StorkGreen Posted February 3, 2022 (edited) Description: So, its my second mapping project i started few days ago. Cuz last time my gameplay in a map wasn't perfect at all, i decided to post first map of my little episode before I finished it, just to know, do people like this style or not. Feel free to criticize me Tested: DSDA v0.21.3 Maps: MAP01 Music: Run / from Unreal Tournament Textures: "32in24-15 tex" without color pallete Screenshots: Spoiler Download: TOTTCSYID Edited February 3, 2022 by StorkGreen 10 Quote Share this post Link to post
The BMFG Posted February 3, 2022 pretty cool map. played through most of it. didn't get to the end thought 3 Quote Share this post Link to post
StorkGreen Posted February 3, 2022 12 minutes ago, The BMFG said: didn't get to the end thought Big thanks for the video! I like watching how player goes through a map. Yeah the ending is kinda tough for medium difficulty, i guess i should lower amount of revs for it, or add more hp 1 Quote Share this post Link to post
Large Cat Posted February 3, 2022 I played through the map. Here's a blind UV demo on -complevel 9: tottcsyid.zip I enjoy the combat here, on the whole. The energy stays forward-moving, thanks to early introduction of the SSG. Visually, I think your outdoor areas are much stronger than the indoors. Each outdoor area had some personal character and sticks with me. Your indoor areas are polished, but they felt much more samey to me, especially the sequence of rooms at the end. Based on your screenshots, I'm guessing the indoor areas are suffering without dynamic lighting, as there isn't really any lighting in more traditional ports in these rooms. On first playthrough, most of the encounters had an element of "rudeness" to me. Specifically, the pop-up monsters and one-way doors have something of a shock factor, which didn't come off as well to me, but that might just be my taste. I generally prefer to telegraph these things; for example, I might hide monsters behind obstacles instead of having them pop up, and I might have the player drop down into a room instead of shutting a door behind them. Ultimately, it's up to you how much surprise factor you want. One comment about the one-way doors: they may encourage players to open the door, run far enough in to wake up the monsters, then dash back out before the door closes so they can bottleneck everything. In terms of the fights themselves, I generally enjoyed how they were set up for the first portion of the map. I like the three "gauntlet" combats at the end less, though they still work fine. My thoughts on them: It was curious that you gave the player the rocket launcher, then provided a fight where it is the least useful weapon. I think it would feel more natural to get the rocket launcher after this fight and instead receive health or armor for this fight. The room with the two revenant balconies killed the pace for me. As you can see in the demo, I solved everything by playing peek-a-boo. I might suggest preventing this strategy or allowing the revenants to move around. The revenant parade at the end worked okay, but I'm not a huge fan of this encounter type in general. In truth, I think adding some obstructions that the revenants emerge from would work better, but that could just be my taste. My main worry is that the single-direction revenant wave with rocket launcher has been done many times before, though not every encounter needs to be original. I didn't find the way to open the secret in my playthrough. I think the button is too obscure and doesn't feel that natural, but that could just be my personal preference. Overall, I think you did good work here! I like the two paths at the beginning better than the linear portion at the end. Hopefully this helps! 3 Quote Share this post Link to post
StorkGreen Posted February 3, 2022 4 hours ago, Large Cat said: It was curious that you gave the player the rocket launcher, then provided a fight where it is the least useful weapon. I think it would feel more natural to get the rocket launcher after this fight and instead receive health or armor for this fight Thanks for the demo! I gave player a rocket launcher because of the barons and hk mostly. I think it was to strange to force grab it, but i enjoed killing baron at first and then imps with ssg, to free space. But i guess I need to rethink this fight Im not good enough with techbases, so thats why I tried to create smth with this style, just to learn. Also i guess to prevent "wow this door is closed now" i need to put switches, to open those doors. It may be a good thing So, thank you again for a feedback, i appreciated it 0 Quote Share this post Link to post
Biodegradable Posted February 3, 2022 Pretty mean, but entertaining romp. That last Revenant ambush is a bitch! 2 Quote Share this post Link to post
StorkGreen Posted February 3, 2022 52 minutes ago, Biodegradable said: Pretty mean, but entertaining romp Thanks for the video! I dont like vanilla difficulties because of uv is considered as a "normal" difficulty in most cases. So I've created different ones. Also i noticed you tried to jump as other guys, so i lowered boxes to prevent misunderstanding. And also changed buttons on the rev balcony fight, so its easier to notice them. Secret also was changed to less strange (i hope at least) Im glad you enjoyed my map, and ill try better next time 1 Quote Share this post Link to post
bobbotron Posted February 3, 2022 The pace of this map is super fun, feels really quick! I didn't quite get through it, the revenants munched me near the end. 1 Quote Share this post Link to post
StorkGreen Posted February 3, 2022 (edited) 7 minutes ago, bobbotron said: the revenants munched me near the end. Yeah i am going to lower amount of revs for hmp for next version, so you may like it I was doing this map thinking of the fast gameplay, I am glad you've enjoyed its speed Edited February 3, 2022 by StorkGreen 0 Quote Share this post Link to post
PeceMan Posted February 3, 2022 (edited) Notes and opinions: They can shoot you through glass. That's probably not the way it should work. There are multiple doors that lead nowhere, and multiple areas that can't be reached. Sometimes, there are hitscanners in said areas, which once killed, drop ammunition which can never be picked up, beacuse the area* cannot be reached. That's a bit annoying. The level could use some more secrets. Other than those things, I found the gameplay to be fun. Edited February 3, 2022 by PeceMan 2 Quote Share this post Link to post
StorkGreen Posted February 3, 2022 (edited) 20 minutes ago, PeceMan said: They can shoot you through glass. That's probably not the way it should work. There are multiple doors that lead nowhere, and multiple areas that can't be reached. Sometimes, there are hitscanners in said areas, which once killed, drop ammunition which can never be picked up, beacuse the area* cannot be reached. That's a bit annoying. The level could use some more secrets. Other than those things, I found the gameplay to be fun. -Shooting through glass seems realistic for me, dunno how make them brick the glass on this complevel tho -I like using doors as decorations, they leads to nowhere just because this map not about exploring, but the strait fighting more -I dont like to many secrets personally on maps, so i didn't many on my maps Thanks for the comment, I appreciate it, but i mostly think we just like different style of maps, nothing bad at it through Edited February 3, 2022 by StorkGreen 1 Quote Share this post Link to post
Clippy Posted February 3, 2022 I likey - I called the # and it was some business in New York that wouldn't work with me at all when I asked for advertising 3 Quote Share this post Link to post
StorkGreen Posted February 3, 2022 (edited) 43 minutes ago, Clippy said: I likey - I called the # and it was some business in New York that wouldn't work with me at all when I asked for advertising Thanks for the video. I actually dont know what this number is, hah. I just found it in a texture pack and thought: hey that will be funny detail for the map :) Like a random non existing phone. Thanks for founding the softlock! Ill fix it Also already fixed this strat with line. I placed block cuz of archvile, without that he will run to hk and barons room and you will have no palce to dodge Im glad you enjoyed the map Edited February 3, 2022 by StorkGreen 1 Quote Share this post Link to post
Clippy Posted February 3, 2022 25 minutes ago, StorkGreen said: Thanks for the video. I actually dont know what this number is, hah. I just found it in a texture pack and thought: hey that will be funny detail for the map :) Like a random non existing phone. Thanks for founding the softlock! Ill fix it Also already fixed this strat with line. I placed block cuz of archvile, without that he will run to hk and barons room and you will have no palce to dodge Im glad you enjoyed the map I would rather lose the Archie than add a block line. Or keep it as is but make that door lock til you go in exit room. I enjoyed fighting the revs pretending I was locked in but shooting them from a block line is cheesy as hell haha Still good map just thinking loudly 1 Quote Share this post Link to post
bobbotron Posted February 4, 2022 23 hours ago, StorkGreen said: Yeah i am going to lower amount of revs for hmp for next version, so you may like it I was doing this map thinking of the fast gameplay, I am glad you've enjoyed its speed Yeah, starting out with hit scanners is great, gets you moving. I like how it's all obvious, fast and fun. Ha, I mostly got munched at the end because I'm not a very strong player. :D I really enjoyed the room near the end with the imps and hell knights, fun game play. 1 Quote Share this post Link to post
ElPadrecitoCholo Posted February 8, 2022 @StorkGreen The Only Thing that could stop you is Death Ultra-Violence || GZDoomStatus: Deaths → 0 Saves → none A really interesting Wad, with a most peculiar structure and map design I would say, because personally this map has a series of paths where you have to find various buttons to activate the entrance that you see in front when the marine has already arrived to that place from the place outside where it appears, and once that door is opened, a series of most interesting combats are unleashed until you manage to survive and find your way out. I will actually say that certain things in this map were interesting, like adding stacked box structures, as well as adding a small pit of toxic soil and a huge claw that takes out an explosive barrel, huh. And about the combat I will say that if each confrontation turned out to be quite entertaining, since... the difficulty that there is in each one, makes them quite fun but at the same time they are a bit annoying for what it offers, while also You can feel a huge sense of Plutonia sitting in this Wad, and I think you can already imagine why I say this, huh. Great map and I hope to see more interesting content from you in the future. 1 Quote Share this post Link to post
StorkGreen Posted February 8, 2022 4 hours ago, ElPadrecitoCholo said: You can feel a huge sense of Plutonia sitting in this Wad, and I think you can already imagine why I say this, huh. Great map and I hope to see more interesting content from you in the future. Yeah, i know why, heh. Im glad you enjoyed my map and thanks for the video! I am working on my little episode now, and it was first map of it, so ill be waiting you when i fully compete the wad :) 0 Quote Share this post Link to post
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