Stupid Bunny Posted October 3, 2021 (edited) So having updated the thread for my never-ending mapping project, I realized that at this moment what I really want is just feedback on this particular map, The Killing Pits, a sprawling Hell map that I think has the potential to be awesome with some tweaking It's one of the more ambitious maps I've done, especially among those I've actually finished (not that there's many in that category). What I set out to make here was a highly nonlinear outdoor map, one with lots of room to explore and lots of approaches to the end. Atmospherically I wanted a map that was oppressive, gritty, inspired by the best of the E3 Hell aesthetic, and as the name would suggest, emphatic of the death-and-pain part of Hell. The problem the map has had is in the navigation, and one of the lessons I've learned sharing this around with some of the good folks here is that nonlinearity and exploratory gameplay are virtues that can become vices if taken too far, or done wrong. I look back now at some of the progression decisions I made, all the switches and climbing and puzzling about needed to get anywhere, and wonder what the hell I was thinking. This version of the map is still large, still non-linear, and honestly that's not going to change because I do enjoy such maps myself and I think it can be exciting and not madness-inducing if done right; but I've made some key changes to the progression, mostly by eliminating a lot of the switch-hunting needed to get through. I realized in a map this size that having lots of steps to solving the level is a severe detriment, and I've reduced the progression to basically a couple of keys and one or two switches that control nearby platforms and such. As a result, most of the map is optional, but again, I love that kind of level and know other people do too. I've also tried to improve the telegraphing in parts of the map, putting in switches instead of walkover linedefs and enhancing the visibility of key color markers. There's also more stairs and gaps in walls about to improve navigability and interconnectivity, so it's easier and more intuitive to get from one side of the map to the other (I hope). As far as difficulty levels: UV is meant to be pretty punishing, with lots of turrets in the open core of the map, and if it's too much I do recommend playing the map on HMP. I used to do a really poor job of implementing difficulties, so I'm trying to overcome that (or maybe overdo is a better word?) in this map and the set it belongs to. HMP thus is kind of the "normal", intended difficulty for the thing. HNTR is pretty gentle, relatively speaking. Anyway I have put a lot of time into this map and will appreciate any further help in making it not suck (if I’m lucky then aforementioned changes will have lessened the suck to some degree) DOWNLOAD REQUIREMENTS AND NOTES Any limit-removing sourceport. Primarily tested in Crispy Doom and GZDoom. Jump and crouch are forbidden! But freelook is ok, at least that's how I play it myself Mods might break some of the Dehacked decorations so bear that in mind Occupies MAP01 slot If playing on UV then don't be shy about saving mid-level pls SCREENSHOTS Edited October 3, 2021 by Stupid Bunny 17 Quote Share this post Link to post
DuckReconMajor Posted October 4, 2021 Playthrough with way-too-close-to-the-mic commentary 3 Quote Share this post Link to post
galileo31dos01 Posted October 5, 2021 This was a fantastic long adventure, with lots of tension, spookiness and highly immersive complexity that reminded me of Sacrament's m13 (a fave of mine), but the music choice felt wrong from the get-go, though luckily idmus30 saved the day. Here's a few things I found: - Floating items here and there. - This revenant didn't seem to ever see me until I found it from the YK area on the top, not sure though if it's effective at something. - I'd like to request some raising steps here after hitting the BK switch, nothing too important since you'd still have to wait for the rocks to be fully down. - What I really really suggest is picking another midi, something like "opening in hell" or of a similar mood would fit the map a thousand times better than shawn's got the shotgun imo. Thanks for sharing! 1 Quote Share this post Link to post
Biodegradable Posted October 5, 2021 I still have nightmares from playtesting the earlier builds of this nasty map. ;^P 0 Quote Share this post Link to post
Stupid Bunny Posted October 5, 2021 40 minutes ago, Biodegradable said: I still have nightmares from playtesting the earlier builds of this nasty map. ;^P Your trauma is well justified ;p But your suffering helped go make it better so I thank you for your sacrifice Thanks for the feedback everybody. @DuckReconMajor I’m glad you seemed to enjoy it overall. I notice a couple spots where infinitely tall actors are a problem and you end up basically stuck with a bunch of angry imps and bony bois clawing at you from below. (I usually play with the infinitely tall actor thing off.) I still have to watch the last 20 minutes but at least you found the yellow key heh @galileo31dos01 glad you had such a good time! I hadn’t thought about the music track as unsuited to the map, but I’ll try playing it with something more ominous and ambient. Overall I’m glad I seem to have fixed the worst of the “where the fuck do I go” aspects of the map. Nonetheless I’ll be curious what other brave/insane souls have to say 2 Quote Share this post Link to post
DuckReconMajor Posted October 5, 2021 4 hours ago, Stupid Bunny said: at least you found the yellow key heh Spoiler after that if you watch the rest you'll see i have a hell of a time getting to the blue key lol. I missed the switch to open the yellow bars while trying to dodge the mancubus. Then, thinking I needed the yellow 'keycard' to get in i go around and try to find it, before finally seeing the switch i missed I personally think if you changed those bars to yellow skull bars (i think that's a texture) it would clear up said confusion. Or maybe instead of a switch, a walk linedef in that side area to raise the bars instead of the missable switch. But in any case, awesome map! I loved playing through it The reviewer of Ash Cave has first dibs on playtesting from me 1 Quote Share this post Link to post
Kyka Posted October 6, 2021 (edited) A Stupid Bunny map you say? We don't get these very often. (The last one I think I played was Transduction, though I may be wrong.) *downloads immediately Edited October 6, 2021 by Kyka 3 Quote Share this post Link to post
Noiser Posted October 6, 2021 It's on my list already, looks very cool! 1 Quote Share this post Link to post
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