AleDoom Posted June 2, 2022 (edited) Hi, this is my third map, called "Station Terror". I think i have learned from some mistakes in the previous maps and the overall result is better. The "plot": You arrive at a supposedly abandoned research station to search for clues to diabolical experiments. Soon you discover the reality. Uses UDMF format and Doom II assets, tested with GZDoom 4.7.1. May not work with other ports. Jumping and free look required. The custom free music was made by user "NEWNEKO2000", and can be obtained from the following page: Pixabay.com demon/ Download from here: Station Terror Edited November 8, 2022 by AleDoom bug fixing 0 Quote Share this post Link to post
morningstars10 Posted June 2, 2022 (edited) For a third map, this is really good! However, I do have some criticisms, and mean no disrespect. The way in which you loop through areas is nice but everything is a bit flat, and the slaughter section just feels out of place. Things need a bit more slants and slight verticality, even just a really small staircase or ramp as opposed to just flatness (I'm not referring to the elevator, elevators are fine). You could add some rocky bits or narrow but jagged edges to the surrounding area in the outside bit, for instance. This would make a better mario kart track than a doom wad. It shows a lot of promise though, and the little flowing blood room looks really nice. Edited June 2, 2022 by morningstars10 1 Quote Share this post Link to post
AleDoom Posted June 2, 2022 Thank you both (of three :)) for playing and for the advices. I already fixed the damage bug on the pillar. Yeah i think it was too much redish, i wanted to do it more hell style. Also the empty and flatness of some rooms. Cheers and thanks again! 2 Quote Share this post Link to post
ARMCoder Posted June 2, 2022 I like the map, but I have some issues with it. I posted my impressions in ModDB, but for convenience I reproduce them here: This is a rather short and simple map with no severe problems, but I had a few issues with it: - The room at the right (east) wing causes a slight drop in framerate, maybe because of the lighting effects used. Nothing serious, and I'm using an old laptop, but this is Classic Doom anyway. The rest of the map runs smoothly. - Looks like playing it in HMP and UV is exactly the same, the difference between both skill levels are either minor or nonexistent. The difficulty level is OK for HMP, but you could add more monsters/traps for the UV skill, the level feels bland for UV. - That Archvile is very misused as is, he could be removed from HMP and used - properly - in UV, letting him to unleash Hell. My 2 cents! Thanks! 1 Quote Share this post Link to post
AleDoom Posted June 2, 2022 1 hour ago, ARMCoder said: I like the map, but I have some issues with it. I posted my impressions in ModDB, but for convenience I reproduce them here: This is a rather short and simple map with no severe problems, but I had a few issues with it: - The room at the right (east) wing causes a slight drop in framerate, maybe because of the lighting effects used. Nothing serious, and I'm using an old laptop, but this is Classic Doom anyway. The rest of the map runs smoothly. - Looks like playing it in HMP and UV is exactly the same, the difference between both skill levels are either minor or nonexistent. The difficulty level is OK for HMP, but you could add more monsters/traps for the UV skill, the level feels bland for UV. - That Archvile is very misused as is, he could be removed from HMP and used - properly - in UV, letting him to unleash Hell. My 2 cents! Thanks! Hi! It's weird what you say about the right room, i have no issues when tested the map, neither it is the area with the most lights. But i check it out. Yes, sorry about the difficulty, is the same for every option, i was thinking to implementing various difficulties but at the end i dropped it. Thanks for playing and for the answer! PS: The Archvile always scared me, even making a map, so i encaged it, ahahah :) 0 Quote Share this post Link to post
Delisk Posted June 3, 2022 (edited) Gave it the Project Brutality treatment... The map is a bit to easy to have this called UV... you are to generous with soulsphere and megasphere. Maybe add trap when the players pick up a powerful weapon or a key. Edited June 3, 2022 by Delisk 1 Quote Share this post Link to post
Thaumaturge_Tanishq Posted July 8, 2022 The Map seems to be excitingly easy and inferior. Difficulty Level is same throughout all the options. What most made me impressed about this Map is the Hell Knights hitting on the Fog and just letting them kick off with few barrels placed on that room. In every Doom Wads, I am scared of the Archvilles killing me out from nowhere. There is only One Archville, that is encaged in a common room. So No Fear, LOL! Watch out the Large Blood Room, if you are experienced enough dodging the powers, that would be easy af. I am talking about The Red Blood Hall with Teleporter. There is only One Big Powerup with tons of ammos and medikits. 1 Quote Share this post Link to post
AleDoom Posted July 10, 2022 On 7/8/2022 at 6:54 PM, Thaumaturge_Tanishq said: The Map seems to be excitingly easy and inferior. Difficulty Level is same throughout all the options. What most made me impressed about this Map is the Hell Knights hitting on the Fog and just letting them kick off with few barrels placed on that room. In every Doom Wads, I am scared of the Archvilles killing me out from nowhere. There is only One Archville, that is encaged in a common room. So No Fear, LOL! Watch out the Large Blood Room, if you are experienced enough dodging the powers, that would be easy af. I am talking about The Red Blood Hall with Teleporter. There is only One Big Powerup with tons of ammos and medikits. Thanks for the review again. Sorry about the lacking of difficulty levels, at the time I thought the difficulty settings were only handled by the game, but later I discovered the options in the editor and applied it on the following two maps. Cheers! 0 Quote Share this post Link to post
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