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128 Linedefs, 64 Things - A Community Project [1.3.3, finally]


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9 hours ago, NinjaDelphox said:

Made this in ~20 minutes, music is Tempter by Mark Klem

WildWest.zip

Oi, tis not a bad map... but since it's map31, ya need a secret exit.

Also might be nice to make the megasphere sector a secret, since it's kinda out of the way.

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Everyone, here's a minor update:
128L64T CP (Beta 1.3.2)

 

This version includes the new MAP31 by NinjaDelphox.

It doesn't have a secret exit; or I should say the only exit is the secret exit to MAP32.

  

I've also updated the internal and external DEHACKED.

  

Sorry, I'm a bit late on this, but we have yet to hear a reply from @PasokonDeacon, and the deadline to respond is about 4-5 days past...

So I shall now consider MAP17 slot to be open to whoever wants it (if you haven't already done 2 maps for the CP already).

 

@NaZa, @SilverMiner, @YMB, @Large Cat: I apologise for the ping. Just wanted to give a friendly reminder to keep working hard on your maps and that the deadline is still the 15th.

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Ok, as part of my tradition, I will now add my comments on the newly added maps!

 

New Map Comments:
 

MAP28: mappersblock.wad (@Paf)

Spoiler

So I really like the concept of this map. I also like the cube in the beginning, that because the Archviles are hitscan, it's very difficult to avoid their attack. I even like the rush to the rocket launcher and the awkward platforming to get to where the Mancubi are, and how the Cacodemons make quick pursuit.

My main issue with this map, is that I don't believe on UV that is possible to get 100%. There doesn't seem to be enough ammo to dispatch the end revenants and archviles. Now, I'm not the leader of this CP, so I don't really make the rules... But in the other maps, it's possible to get 100% kills on UV. It's very possible that you can get 100% kills if you're a doomgod, maybe.

 

MAP31: Wild West (@NinjaDelphox)

Spoiler

I like the original set up of this map. I even like the gameplay. It's obviously you want the player to get the Cyberdemon to infight with the other demons. I will admit that in the first playthrough I had trouble finding the SSG, but I mean I think players will find it eventually. Lol it's actually kinda hard to see honestly, in that corner there.

My main complaint about this map is the amount of ammo given on UV. I get that you are supposed to get the monsters to infight each other. You even want the Archviles to infight with the Cyberdemon, since the Cyberdemon will never retaliate. I actually completely forget about the Pain Elementals every time I play this map. I don't necessarily have a problem with their inclusion... but it kinda adds insult to injury with the ammo situation you have placed on the player.

There are two problems that can arise while playing this map: 1) the monsters that are fighting the cyberdemon can get too close to the demon pillar and be unable to hit the Cyberdemon, and 2) If you actually do get the Archviles to kill the Cyberdemon, the Archviles will often revive the other monsters that the Cyberdemon killed... and because of the ammo restriction you have placed on the player, it seems like it would be a better idea to kill the Archviles first, so that you keep your ammo. The problem with that though, is that mostly likely you will run out of ammo and be unable to kill the Cyberdemon.

 

I've replayed this map around 5-6 times, and no matter the strategy, I always run out of ammo and am unable to get 100% kills on UV. Now like I said in the previous map review, I'm not the leader of this CP and so I don't really make the rules, but in all the other maps in this CP it is possible to get 100% kills on UV.

 

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Thank you for the reminder and sorry I'm somewhat late. Just have two more finals in the next 6 days so I've been preparing

 

I'll try to squeeze a map in tomorrow, though, as I have plenty of time and 128/64 is a limit that works well with speedmaps.

Edited by NaZa

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15 minutes ago, NaZa said:

I'll try to squeeze a map in tomorrow, though, as I have plenty of time and 128/64 is a limit that works well with speedmaps.

The point of the deadline is not to stress people out, it's to keep the project moving forward.

 

If you're really busy and need like a week extension, that won't be a problem. All we ask is for people to communicate with us and be transparent (not saying that you haven't) and we'll try to work with you :)

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On 7/5/2022 at 5:24 PM, Arsinikk said:

Everyone, here's a minor update:
128L64T CP (Beta 1.3.2)

 

This version includes the new MAP31 by NinjaDelphox.

It doesn't have a secret exit; or I should say the only exit is the secret exit to MAP32.

  

I've also updated the internal and external DEHACKED.

  

Sorry, I'm a bit late on this, but we have yet to hear a reply from @PasokonDeacon, and the deadline to respond is about 4-5 days past...

So I shall now consider MAP17 slot to be open to whoever wants it (if you haven't already done 2 maps for the CP already).

 

@NaZa, @SilverMiner, @YMB, @Large Cat: I apologise for the ping. Just wanted to give a friendly reminder to keep working hard on your maps and that the deadline is still the 15th.

 

RE-EDIT: TAKE TWO:

 

MAP16: Blue Orpheus

 

https://jetsons.revenant1.net/blorph.wad

 

This map uses DOOM2 MAP23's music (Bye Bye American Pie).

 

It's very much in the same sort of theme as my MAP06 contribution, but much more evil, as you'd expect from something 10 maps later. :)

 

Let me know what you think! @Arsinikk - sorry if you got tagged on my earlier edited post with no map link!

Edited by YMB

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9 hours ago, YMB said:

RE-EDIT: TAKE TWO:

 

MAP16: Blue Orpheus

  

https://jetsons.revenant1.net/blorph.wad

 

This map uses DOOM2 MAP23's music (Bye Bye American Pie).

 

It's very much in the same sort of theme as my MAP06 contribution, but much more evil, as you'd expect from something 10 maps later. :)

  

Let me know what you think! @Arsinikk - sorry if you got tagged on my earlier edited post with no map link!

I was gonna say that I had already tested your previous version and that I thought it was fine even with just 100 lines.... but I gotta say I'm really glad I played the last version, because I like this second version alot better!

 

MAP16: Blue Orpheus (YMB)

Spoiler

I like to think that your previous map was more like a Doom 1 level, whereas this map feels alot more like Doom II. That's not a bad thing, not at all! The map and gameplay feels more open and less corridor-y compared to your last map, which makes it feel more Doom II (as does the choice of music). Not that corridor-y maps are bad, I personally prefer Doom 1 level design over Doom II. I love the added changes to the map... which you were able to do with just 28 more lines, no less! I also played the map through Chocolate Doom, and there were no Vanilla texture errors that I could see.

 

I really like the dark rocket launcher hallway/room and I like the added heavy monsters with the surprise Archvile to boot! The first version I played was a treat, but this second version is just the cherry on top. I like how your maps, feel very 'you'. What I mean is that I can tell from the last map I played of yours, that this map was done by the same author. Especially the way you convey coloured doors is pretty unique, but clear. I quite enjoyed this map (as if you couldn't tell).

 

If there was a minor criticism I had, it's that while I like that you give the player the rocket launcher... It's not really that useful / fun to use in the map since you only give 2 rockets. Then again, in continuous play, the player would probably have alot more rockets. You probably already exhausted the 64 things limit, but it might have been cool to maybe add like a box of rockets where the blue armour is or where the Archvile emerges. At least in pistol start, the final revenants are less of challenge to me, as they are just fodder to stop the player from just running to the exit.

 

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Just a reminder, MAP17 is open to anyone who wants to do it (that hasn't done 2 maps already)!

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45 minutes ago, Arsinikk said:

I was gonna say that I had already tested your previous version and that I thought it was fine even with just 100 lines.... but I gotta say I'm really glad I played the last version, because I like this second version alot better!

 

MAP16: Blue Orpheus (YMB)

  Hide contents

I like to think that your previous map was more like a Doom 1 level, whereas this map feels alot more like Doom II. That's not a bad thing, not at all! The map and gameplay feels more open and less corridor-y compared to your last map, which makes it feel more Doom II (as does the choice of music). Not that corridor-y maps are bad, I personally prefer Doom 1 level design over Doom II. I love the added changes to the map... which you were able to do with just 28 more lines, no less! I also played the map through Chocolate Doom, and there were no Vanilla texture errors that I could see.

 

I really like the dark rocket launcher hallway/room and I like the added heavy monsters with the surprise Archvile to boot! The first version I played was a treat, but this second version is just the cherry on top. I like how your maps, feel very 'you'. What I mean is that I can tell from the last map I played of yours, that this map was done by the same author. Especially the way you convey coloured doors is pretty unique, but clear. I quite enjoyed this map (as if you couldn't tell).

 

If there was a minor criticism I had, it's that while I like that you give the player the rocket launcher... It's not really that useful / fun to use in the map since you only give 2 rockets. Then again, in continuous play, the player would probably have alot more rockets. You probably already exhausted the 64 things limit, but it might have been cool to maybe add like a box of rockets where the blue armour is or where the Archvile emerges. At least in pistol start, the final revenants are less of challenge to me, as they are just fodder to stop the player from just running to the exit.

 

 

I am blown away by the time and effort you take into playing and analyzing such relatively small and quick maps! I'll be taking some time to think about and optimize thing placement tomorrow based on this feedback. Thank you so much for putting so much thought into this project, I had a huge smile on my face reading this post. :)

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1 hour ago, Arsinikk said:

Just a reminder, MAP17 is open to anyone who wants to do it (that hasn't done 2 maps already)!

 

Pasoken Deacon hasn't been on DW since early June, so they never saw the ultimatum to respond. They are active on Discord, so I contacted them to see if they are indeed still interested in making a map, or if they relinquish their spot.

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10 hours ago, Pegleg said:

 

Pasoken Deacon hasn't been on DW since early June, so they never saw the ultimatum to respond. They are active on Discord, so I contacted them to see if they are indeed still interested in making a map, or if they relinquish their spot.

 

@Arsinikk Pasoken Deacon told me that they are busy now, and to open up their spot to someone else.

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Hey, sorry for the late update i am currently very busy with my cp and real life stuff, but i've updated my map with one cell pack and some pleasing visually changes. (Only using 128 linedefs of course), I tested it with choco-render and the google drive link is updated.

Edited by gabirupee

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13 hours ago, Pegleg said:

@Arsinikk Pasoken Deacon told me that they are busy now, and to open up their spot to someone else.

Ok thanks for the clarification!

 

MAP17 is open everyone (again)!

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map17 is open?
Note this isn't like, me asking if its still open to join I'm just curious what it meant.

Edited by Rabbid

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23 minutes ago, Rabbid said:

map17 is open?
Note this isn't like, me asking if its still open to join I'm just curious what it meant.

The MAP17 mapslot is open for anyone who wants to make the map.

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8 hours ago, Rabbid said:

I think my main confusion is that the original post isn't edited at all

you mean the main post?

well only frostcore can edit it sadly and i think he took a break from doom or something.

he said he would still manage the project but this thread has been kinda neglected.

Arsinikk is unofficially taking the lead so this project moves forward.

 

im also tryna help :D

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Hey. I updated the google drive link again because i accidently misaligned some textures on the new version of map 29, (oopsie :P)

Edited by gabirupee

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Hello. I've just finished my second submission.

 

Screenshot_Doom_20220709_201848.png

 

Title: ROCK3 and Roll

Author: NaZa

Time spent: 1 hour...

Tested with: Choco Doom, prBoom+ 2.5.1.4., ZDoom 2.8.1

Music: Pacemaker by Tom Mustaine

Difficulties: Not yet implemented. Will implement them for v2.

Misc: Another short map. A map that has less shapeshifts than my previous offering, though it still, admittedly, has some... changes to the terrain. Has a gimmick at the end. That's all there really is to it. It's somewhat more conventional. And yes, I managed to beat it. 2:00 flat. Though the last part isn't easy.

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28 minutes ago, NaZa said:

Hello. I've just finished my second submission.

Nice little series of duels. Particularly enjoyed ammo'ing-up and jumping back into the pit to finish the fight. The ending surprised me for a second, but I was able to juke some of the threat by getting enemies to stay in the exit room (and it helps that the encounter is sudden, but not immediately that dangerous.)

No real suggestions, other than maybe extra ammo (especially in the pit) on Easy/Medium, and a Soulphere or Blue Armor at the Green Armor spot on Easy.

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Thank you for the playthrough, Rancid Sam. Meanwhile, I've played the first 10 (up to MAP11, including it, because there's no MAP03 yet in the beta 1.3.2. that I played) maps of the set, and I must admit I've mostly enjoyed them. Attached are the 10 demos; even though they're labeled FDAs, I've played some of these maps before, though I wanted to refresh myself and re-recorded them. If I died, I go for a first exit, that's why some maps have 2 demos. (Except MAP08; I was so close to the exit when I died I just didn't see any reason to record an exit demo.

 

There's also commentaries here, so, let's go:

 

128_1.3.2_naza_fdas_batch1.zip

 

MAP01: Rotated Mast Wave Hike by @SilverMiner

Spoiler

Okay, so grabbing the key was completely unintentional. I thought it was intended until I retried it and figured out it's not. Design's quite nice, big fan of the triangle stairs. Nice lift on the yellow door, it's landmarking the soulsphere really well. Wasn't a big fan of the strobing lights, especially in the archvile fight; on Gamma 1 it made it quite difficult. I liked the combat, the emphasis on the rocket launcher for the most part while you're mostly facing enemies in relatively close quarters. I thought the map was maybe too generous with powerups and weapons, though; even sans a soulsphere, and a green armor instead of a blue armor, it would be leisurely.

 

What I'd personally change:

- Move the blue skull 8 px inside if you want to make grabbing it impossible (I found it's possible to replicate it with a specific angle, but it's not effortless)

- Kind of fix all the lights? The yellow door, for instance, has no strobing effect, so it looks weird next to the archvile room. The ending set also has light glow but due to differing light levels it looks weird, especially on the fencing around the exit. 

- Remove the pillars around the teleporter because they make an interesting bug and clip through the ceiling. Or replace them with small tech pillars. Both work.

 

MAP02: Lockjaw by @gabirupee

Spoiler

Now that's what you call an opening. I like that you can plan an escape route and still have a blast of a start. Very compact map that's also quite hard due to enemies teleporting around you at all times. Archvile blasted me into space on my FDA but it's not that bad if you know it's coming. Theme-wise quite cohesive. Little details like the chaingunners appearing after the hell knights made me really enjoy it... though that revenant is so evil. >:-D

 

I think you should change the secret altogether, though. Computer map makes no sense if you can't return back to the map and there's no other secrets, to be honest. If you want to keep it, at least mark the wall "Show as 1-sided on the automap" so that it isn't snitched on the automap. Really brief map otherwise, though, and it seems it has quite a number less than 128 lines.

 

MAP04: Mancubus by @Frost-Core

Spoiler

... Man, I'm struggling to word myself nicely here. It's just one hallway, a lift and another hallway. It's way too generous with powerups and especially the BFG9000 if you're playing continuously because it neutralizes some of the following maps, most notably Bogos Anomaly's hot start and most of the Nukage Plaza. Secrets make absolutely no sense and the monster placement is haphazard at best. Automap also looks bad because the latter part has lines that are not straight. No texture variety. Absolutely no height variation.

 

All in all, not a good map by any means. The only thing that makes it a map is the fact it has an exit. I apologize for my vocabulary, but I have no positive things to say about the map... other than the fact it ends quickly.

 

 MAP05: Stargazer by @dotQLL 

Spoiler

Short but sweet map that feels like an opener to a good old-school megaWAD. As with gabirupee's map, I'd advise you to make the door leading to the plasma gun marked "Shown as 1-sided on automap" on both sides (also the side of the lift facing the hallway leading to the first secret) to make it a bit more difficult to tell what leads to it (though I understand it's very clear either way). Combat was nice, big fan of the revenant popping out of the secret at the end; shame you can run past him. Decent effort. Very much enjoyed it. Just a small nitpick is to allow the starting platform to be lowered like a lift if the player needs help.


MAP06: Nukage Plaza by @YMB

Spoiler

Hahahahah, that ghost chaingunner in the demo was very evil. I think there's a bit too little cover for an archvile; I'm a big fan of it while you're on your way to the blue key - as it makes you unable to camp in the hallway - but when you actually face it with the super shotgun, it might be a bit overwhelming unless you can expertly keep it on the doortracks. Maybe it's easier without the ghost chaingunner - if my memory serves me right, it wasn't difficult on my try a few months ago. Ending is a bit on the hard side, I'd say, but it's not that bad. Bit of a dick move placing the secret in damaging area, but I like dick moves like that. As with the last map, it doesn't feel like a map specifically made to be below 128L/64T. Small, short, enjoyable, looks nice. Love the usage of TEKGREN, btw. Might steal that.

 

MAP07: Very Uppy Halls by Frost-Core

Spoiler

Here we have another Wolf3D map by the person who gave forth the idea for this community project, and boy, it's only slightly better. It's still monotextured, but it has a teleport instead of a lift. However, the door goes into the sky (common mistake in skymaps), there's no height variation, monster and item placement is still haphazard, secrets don't make sense, and at one point enemies aren't even looking in your direction. It's not an evolution of the previous map at all, and other than it, it's far worse than anything, sadly. I suggest you look at others' maps and compare to see where you can touch your maps up and fix them to make them more up to standard.

 

MAP08: Unholy Zwiebel 64 by @Azuris

Spoiler

This map can sadly be described in a single sentence: "Wait for the floor to lower." The first time it was fun; the second time a bit less so. When the mancubi came, it became hectic and it was a good way to mix things up, though I'd personally have given the player an SSG to handle them while adding a bit more of them. Managed to die due to blast damage, but it was right at the end so I didn't care. Repetitive map and incredibly rectangular, but it's okay as a single gimmick map. Maybe there could be one rectangle less and the four linedefs could be used for touching things up? Making switches triangular-shaped could also be a possibility, as it's a bit barren now. It's still a decent breather idea, though, as I've said. Maybe a bit variety. I'd even suggest making this a MAP07 and giving Azuris freedom to make the map as a whole a bit more varied while making Tag 666 take the place of one of the switches. Could work well!

 

MAP09: Escape by @Pegleg

Spoiler

I still cannot believe how harsh Pegleg's maps are considering their Ironman league performances (no offense, of course). This one is no less brutal than the Infernew one. Hitscan start can be a lottery (as I've showed on my FDA vs my exit), though otherwise it's relatively smooth sailing if you know what to do. Maybe making the first teleporter monster-blocking could be done to prevent that shotgunner from occurring. Secret's a single health bonus; nice gimmick though admittedly that's quite harsh for this map. Design's quite spartan, but it does feel longer than the usual 128L/64T map in doing so without looking egregiously ugly, so that's quite a plus; good job.

 

Frankly I wasn't a fan of the parts of the level where you had to drop because of possible infinite height shenanigans, but both times it's relatively easy to take control in the bottom and not get scratched/shredded from below. The first archvile can be somewhat neutralized, which I've shown in the demo. Correct me if I'm wrong but there's no cover for the end archvile except the secret, so that might be worth taking a look at if you get there with low health. Really fun map though it could be a bit too unfair unless you know it well.

 

MAP10: Bogos Anomaly by @knifeworld

Spoiler

👽👽👽 BOGOS BINTED??? 👽👽👽

Speaking of maps that are a bit unfair... man, this map can, at times, be brutal. The start you can use the mancubus well to dispose of chaingunners (or the fatso), so I'm a big fan of that. Also a fan of radsuits on a damaging floor giving you limited time to dispose of baddies. The baddies, however... I think I got really lucky at the end.

Maxing the map is for sure possible but it also necessitates a bit of luck. I had some super luck dodging the archviles. Two-shotting the Cybie was fun.

 

Texturing is also all over the place. I've no idea why everything is doors. It gives it a bit of an interesting flair, though, being so liberal with the textures. Personally not a fan of that, aside from the first room which really looked striking in a good way. That said, it's a good map which could use some touching up but it's not bad per se. Other than the small gaggle of archviles guarding a radsuit, nothing was weird, it's clear it's a challenge map. Enjoyable. Also being able to run past the cybie, AVs and PEs at the end might be possible which would make it even better for speedrunning.

 

MAP11: Circle of Gatekeeping by @LGmaire

Spoiler

Big, big fan of this map. One of the rare ones I remember from my initial batch of FDAs. Midtextures are used well to make the map feel more complete despite its relatively basic main shape. Another fun opening, like with gabirupee, where you can plan your first step. I think my plan worked. Tysoning the AV was also incredibly fun. As with Pegleg, the secret being a single bonus is a nice gimmick though I'm unsure how helpful it really is on UV :P as well as how helpful that radsuit is. If it's an evil scheme to lower the player's health, that's really evil, but I'm a fan of liberal choices like that >:-D show those scummers!!!

 

The trap you spring by taking the key I also enjoyed because you can choose on whom to focus. I am a bit too scared of PEs to not focus on them first, though, as Mancs have a reliable attack pattern that doesn't involve potential Good at Dooms. Overall, an enjoyable map, especially gameplay wise. A nitpick is of course there being green slimefalls... falling on brown slime. Oh well. I know it's a bit restricted, the texture set, but it's still funny to see.

 

It's somewhat saddening to see the OP's maps being the least interesting and blandest. I hope permission will be granted to the current hosts (using the word "host" here for people who currently compile and lead the project, them being Arsinikk and Luleta) to touch them up, or worryingly maybe axe them completely, because frankly - they're both one big hallway and quite a ways below the standard other maps set. Unless Frost-Core touches them up to make them more up to standard, as I've suggested. I want to be somewhat encouraging but the rift between those two maps and most of the others I've played today is relatively wide, sadly. I apologize for my words.

Edited by NaZa

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41 minutes ago, Frost-Core said:

My god! i came back from a doomworld break only to find 51 notifications!

You were only away for a little over a week.

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17 minutes ago, NaZa said:

It's somewhat saddening to see the OP's maps being the least interesting and blandest. I hope permission will be granted to the current hosts (using the word "host" here for people who currently compile and lead the project, them being Arsinikk and Luleta) to touch them up, or worryingly maybe axe them completely, because frankly - they're both one big hallway and quite a ways below the standard other maps set. Unless Frost-Core touches them up to make them more up to standard, as I've suggested. I want to be somewhat encouraging but the rift between those two maps and most of the others I've played today is relatively wide, sadly. I apologize for my words.

I'd strongly advise against this. It calls into question the creative integrity of the entire project, and sets an extremely dire precedent.

At worst, Frost-Core's maps are short and bland (and you can't take the lift back down in Mancubus). But they have a sincerity and a naivety that I find endearing—the secrets in both maps made me laugh out loud.

But this defense extends only to the maps themselves, and to their inclusion in the project at this time.

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1 minute ago, Rancid Sam said:

I'd strongly advise against this. It calls into question the creative integrity of the entire project, and sets an extremely dire precedent.

At worst, Frost-Core's maps are short and bland (and you can't take the lift back down in Mancubus). But they have a sincerity and a naivety that I find endearing—the secrets in both maps made me laugh out loud.

But this defense extends only to the maps themselves, and to their inclusion in the project at this time.

 

Fair enough, it was a controversial thing to say. Thinking about it, I agree it could set a really bad precedent to axe them completely. I am not for axing them either, I just wanted to point out other possibilities other than keeping it as is. I'd definitely at least really like if Frost-Core puts some more work into them to make them less bland (which is what I suggested both in the feedback segment as well as the closing paragraph), as they're quite a ways below the line count on both maps - it's definitely possible. I can't argue against your reasoning for their sincerity and naivety :D Both maps have a lot room for improvement and, tbh, it is somewhat nice to have more directly linear maps present in the set, so hopefully Frost-Core can take the criticism onboard and do a nice makeover on them.

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27 minutes ago, NaZa said:

It's somewhat saddening to see the OP's maps being the least interesting and blandest. I hope permission will be granted to the current hosts (using the word "host" here for people who currently compile and lead the project, them being Arsinikk and Luleta)

I agree, running a cp takes determination, responsability and maturity, things the OP doens't seen to have from all the posts he maked on doomworld since 2022, also if he doens't care about feedback that is given on his dogshit maps and prefer to create useless threads about "Taking a break from doom" and coming back 9 days later, then lets continues without him. Damn im hosting a cp and even with mental health problems im managing everthing.

 

This behavior is unacceptable on my opnion, and sorry if i've been too harsh and dramatic about the currently situation.

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1 hour ago, NaZa said:

MAP11: Circle of Gatekeeping by @LGmaire

  Reveal hidden contents

Big, big fan of this map. One of the rare ones I remember from my initial batch of FDAs. Midtextures are used well to make the map feel more complete despite its relatively basic main shape. Another fun opening, like with gabirupee, where you can plan your first step. I think my plan worked. Tysoning the AV was also incredibly fun. As with Pegleg, the secret being a single bonus is a nice gimmick though I'm unsure how helpful it really is on UV :P as well as how helpful that radsuit is. If it's an evil scheme to lower the player's health, that's really evil, but I'm a fan of liberal choices like that >:-D show those scummers!!!

 

The trap you spring by taking the key I also enjoyed because you can choose on whom to focus. I am a bit too scared of PEs to not focus on them first, though, as Mancs have a reliable attack pattern that doesn't involve potential Good at Dooms. Overall, an enjoyable map, especially gameplay wise. A nitpick is of course there being green slimefalls... falling on brown slime. Oh well. I know it's a bit restricted, the texture set, but it's still funny to see.

 

Oh hey, I forgot I made a map for this. My apologies for not showing up and speaking to this thread very often, I've been just busy working some other personal projects and sometimes IRL stuff gets in the way.

 

Thanks for the praise on the map, though. I'm happy that such a simple and short map would be mostly enjoyed by people here... Considering that I didn't think the map would be that special. I would had done a bit of work on the slimefalls if I had a few more linedefs to work with, heheh.

 

1 hour ago, NaZa said:

It's somewhat saddening to see the OP's maps being the least interesting and blandest. I hope permission will be granted to the current hosts (using the word "host" here for people who currently compile and lead the project, them being Arsinikk and Luleta) to touch them up, or worryingly maybe axe them completely, because frankly - they're both one big hallway and quite a ways below the standard other maps set. Unless Frost-Core touches them up to make them more up to standard, as I've suggested. I want to be somewhat encouraging but the rift between those two maps and most of the others I've played today is relatively wide, sadly. I apologize for my words.

 

About this, I want to say that if permission is given I could give it a try to replace those maps. Kinda wanted to say this so I could be a bit more active here besides responding to feedback and giving it to other's maps. From what I've seen and played the maps aren't great, I might even say they are really bad. I don't particulary trust Frost-Core on getting things to work after seeing some other thread about another community project they wanted to start. I'm not saying they are a bad person and I don't want to be rude about it, I simply think they should do these community projects after they gain more knowledge of making a good one and gaining more respect from a bunch of other people here that play doom. And then maybe if they execute things better, a more well managed community project with not as many issues as I have seen in this one.

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