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Mothership Zess[First map]


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I'm proud of it :D!!!!

you should be its a pretty good map with good custom texturing 

 

im no good at sluaghter maps so I iddqd'd alot 

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Just now, Jgs_software said:

you should be its a pretty good map with good custom texturing 

 

im no good at sluaghter maps so I iddqd'd alot 

Thanks, and actually in my free time im planning to add easier difficulty's so more people can experience it.

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Holy shit, this kicks ass! I'm surely going to note you as someone to collaborate with in the future.

6a9E5g5.gif

 

Edited by AtticTelephone

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1 minute ago, Misty said:

Actually, this title is already taken by another project, just letting you know

meh led zeppelin did it its probably going to be used by another wad 

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Just now, gwain said:

meh led zeppelin did it its probably going to be used by another wad 

Well, mothership is a common word, so it's going to be used, heh. 

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8 minutes ago, ScrappyMcDoogerton said:

Great map here, fun for the whole family!

 

 

Nice playthrough thanks for playing :), and the bfg was a secret i just forgot to put it as, gonna fix it.

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This is a really, really solid first map. It's not groundbreaking slaughter or anything, but it understands a decent amount of the basics and looks pretty nice to boot.

A short list of criticisms/issues:
- I would strongly suggest swapping out some of the shell boxes in the first room for more rockets. Not necessarily a shell box for a rocket box, but like... there should probably be some more, clean-up is quite tedious and waiting for infighting to do the job better isn't very engaging, because of the wide-open nature of the room. Think about it like this: it's better if infighting is a supplement to the fight's speed/challenge, rather than the main method of clean-up (this isn't a hard rule, but in rooms like this, it's more fitting)

- I would add a couple of cells or a handful of rockets (3-4) into the ambush after the pinky wall. Same reason as above, it's just a bit of expedition to clean-up, a bit of a reward for players who use resources efficiently. These two points are mostly out of consideration of *not* finding the secret BFG. :P

- On the rocket launcher pad, after you pick it up, the Archvile and Revenant that appear are stuck inside of each other and pose no threat.

 

Very good, especially for a first map. Kudos. :)

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3 minutes ago, Maribo said:

This is a really, really solid first map. It's not groundbreaking slaughter or anything, but it understands a decent amount of the basics and looks pretty nice to boot.

A short list of criticisms/issues:
- I would strongly suggest swapping out some of the shell boxes in the first room for more rockets. Not necessarily a shell box for a rocket box, but like... there should probably be some more, clean-up is quite tedious and waiting for infighting to do the job better isn't very engaging, because of the wide-open nature of the room. Think about it like this: it's better if infighting is a supplement to the fight's speed/challenge, rather than the main method of clean-up (this isn't a hard rule, but in rooms like this, it's more fitting) 

- I would add a couple of cells or a handful of rockets (3-4) into the ambush after the pinky wall. Same reason as above, it's just a bit of expedition to clean-up, a bit of a reward for players who use resources efficiently. These two points are mostly out of consideration of *not* finding the secret BFG. :P

- On the rocket launcher pad, after you pick it up, the Archvile and Revenant that appear are stuck inside of each other and pose no threat.

 

Very good, especially for a first map. Kudos. :)

Thanks for the feedback, will take this into account for future projects.

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Great effort for a first map! It looks pretty good, and it was fun to play. A few comments:

  • Similar to what Maribo said, some extra ammo would be greatly appreciated. There's almost nothing outside the first arena. And since that place has a ton of enemies, as a player I'd expect the ammo to be there to kill those enemies, and not that I'd have to save some for later. As far as I can tell you get one cell pack each for the next two fights, and that's it.
  • The switch behind the yellow key to open the wall is single-use, so if you use it and then walk over the linedef that closes the door, you get trapped.
  • There's a very inconvenient shotgunner in the yellow key room, in the sense that his shotgun dropped right on the linedef that raises the archvile, and the forced weapon switch got me killed. It's a minor annoyance, but you can prevent it by giving the player a regular shotgun at the start in addition to the ssg.
  • Why is the BFG not a secret? Since I saw 0 secrets, I assumed there were no hidden places to search for (I only found it by accident).
  • The exit switch is not marked in any way, so I unintentionally ended the level before I was ready to.

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Hey there, great first upload!  Here's my blind playthrough, hope you enjoy it and it gives you some useful feedback!

 

 

I'll post the vid description here as it describes my thoughts well: Despite being a first map you seem to understand how to construct some solid combat puzzles! The first room is the bulk of the map and as you can see, requires a bit of experimentation to figure out. I'm not a slaughter pro (yet!) so it takes me some time to execute my plan even once I figure it out, but I eventually get it. And I keep missing the surprise rocket launcher archvile because I turn around immediately, so I think it's the archie up top that has descended! Once you overcome the first fight it's mostly smooth sailing from there, so I'll be uploading a UV max saveless soon. It's not a difficult accomplishment if you can get through the first fight without save-scumming though.

 

Thanks, looking forward to more output!

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25 minutes ago, sandwedge said:

Hey there, great first upload!  Here's my blind playthrough, hope you enjoy it and it gives you some useful feedback!

 

 

I'll post the vid description here as it describes my thoughts well: Despite being a first map you seem to understand how to construct some solid combat puzzles! The first room is the bulk of the map and as you can see, requires a bit of experimentation to figure out. I'm not a slaughter pro (yet!) so it takes me some time to execute my plan even once I figure it out, but I eventually get it. And I keep missing the surprise rocket launcher archvile because I turn around immediately, so I think it's the archie up top that has descended! Once you overcome the first fight it's mostly smooth sailing from there, so I'll be uploading a UV max saveless soon. It's not a difficult accomplishment if you can get through the first fight without save-scumming though.

 

Thanks, looking forward to more output!

Thanks for this playthrough and the thoughts, I really appreciate your criticism about the decline in difficulty as you progress through the map, i didnt think about this while making it so this might come handy on the community project im participating.

 

And about the secret there a switch behind the switch that opens a door to the secret bfg. 

Spoiler

1154324887_Capturadetela2022-04-15201416.png.db359d99d863957436537ce49081d39e.png

 

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This was fun. Really getting the Combat Shock 2 vibes from the design. Amazing effort for a first release. 

 

I'll echo what others have said about cleanup/ammo. Though I do like the placement of rockets along the staircase/ledges, and near the centre pillars since it means you have to work a bit to get them safely. Same for the plasma gun, which I think is perfectly placed. I think if you don't get the secret BFG ammo might start getting a bit tight towards the end.

 

My other suggestion (more for future projects) is that the first and last fights lend themselves pretty heavily towards just circle strafing, which can get a bit boring in slaughter style maps. I think the middle section helps break this flow up a bit. But looking at ways you can prevent the player just running in circles can lead to much more interesting and rewarding gameplay.

 

Anyway, I had a lot of fun playing this. Here's a UV-Max:

  

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10 minutes ago, ryiron said:

This was fun. Really getting the Combat Shock 2 vibes from the design. Amazing effort for a first release. 

 

I'll echo what others have said about cleanup/ammo. Though I do like the placement of rockets along the staircase/ledges, and near the centre pillars since it means you have to work a bit to get them safely. Same for the plasma gun, which I think is perfectly placed. I think if you don't get the secret BFG ammo might start getting a bit tight towards the end.

 

My other suggestion (more for future projects) is that the first and last fights lend themselves pretty heavily towards just circle strafing, which can get a bit boring in slaughter style maps. I think the middle section helps break this flow up a bit. But looking at ways you can prevent the player just running in circles can lead to much more interesting and rewarding gameplay.

 

Anyway, I had a lot of fun playing this. Here's a UV-Max:

  

Thanks for uv-max, and yes you're right about the circle strafing, when making this map i tried to limit movement and prevent circle-strafing, but because of the open nature of the first room i think i failed on that regard, will take this into consideration for the community project :)

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did a uv max, again it took a few tries to get the first room, but then did the rest the first time.  so definite softer difficulty curve.  fun though.

 

 

After doing this I realized it's better to just get the rocket launcher earlier and get the viles at the corners.  since they are very dangerous, and it's not quite as awkward to get them as I thought.  It does mean more lost soul spam though, which is what I wanted to avoid.

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