It would make the map much more interesting to play, without need of altering its layout. One more thing: I think that soulsphere and Mega armor on top of a chaingun is a little too much. I think megarmor should not be there at all, or be replaced with green armor, while the chainguns should be removed entirely, and placed somewhere else. Maybe near the FIREBLU teleports? Or in an outdoor section I mentioned before? Currently, after you collect them, you can very quickly collect a rocket launcher, making it not worth to keep using the chaingun, in my opinion.

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1 hour ago, Walter confetti said:

I was thinking about changing that texture with a different one that suits more Doom.

This is not something that really needs to be done. How about adding a 'Made by Walter confetti' signing to it, or something like that, so it is more clear that this character is supposed to represent your profile picture? As it is right now, I thought it has some gameplay purpose, since one picture has open eyes, and another one has them closed. I thought entering the area through one of these entrances triggers some action, because of that. 

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1 hour ago, NieMaMordy said:

I am referring to these parts of the map.

  Reveal hidden contents

339029436_2021-12-1914_39_23-E4M3.png.fb1cb9220a6042c7b9b0ab81829f2257.png1334917838_2021-12-1914_40_12-E4M3.png.71208794d82e096a9db39b2958bcaceb.png

The first one is a dead end, if you enter it from one of its entrances. The second one has no purpose, unless you lower the teleport floor (which I did not figure out how to do, btw). In my opinion, both of these sections should have some use, even a minor one, when you enter them in a way that they were designed to be entered. Maybe put some items in them? Or add more than one entrance?

 

 

Thanks for your feedback. You've given me some stuff to think about. But I would also like to respond.

 

E4M3
- The teleporter leads to the BFG, and is lowered with the same linedefs as the Plasmagun

- The lava hallway does have plasma and rocket ammo as pick ups, and connects back to the blood pit

- The blood pit (which is significantly less deep in the latest version) is the primary connector to run to the lowering teleporter. It also acts as an escape from the plasmagun area, which has three entrances, two exits, and two spawn points.

 

Overall, I'm not sure if this map is too narrow or cramped, but I would like to test it in DM regardless before making maior changes.

 

Quote

In DM, I am usually not a big fan of areas getting opened via abstract methods, such as crossing a random linedef. I prefer to either make them accessible via randomly moving floor, or a button. However, adding more than one object that is influenced by a button in a DM map is unacceptable for me, as it creates a lot of confusion about which switch does what. So you've got to be careful while using them. That being said, I accept the method of lowering the Plasma gun floor in e4m3, since you do so directly by entering the area that contains it, which makes sense to me. However, I think that it should be more consistent, and every entrance should lower it. Making only some of them work adds to confusion, in my opinion. 
 

I would start with either replacing the current single entrance with two of them, or add two more, making it use three entrances. Having only one entrance to an area makes it a dead end. In these pictures, I show a potential spots I would add the entrances to, and where would they end. Note, that if you will convert the shotgun bays into entrances to this area, you should at least double their size, so they are not as narrow.

  Reveal hidden contents

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Also, add stairs here maybe? Without them, this area is a small dead end.

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E4M7
- The 'shotgun bays' and 'dead ends' in the button room are spawn locations. I like to move spawn locations out of the way, but give the player quick access to the action regardless.
- I was thinking of redoing the button room regardless, as I feel it's the weakest room of the entire set, but I don't like your idea of connecting up the 'shotgun bays', as it would just mean there are three flat entrances to the same room in a row, and it would make it too symmetrical. Wouldn't it be better to connect the stairs near the plasma to this room? 

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1 hour ago, NieMaMordy said:

Now when the FIREBLU sectors do not have a fake wall, their function is instantly clear and they add a lot to the map! However, I still think that you should add something more to its layout. How about an outdoor section, similar to the one from Dead simple? You know, with entrances on many sides of the map. It may be hard to achieve, with visplane overflows and all, but it could add some variety to the map, and break the symmetrical layout. Another idea that would greatly improve your map is a more varied texture work near FIREBLUs. How about making one of them more tech base oriented, while the other one is filled with hell themed textures? It would make the map much more interesting to play, without need of altering its layout. One more thing: I think that soulsphere and Mega armor on top of a chaingun is a little too much. I think megarmor should not be there at all, or be replaced with green armor, while the chainguns should be removed entirely, and placed somewhere else. Maybe near the FIREBLU teleports? Or in an outdoor section I mentioned before? Currently, after you collect them, you can very quickly collect a rocket launcher, making it not worth to keep using the chaingun, in my opinion.

twangoe2m2.zip

I decided to make both zone different to make them more easier which leads to which, and moved the chainguns so that you can find them in the corridors.

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18 hours ago, NieMaMordy said:

e2m5 - This is my map. I love it with all my heart, obviously <3

Don't we all, but it's funny how you see something wrong with everyone else's map, but apparently you don't see anything wrong with your map?

But obviously there is, if I were to critique your map as you did everyone else's. :D

Someone has to right? Not really, but here we go:

 

e2m5:

First, there's pillars that tend to keep the map from flowing, they are very easy to bump into in the heat of battle. There are areas that look like doors but aren't or look like they should be. Then there's the BFG access which is a dead end, "until the wall to it opens", very boring waiting on the BFG wall to open, and not knowing what makes it trigger from the get go. The player can also get stuck in there waiting for the lift to bring them up to a teleport, which finally only spawns you on the chaingun. Lastly there's not many textures being used in the whole map, compared to other maps. Currently players will be glad to know that the exit switch is functional, though it doesn't have an exit sign.  

 

Feel free to take that with a grain of salt, I know I would. :P

I'm glad you got your VPO straightened out though.

 

 

Cheers

Edited by Mr.Rocket

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Thanks for the feedback! I took your criticism to heart and decided to give an ultimate update to my map. Each point you mentioned has been changed in some way:
 

3 hours ago, Mr.Rocket said:

First, there's pillars that tend to keep the map from flowing, they are very easy to bump into in the heat of battle. 

I cut the amount of pillars in the room with skinny walls by two, making it easier to move. I deleted another two pillars in the newly added southern section, the one with plants. I also added some more room to maneuver near other pillars, namely the ones that are located in an outdoor section:

Spoiler

1146976599_2021-12-1921_30_35-E2M5.png.fe44b51a4d2fe8ea9f5430972f88f580.png143045419_2021-12-1921_30_45-E2M5.png.1767c5670965bbef2573d3e878b46872.png

 

3 hours ago, Mr.Rocket said:

There are areas that look like doors but aren't or look like they should be. 

I think you mean the different textures in the skinny walls room? I changed them to just use the basic satanic symbols, instead of a texture with a different shading, which could indicate a secret to some people. I also deleted the icon of sin that was placed next to the exit.
 

3 hours ago, Mr.Rocket said:

Then there's the BFG access which is a dead end, "until the wall to it opens", very boring waiting on the BFG wall to open, and not knowing what makes it trigger from the get go. The player can also get stuck in there waiting for the lift to bring them up to a teleport, which finally only spawns you on the chaingun.

I decided to make the entrance to BFG open much more frequently. To compensate for this change, I added a super lava to ledge behind the entrance, making it more of a risk to pick up the BFG. Apart from that, I added one more entrance to the walkway that leads to BFG room, making it more easy to access. 

Spoiler

337315135_2021-12-1921_30_16-E2M5.png.955123037c7387d7c79ee4009666489b.png755456329_2021-12-1921_31_44-E2M5.png.be5545c33a4dce7af6e86c94a231c8ab.png

 

3 hours ago, Mr.Rocket said:

Lastly there's not many textures being used in the whole map, compared to other maps. Currently players will be glad to know that the exit switch is functional, though it doesn't have an exit sign.  

I decided to give the texture work a major overhaul. The room with skinny walls now has them outside as well, instead of a basic green brick. Walls on the edges of the maps are now changed to stones. Also, the floor in a center section has been changed to concrete, so the area feels slightly more like a real life place that had a demonic structures built on top of it. Oh, and the exit room is marked now. Previously, I thought that using the exit door wall texture was enough, but I was wrong.

Spoiler

1820952030_2021-12-1921_29_46-E2M5.png.1dbcc7363ca09801d5789b8d0ee633d7.png1450665402_2021-12-1921_29_25-E2M5.png.02014a1fffcfcc4144c1e547ce1e667f.png


Over all, my map looks like something out of Episode 3 now, but it should be much more fun to play now, while also looking better. Please let me know if I went too far in some places. I am still willing to make changes to the map.
240kilo.zip

Oh, and a note to @OpenRift. My map is called '240 Kilometers'. Not '240 Kilo', as it is named in the beta wad :p

Note for @Redead-ITA
:

4 hours ago, Redead-ITA said:

twangoe2m2.zip

I decided to make both zone different to make them more easier which leads to which, and moved the chainguns so that you can find them in the corridors.

This is a great improvement! The map not only has more variety, but it feels much more fair with the item placement. Because I like simple maps such as this, this map is now among my favorites in this wad.

Edited by NieMaMordy
Fixed link

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