BENCHY Posted October 23, 2021 (edited) Spoiler Hey there Doomworld, this is gonna be my second post on here after the unbalanced mess that was my first two maps. UnderMine is a boom format(so use comp level-9) map I made in 6 days(I work slow) with the doom2 Iwad that has been tested in PrBoom+ and GzDoom. Freelook and jumping shouldn't affect the map that much though it wasn't designed for it. best with OpenGL rendering. this Pwad includes just one level on MAP01. In terms of difficulty, I can complete it with no saves and it is definitely a step down in difficulty from my last map, I'd say it's easy to intermediate. Try not to die and have some fun :) The map is cave/abandoned mine themed with hell leaking through. the caverns become more corrupted as you push further through the hoards of demons. download(dropbox until Idgames prosses it.) https://www.dropbox.com/s/1rer6e5v172ewim/undermine1.zip?dl=0 Music by AD_79 Yawning Abyss.mid: Edited October 29, 2021 by BENCHY 20 Quote Share this post Link to post
RevenantFTS97 Posted October 23, 2021 (edited) If this is your 2ND map then CONGRATULATIONS! It is a fantastic piece of work! It amazes me the fact you built this thing in ONLY six days, and in addition, you consider yourself slow to work!. Maybe we have different expectations or something like that. Anyway, from my POV, it is very detailed and complex, plus the landscape feels really natural. I have to say I'm not capable myself to come up with something like this. There are two drawbacks/issues that I noticed... A)In the room you get the blue key, the door can be opended just ONCE. In my 2ND attempt (I think) I got stuck because once the door closes you can't open it again. You should fix that B)I'm not sure if this could be considered a drawback/issue. Nevertheless, in my 1ST attempt after picking up the blue key some Archies teleported in that area. Strangely, in my other 4 attempts the Archies did not appear at all (in that section, they appeared outside with the Cyberdemon) Why did that happened? Anyway, I enjoyed your map a lot. You have some skills for sure Tomorrow I will include a video of my successful playthrough (going to bed now XD XD) EDIT: Here is the video of my successful playthrough Edited October 23, 2021 by RevenantFTS97 Added the video 2 Quote Share this post Link to post
notgull Posted October 23, 2021 This is a great map! My only real thing is that you go straight from imps and zombies to macubi; usually, there would be something in between. Ah well, the architecture is beautiful and everything else seems to check out. Nicely done! 1 Quote Share this post Link to post
BENCHY Posted October 23, 2021 1 hour ago, RevenantFTS97 said: If this is your 2ND map then CONGRATULATIONS! It is a fantastic piece of work! It amazes me the fact you built this thing in ONLY six days, and in addition, you consider yourself slow to work!. Maybe we have different expectations or something like that. Anyway, from my POV, it is very detailed and complex, plus the landscape feels really natural. I have to say I'm not capable myself to come up with something like this. There are two drawbacks/issues that I noticed... A)In the room you get the blue key, the door can be opended just ONCE. In my 2ND attempt (I think) I got stuck because once the door closes you can't open it again. You should fix that B)I'm not sure if this could be considered a drawback/issue. Nevertheless, in my 1ST attempt after picking up the blue key some Archies teleported in that area. Strangely, in my other 4 attempts the Archies did not appear at all (in that section, they appeared outside with the Cyberdemon) Why did that happened? Anyway, I enjoyed your map a lot. You have some skills for sure Tomorrow I will include a video of my successful playthrough (going to bed now XD XD) thanks, man I appreciate the feedback and I'm glad you enjoyed it. In regards to the door to the blue key room thanks for pointing out the problem, I found what was causing the issue and will update the link soon. the Archie problem was pretty strange, I was not able to replicate it in-game so maybe it was a one-off thing, I also had a look at the teleporters and they seem to be connected properly. If anyone else has the same issue I'll look into it further but for now, I think ill leave it. And thanks for taking the time to play the map:) 1 Quote Share this post Link to post
Yandere_Doomer Posted October 23, 2021 How does one make architecture like that? i really need to step my game up, if i ever want to beat my Arch Nemisis, Ribbiks! 0 Quote Share this post Link to post
BENCHY Posted October 23, 2021 27 minutes ago, notgull said: This is a great map! My only real thing is that you go straight from imps and zombies to macubi; usually, there would be something in between. Ah well, the architecture is beautiful and everything else seems to check out. Nicely done! thanks for playing the map man and I'm glad you like it. yeah, I did notice the sudden spike in difficulty with the Mancubi. I didn't want to start too hard but then forgot about trying to make a difficulty curve:) maybe a hell knight or two in between would have made more sence. 0 Quote Share this post Link to post
Yandere_Doomer Posted October 23, 2021 Okay so i played this... it was a bit challenging at first (i was playing on UV) and then i get hit in the face with 4 mancubi, then a couple of revenants!! (i also heard a cyberdemon in the distance) really good architecture, music is awesome, and the difficulty curve is INSANE!!! 0 Quote Share this post Link to post
BENCHY Posted October 23, 2021 4 minutes ago, Yandere_Doomer said: How does one make architecture like that? i really need to step my game up, if i ever want to beat my Arch Nemisis, Ribbiks! honestly, I just play and watch a lot of doom wads and get ideas from them. but for this map, I really just thought about what would make sense, say if a wall looks like it would be unstable add supports or beams to "hold it" or if a wall looks a little plain add a window or maybe a crack along it. Really I just try to make it seem like a real place like it could physically exist in our world. in terms of map design I really just try to make the fights a little interesting and have an area you pass through at least twice like a hub kinda thing. I don't know how much of that is actually useful as I'm pretty new to mapping. :) 1 Quote Share this post Link to post
BENCHY Posted October 23, 2021 3 minutes ago, Yandere_Doomer said: Okay so i played this... it was a bit challenging at first (i was playing on UV) and then i get hit in the face with 4 mancubi, then a couple of revenants!! (i also heard a cyberdemon in the distance) really good architecture, music is awesome, and the difficulty curve is INSANE!!! thanks for playing man and yeah I totally get what you're saying about the difficulty curve, hopefully, it doesn't ruin the experience. 1 Quote Share this post Link to post
Yandere_Doomer Posted October 23, 2021 2 minutes ago, BENCHY said: honestly, I just play and watch a lot of doom wads and get ideas from them. but for this map, I really just thought about what would make sense, say if a wall looks like it would be unstable add supports or beams to "hold it" or if a wall looks a little plain add a window or maybe a crack along it. Really I just try to make it seem like a real place like it could physically exist in our world. in terms of map design I really just try to make the fights a little interesting and have an area you pass through at least twice like a hub kinda thing. I don't know how much of that is actually useful as I'm pretty new to mapping. :) ive been mapping for over a year, and your architecture is better than mine! im not saying my architecture is bad though, its just not incredibly detailed like yours (and some other examples would be Skillsaw, Ribbiks (Curse him) and Esselfortium) 0 Quote Share this post Link to post
Yandere_Doomer Posted October 23, 2021 Just now, BENCHY said: thanks for playing man and yeah I totally get what you're saying about the difficulty curve, hopefully, it doesn't ruin the experience. no it didnt, im looking forward to playing it again! 0 Quote Share this post Link to post
BENCHY Posted October 23, 2021 Just now, Yandere_Doomer said: ive been mapping for over a year, and your architecture is better than mine! im not saying my architecture is bad though, its just not incredibly detailed like yours (and some other examples would be Skillsaw, Ribbiks (Curse him) and Esselfortium) thank you man I really appreciate it. 1 Quote Share this post Link to post
BENCHY Posted October 23, 2021 20 minutes ago, Biodegradable said: Very nicely done. And with no deaths too! 1 Quote Share this post Link to post
thiccyosh Posted October 23, 2021 Woah momma, talk about getting better! I played on UV with dsda-doom (-complevel 9). I have never been that impressed by newcomers but that map takes the whole damn cake! While your first map was more testing the water if anything, this map hits like a truck. I usually don't really like slaughter maps, as most for me seem to be all of the same (Rocket launcher and BFG-spam with no real challenge other than trying to make way through 300 Hell Knights without being zapped by 200 Archies). However this one is actually fine compared to what I have seen. It's a beginner slaughter map, you get introduced into fights without being strangled with Cyberdemons like there's no tomorrow, does however still have the same issues I have with slaughter maps, that is only a minor point though. The level design could have more depth, especially some areas could use some 'Umpf'. The designs however are great! It's a tough challenge as a map maker to use stock Doom 2 textures without making the level look dull and boring, and some ugly textures make it even harder. You made good use of the crackle textures, being (to me) one of most underused textures I have ever seen. I also love the calm midi playing in the back! Nice choice of genre for that map! As for the combat, well, it's slaughter. Most slaughter maps have the issue of overusing Arch-Viles and making fights so dull that they are circle-strafe to win, with monsters gibbing eachother. I couldn't find the first one in your level (that gets extra points!) however the latter sticks out like a sore thumb. I'm not even close to an expert when it comes to slaughter and designing slaughter fights so I cannot give you any advice on that topic. Just to be fair, I'll write it off as beginner friendly and teaching you the basics in this map, which doesn't have to be a bad aspect if done right! You get plenty of health and ammo and overall is a great map, a very clear and huge improvement compared to your first map. Two things I could note are you should add a switch in case of backtracking (missing that toilet secret is possible) and you should add into your description that this map should be played in complevel 9 (Boom). I was very confused why some switches were broken and why I didn't have so many enemies while playing with complevel 2 (vanilla). Please note that. I also saw a lot of slimetrails, but that isn't really your fault. Stoopid Doom engine. To close this off: Everytime someone asks where they should start with slaughter, I'll link them this post. It's that good of a beginner slaughter map! You get 4.5 out of 5 Imp-tans from me. You also got bonus points for not using D_RUNNIN. Have a nice day. 2 Quote Share this post Link to post
RevenantFTS97 Posted October 23, 2021 13 hours ago, notgull said: This is a great map! My only real thing is that you go straight from imps and zombies to macubi; usually, there would be something in between. Ah well, the architecture is beautiful and everything else seems to check out. Nicely done! I also paid attention to that detail... Jumping from the lowest tier enemies to mid-to-high tier enemies. Good thing BENCHY was generous enough to give us an SSG, as well as some space to take cover ;) 0 Quote Share this post Link to post
Clippy Posted October 23, 2021 I absolutely loved this map! impressive for second release fuckin mancs good times 0 Quote Share this post Link to post
BENCHY Posted October 23, 2021 3 hours ago, Clippy said: I absolutely loved this map! impressive for second release fuckin mancs good times thanks for playing man glad you enjoyed it. yeah, that Mancubi fight was a lot harder than I intended it but I think I gave enough health to get through it:) 1 Quote Share this post Link to post
Clippy Posted October 23, 2021 Just now, BENCHY said: thanks for playing man glad you enjoyed it. yeah, that Mancubi fight was a lot harder than I intended it but I think I gave enough health to get through it:) It's fine I botched it 0 Quote Share this post Link to post
Clippy Posted October 25, 2021 I hope you enjoy this special presentation: 0 Quote Share this post Link to post
LadyMistDragon Posted October 26, 2021 The rocket launcher and shotgun could have been both far more visible. Making your weapons more visible will make things less aggravating on the whole. 0 Quote Share this post Link to post
Caleb13 Posted October 27, 2021 I agree with others the map looks very nice, but I'm popping in to report two texture problems: -First is HOM in the ravine near start, I think it's linedef 3011. -Second is garbled texture at linedef 5070, it happens because it's overlayed by two another shorter linedefs. 0 Quote Share this post Link to post
BENCHY Posted October 28, 2021 On 10/26/2021 at 7:52 AM, Clippy said: I hope you enjoy this special presentation: oh my god, I did not expect someone to run it PACIFIST! Great job for finishing it even if it kinda beaks with no monster teleporters :| but the final fight looks freaking hard with all those monsters to dodge. You sir are a much better doom player than I and I hope you had fun playing:) 1 Quote Share this post Link to post
BENCHY Posted October 28, 2021 10 hours ago, Caleb13 said: I agree with others the map looks very nice, but I'm popping in to report two texture problems: -First is HOM in the ravine near start, I think it's linedef 3011. -Second is garbled texture at linedef 5070, it happens because it's overlayed by two another shorter linedefs. Thanks for letting me know man I'll have those fixed tomorrow. 0 Quote Share this post Link to post
nameht Posted October 28, 2021 Wow! Amazing map!!! Some drawbacks that I realised when playing however were... Not sure if it's my end but i couldn't interact with the switch at the start of the map to get to the mancubi area on PRBoom+ however I could in GZDoom. I checked in UDB & the linedef should've worked. I tried raising the height & even then it didn't work. Either way, this map was amazing & I hope your next maps are even better! 0 Quote Share this post Link to post
nameht Posted October 28, 2021 (edited) 1 minute ago, nameht said: Wow! Amazing map!!! Some drawbacks that I realised when playing however were... Not sure if it's my end but i couldn't interact with the switch at the start of the map to get to the mancubi area on PRBoom+ however I could in GZDoom. I checked in UDB & the linedef should've worked. I tried raising the height & even then it didn't work. Either way, this map was amazing & I hope your next maps are even better! Sorry! Just realised that just because its in PRBoom+ format doesn't mean it's compatible with said sourceport! Sorry for the mistake! (I have experienced something similar when making a boom map before; such as certain linedefs not working / some other things doing the same anywho, great map!) Happy mapping ^^ Edited October 28, 2021 by nameht changes! 0 Quote Share this post Link to post
Clippy Posted October 28, 2021 13 hours ago, BENCHY said: oh my god, I did not expect someone to run it PACIFIST! Great job for finishing it even if it kinda beaks with no monster teleporters :| but the final fight looks freaking hard with all those monsters to dodge. You sir are a much better doom player than I and I hope you had fun playing:) Glad u liked it - I practice a lot dancing around monsters and there is quite a dance to be had here Hell I played it again while trying my best to alert things - also for @Astro X I did commentary too and was expecting to fail a few times but I got er done once Those fattys at the start I find are the biggest obstacle Good times 1 Quote Share this post Link to post
BENCHY Posted October 29, 2021 8 hours ago, Clippy said: Glad u liked it - I practice a lot dancing around monsters and there is quite a dance to be had here Hell I played it again while trying my best to alert things - also for @Astro X I did commentary too and was expecting to fail a few times but I got er done once Those fattys at the start I find are the biggest obstacle Good times wow... I'm speechless. Great video too! 1 Quote Share this post Link to post
BENCHY Posted October 29, 2021 Main thread^^^(just an updated download link). Just posting this to let people know about the newest update to my map UnderMine. This is just a small update that fixes a few missing or wrong textures and some other small things. Have fun dooming :) 0 Quote Share this post Link to post
baja blast rd. Posted October 29, 2021 Merged. Just bump the existing thread lol it's okay. :P edit: also if you want edits to be really noticeable, edit the title of the existing thread by adding something like "(small update)." 0 Quote Share this post Link to post
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