gabirupee Posted April 14, 2022 (edited) Hi, I am new to this amazing community and this is my first map, I was fascinated by the architecture of some wads (Sunder, Combat shock 2. etc.) but the wad that made me dive deep into the mapping process was sunlust, holy shit the gameplay was so hard and top notch the ambient were so surreal, After that i started the making of my first map, I spent weeks and weeks studying concepts and maps from my favorite mappers, I discarded several maps until I came to this concept. It's really short, but I'm proud of it :D!!!! DOOM2.WAD tested: nugget doom 1.8.0, dsda doom 0.24.2, gzdoom 4.7.1 complevel 9 cc4 tex midi from:https://www.vgmusic.com/ ultra violence, hurt me plenty and not too rough screenshots: Spoiler lore(if you care): Spoiler We have the following situation general, the Mothership Zess was invaded we sent soldiers to contain the situation, but unfortunately they all disappeared from the radar, you are the only one with military experience in this battalion and the last one alive.. Years of technology are aboard on this ship and they cannot be lost, we don't have much equipment left for this operation on account of casualties, but the mothership boards an extremely effective weaponry that you will be allowed to use and neutralize the invaders. Your mission is to infiltrate in the command center and open the gate A, if the mission is done correctly we take control from here and you will be extracted. otherwise.. we'll leave you behind. The teleport where the ship's hydraulic system is located has been bypassed and we will send you there, dont hesitate and shoot anything that moves, everyone counts on you good luck general. download:https://drive.google.com/file/d/1DObcxJxnygwEyHhZSNTGrR9S7nC7G_RH/view?usp=sharing mothership 1.2 fixed midi bug mothership 1.3 fixed texture bugs, added hurt me plenty and not too rough difficulty's mothership 1.4 fixed some textures, added a exit sign, fixed clipping enemies, added more ammo, fixed 1 action door, made a new trap -tips; try infighting whenever you can Edited April 14, 2022 by gabirupee 18 Quote Share this post Link to post
ScrappyMcDoogerton Posted April 14, 2022 Google Drive blocks access. 0 Quote Share this post Link to post
gabirupee Posted April 14, 2022 1 minute ago, ScrappyMcDoogerton said: Google Drive blocks access. Fixed 1 Quote Share this post Link to post
CoolerDoomeR Posted April 14, 2022 Hmmmm, the screen shots looks good, can't wait to get home and play this! 0 Quote Share this post Link to post
shark man Posted April 14, 2022 Quote 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 0 Quote Share this post Link to post
gabirupee Posted April 14, 2022 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. 0 Quote Share this post Link to post
AtticTelephone Posted April 14, 2022 (edited) Holy shit, this kicks ass! I'm surely going to note you as someone to collaborate with in the future. Edited April 14, 2022 by AtticTelephone 1 Quote Share this post Link to post
Misty Posted April 14, 2022 Actually, this title is already taken by another project, just letting you know. https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/mothership 0 Quote Share this post Link to post
gabirupee Posted April 14, 2022 1 minute ago, Misty said: Actually, this title is already taken by another project, just letting you know. https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/mothership Oh sorry i will change it to another name. 0 Quote Share this post Link to post
gwain Posted April 14, 2022 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 0 Quote Share this post Link to post
Misty Posted April 14, 2022 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. 1 Quote Share this post Link to post
AtticTelephone Posted April 14, 2022 3 minutes ago, gabirupee said: Oh sorry i will change it to another name. I suggest Mothership Zess, Zess is a Kobaian term for master. 2 Quote Share this post Link to post
gabirupee Posted April 14, 2022 Done, and thanks for the suggestion :D. 0 Quote Share this post Link to post
ScrappyMcDoogerton Posted April 14, 2022 Great map here, fun for the whole family! 2 Quote Share this post Link to post
gabirupee Posted April 14, 2022 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. 1 Quote Share this post Link to post
Maribo Posted April 14, 2022 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. :) 3 Quote Share this post Link to post
gabirupee Posted April 14, 2022 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. 1 Quote Share this post Link to post
SCF Posted April 14, 2022 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. 2 Quote Share this post Link to post
Keykhosrau Posted April 15, 2022 Loved it! Lost Souls are very annoying with the rockets, they are my kyptonite :P 1 Quote Share this post Link to post
sandwedge Posted April 15, 2022 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! 1 Quote Share this post Link to post
gabirupee Posted April 15, 2022 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 1 Quote Share this post Link to post
ryiron Posted April 16, 2022 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: 2 Quote Share this post Link to post
gabirupee Posted April 16, 2022 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 :) 0 Quote Share this post Link to post
sandwedge Posted April 16, 2022 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. 2 Quote Share this post Link to post
AtticTelephone Posted April 16, 2022 36 minutes ago, ducon said: Zëss? Actually, yes, that is what I referenced when I suggested the name for gabirupee. Magma is fucking awesome. 1 Quote Share this post Link to post
Suitepee Posted May 15, 2022 https://youtu.be/v2mqwigYZgs My playthrough starts at around 47:40. 1 Quote Share this post Link to post
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