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Raven. First maps, maybe last.


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25 minutes ago, game said:

Check out the thread. I'd like to see some screens and info on which sourceport runs this.

Ports are listed in the text file. Will post some screen shots but I'm not that good at it.

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Name: Raven
Format: Zdoom (Doom in Doom). Doom Builder 2
Tested in: Zdoom
Iwad: Doom2
Maps: 6 (01-06)
Gameplay: Designed for single player straight through. Not set up for pistol starts. No Crouching, jumping.
Difficulty: UV only.
Music: Written by me except Ready Steady Go by Paul Oakenfold . Most were not written for Doom just modified. MP3 format.
Textures: Gothic Textures, my own, a few lifted from other pwads. Sorry, can't remember the names.

My mapping experience: Started in October 21. I was laid up from back issues. I put in many hours a day until January 22 then hit a wall. That was it other than doing touchups. I built a total of 10 maps and tossed out the first 4 about 3 weeks ago in preparation to post. Each successive map should show some improvement. What kept me going was learning new things. After I reached the yellow door in map 06 (map 10 then) I was dead out of ideas. That was it.

These maps are now public domain. Including textures and music. If you use any of the maps or segments for your wad, please just credit me once as a contributor and just keep me posted so I can check out your work. Please credit me separately for any music you might use.

I won't be building any more maps anytime soon but I am working on some Doom specific music that I will share at some point.

My experience with Doomworld has been thoroughly enjoyable. So many helpful and nice people compared to a couple of other experiences unrelated to gaming.


Secrets:
Map01: None

Map02:
1. To the right from the starting room are some doors and narrow hallways. Find the window with bars and shoot the target at the back of the room to open a door to some goodies.
2. In the small computer room that leads to the Blue key, there is a switch on the middle seat that opens a closet to the super shotgun.
3. After the yellow door there is a hallway. Just before the bookroom on the left side is a secret door to some goodies.
4. After the bookroom there is another hallway. just to the right is another secret door that leads to goodies.
5. After you have made it past the 2 cyberdemons at the end of the hallway to the right is a secret door to an invulnerability.

Map03: None

Map04:
1. At the West end of the map, there is a U shaped area. At the end of the nearest leg there is a candle on the ground that identifies a floor that lowers.

2. In the secret room (1.) there is a secret door that exposes a switch that lowers a pedestal with a megasphere in the room to the East.

3. At the end of the other leg is another floor that lowers taking you to some ammo and a transporter.

Map05:
1. In the large outdoor area, there is a section with 5 fatboys up on pedestals. On the pedestal to the North East is a switch that exposes an invulnerability  an adjacent section.

2. In the exit room up on the first lift level to the right, there is small red switch that raises the platform which crushes the cyber demons.

Map06:
1. In the right hand corner of the room at the top of the lift (raised by chains) there is floor that lowers to a room with goodies.

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These maps were kinda boring combat wise; too many narrow corridors and large open rooms with either sparce oposition or they were big enough to run around avoiding the incoming projectiles and bypassing combat even with chaingunners present, which i believe their funcion in some parts of the mapset was to discourage the player from running around, but the stadium in "Dead Ball" was pretty nice, and the sounds of cheering fans was a nice touch, the beginning itself reminds me of the final map from Duke Nukem 3D.

 

Word of advice: study the monsters and their attack patterns, then plan the layout at least partially with encounters that you want the player to face, and most importantly what kind of encounters you find fun.

 

It seems that aside from lack of experience, you were uninspired for the most part, and also got burned out by making 10 maps at first, maybe you should have settled with 3 which is more manegable. 

 

All things said you shouldn't abandon mapping, everyone had rough beginnings even top tier mappers such as Dragonfly, Jimmy, Bridgeburner56, and Xaser. These maps shouldn't be your last.

Edited by Solmyr

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Thanks for checking it out. Did you happen to notice some sound issues with the Titlepage music? It sounds like it's breaking up a bit in test mode but not in Slade or on my own player. Just in the beginning of the titlepage when I play the map.

As far as combat, I pretty much made these maps so I could beat em which means that a good player would find them pretty easy. 

As far as being uninspired, that's a fair criticism as most of what I was interested in was dabbling in new ways of building architecture and making my own textures.

I doubt I will make any more maps for some time. I don't have the time now and I'm not very good at it. I would rather try and supply some music for some of the mappers on here. The music used on the maps was converted from stuff never meant for Doom. I'm working on stuff now that is written for Doom.

Thanks again for taking the time to play the wad.

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7 hours ago, Borg said:

Thanks for checking it out. Did you happen to notice some sound issues with the Titlepage music? It sounds like it's breaking up a bit in test mode but not in Slade or on my own player. Just in the beginning of the titlepage when I play the map.

As far as combat, I pretty much made these maps so I could beat em which means that a good player would find them pretty easy. 

As far as being uninspired, that's a fair criticism as most of what I was interested in was dabbling in new ways of building architecture and making my own textures.

I doubt I will make any more maps for some time. I don't have the time now and I'm not very good at it. I would rather try and supply some music for some of the mappers on here. The music used on the maps was converted from stuff never meant for Doom. I'm working on stuff now that is written for Doom.

Thanks again for taking the time to play the wad.

GZDoom and LZDoom can handle MP3 files perfectly fine. Doom 1 episode Sigil by John Romero has a alternate Buckethead soundtrack written specifically for it that is MP3 and meant for limiti removing source ports.

I also played your wad and found the music to be excellent in quality.

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14 hours ago, kalensar said:

GZDoom and LZDoom can handle MP3 files perfectly fine. Doom 1 episode Sigil by John Romero has a alternate Buckethead soundtrack written specifically for it that is MP3 and meant for limiti removing source ports.

I also played your wad and found the music to be excellent in quality.

Thanks for checking it out.

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@Borg No problem man. No, i didn't hear anything out of the ordinary regarding the title screen music, it sounded perfectly find on LZDoom and also tested agian with GZDoom to be sure and still fine. 

 

On 3/14/2022 at 7:56 PM, Borg said:

As far as being uninspired, that's a fair criticism as most of what I was interested in was dabbling in new ways of building architecture and making my own textures.

I doubt I will make any more maps for some time. I don't have the time now and I'm not very good at it. I would rather try and supply some music for some of the mappers on here. The music used on the maps was converted from stuff never meant for Doom. I'm working on stuff now that is written for Doom.

I see. Well that's a pitty but real life often rears its ugly head and detracts from our projects.

Good to know that you'll be hanging around and working on what you feel more comfortable. 

On 3/14/2022 at 7:56 PM, Borg said:

Thanks again for taking the time to play the wad.

Don't mention it. 

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  • 2 years later...

@Borg The download link doesn't seem to work for me, could you please provide an active one?

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  • 2 weeks later...
On 6/10/2024 at 7:46 AM, Geniraul said:

@Borg The download link doesn't seem to work for me, could you please provide an active one?

Sorry about that.  I will try and get a new link up. I am actually working on adding another map so it may be  a while.

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Can you add another file host? Doomshack doesn't work for me since lat month, and i don't know why

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On 3/13/2022 at 4:05 PM, Borg said:

ZDOOM 2.8.1  (2016-02-16 15_46_35 +0300) 2_7_2022 5_26_42 PM.png

That has got to be the most creative use of that specific skull flat I've ever seen

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