TheOxingey Posted July 10, 2022 (edited) @Thatonespymain hmm, can i join? i have a great idea for a map, my monsters are zombieman and pinky demon Edited July 10, 2022 by TheOxingey 1 Quote Share this post Link to post
RastaManGames Posted July 10, 2022 (edited) @ONETAPPYBOI Thank you very much for the feedback! Sorry for the very easy difficulty of my entry. For this community project with these two enemy types I had an idea of something like "old-good abandoned spacebase". Because of that I do not wanted to create a slaughterfest with thousands of zombiemans & lost souls. About rocket launcher - that was just small candy, so you can blast some enemies in the opening closets. As for buttons for closed quarters - this is optional detail for mere interactivity. Here is, "Version #2"! (*) Changed sky for more "seamless" one. (*) Fixed few HOMs in the toilet stall. (*) Fixed wrong texture in the corner quarter. (*) Deleted unnecessary secret with rockets. (*) Re-aligned texture of vertical vent. (*) Moved guts that was stuck mid-air. (*) Fixed lighting above bookshelf in the office. Here is a V2. Good luck with compilation! Edited September 21, 2022 by RastaManGames 1 Quote Share this post Link to post
ONETAPPYBOI Posted July 10, 2022 (edited) On 7/8/2022 at 7:22 PM, memeboi said: MAP NAME: Pillar room Map Format: Boom Author: Memeboi Music: Dottie | https://dripchord.com/dottie-free-trap-wav-loop/ Difficulty Settings: It's the same at all difficulty settings Ports Tested: I tested it only on GZdoom, it should also work on prboom+ now Description: There's a misterious room containing pillars and scientists tried to study it but something went wrong Screenshots: Reveal hidden contents https://imgur.com/a/s3illwf Download (fixed): Pillarroom.7z This map gives off heavy 90-s vibes, and so i am assuming you're new to mapping. Here is some advice to make your map better: 1) It is generally agreed upon by the community that 128 unit long doors should be at least 16 units in width and have FLAT20 as their ceiling texture, whereas your doors are all over the place in both width and ceiling texture; 2) The red & blue switches that open are kinda dumb and the teleports in the final area are also not ideal. For the former, a voodoo doll conveyor is ideal; for the latter, i recommend joining the monster closets with the are where the player actually has to shoot something, as you can just do the final area without shooting and thus without the monsters teleporting in. I have made a small example wad to showcase how you can use boom conveyor belts for triggering something that isn't a door with a locked switch: door&teleporterdemonstration.rar 3) The floor texture on the wires shouldn't be the same as the floor since they blend in. Change it from FLAT1 to CEIL5_1 - a texture, which is more computery. 4) Speaking of computers, they get quite repetitive, with them only using COMPWERD. I would suggest using a mix of COMPTALL and COMPWERD so that it doesn't feel quite as repetitive. 5) The same issue i described here, except that it also applies to some non-secret and non-trap walls. On 7/1/2022 at 9:55 PM, ONETAPPYBOI said: This map contains an oversight i see a lot: Lines facing traps and secrets aren't marked as "Show 1-sided on an automap", so you can see traps in advance and you can find 4/5 secrets just by looking at the automap. 6) Speaking of secrets, the first secret (The one with the armor) is completely unmarked, i would suggest misaligning the texture a little to give the player a clue. Edited July 10, 2022 by ONETAPPYBOI 1 Quote Share this post Link to post
El Jeff Posted July 10, 2022 2 hours ago, TheOxingey said: @Thatonespymain hmm, can i join? i have a great idea for a map, my monsters are zombieman and pinky demon ye sure 3 Quote Share this post Link to post
TheOxingey Posted July 11, 2022 9 hours ago, Thatonespymain said: ye sure epic 0 Quote Share this post Link to post
TheOxingey Posted July 11, 2022 lmao i made million custom textures but then i saw that we have to use stock ones only lool time to re texture everything 0 Quote Share this post Link to post
El Jeff Posted July 11, 2022 1 hour ago, TheOxingey said: lmao i made million custom textures but then i saw that we have to use stock ones only lool time to re texture everything I’m thinking of changing the rules to allow a maximum of 5 textures 0 Quote Share this post Link to post
TheOxingey Posted July 11, 2022 hey, can my map be secret please? because its a gimick map 0 Quote Share this post Link to post
SuperPecanMan Posted July 11, 2022 @Thatonespymain Just to confirm, these maps are limit removing, right? I finished designing a room to find that it went over the visplane limit (what else is new), and want to know whether that's an issue. Another question: I'm currently working with the vanilla doom2 map format. I'm pretty sure that's what complevel 9 would imply, just wanted to verify that's the case? Layout's about 75% done: 0 Quote Share this post Link to post
Doomy__Doom Posted July 11, 2022 (edited) 35 minutes ago, SuperPecanMan said: Another question: I'm currently working with the vanilla doom2 map format. I'm pretty sure that's what complevel 9 would imply, just wanted to verify that's the case? "Boom: Doom 2 (Doom format)" configuration in UDB. It has more stuff than vanilla (such as generalized actions or boom specials). A pure vanilla map will probably work on cl9, but there may be some differences (e.g boom will disallow tag 0 instead of breaking map, monsters won't get stuck in doors and other things like that). Edited July 11, 2022 by Doomy__Doom 0 Quote Share this post Link to post
TheOxingey Posted July 11, 2022 (edited) crap theres 500 monster limit, gotta remove like more than half of monsters Edited July 11, 2022 by TheOxingey 0 Quote Share this post Link to post
SuperPecanMan Posted July 11, 2022 26 minutes ago, Doomy__Doom said: "Boom: Doom 2 (Doom format)" configuration in UDB. It has more stuff than vanilla (such as generalized actions or boom specials). While true, I would personally prefer to use vanilla to keep it more focused. I'm pretty sure PRBOOM can handle the maps being in different formats, as I imagine some people would prefer to utilize the boom functionality. 0 Quote Share this post Link to post
memeboi Posted July 11, 2022 18 hours ago, ONETAPPYBOI said: This map gives off heavy 90-s vibes, and so i am assuming you're new to mapping. Here is some advice to make your map better: 1) It is generally agreed upon by the community that 128 unit long doors should be at least 16 units in width and have FLAT20 as their ceiling texture, whereas your doors are all over the place in both width and ceiling texture; 2) The red & blue switches that open are kinda dumb and the teleports in the final area are also not ideal. For the former, a voodoo doll conveyor is ideal; for the latter, i recommend joining the monster closets with the are where the player actually has to shoot something, as you can just do the final area without shooting and thus without the monsters teleporting in. I have made a small example wad to showcase how you can use boom conveyor belts for triggering something that isn't a door with a locked switch: door&teleporterdemonstration.rar 3) The floor texture on the wires shouldn't be the same as the floor since they blend in. Change it from FLAT1 to CEIL5_1 - a texture, which is more computery. 4) Speaking of computers, they get quite repetitive, with them only using COMPWERD. I would suggest using a mix of COMPTALL and COMPWERD so that it doesn't feel quite as repetitive. 5) The same issue i described here, except that it also applies to some non-secret and non-trap walls. 6) Speaking of secrets, the first secret (The one with the armor) is completely unmarked, i would suggest misaligning the texture a little to give the player a clue. Thank you for the advice, I updated my download. Just one thing, I don't understand what do you mean by the green armor no being marked, in fact there's whole different texture that marks the secret 0 Quote Share this post Link to post
ONETAPPYBOI Posted July 11, 2022 1 hour ago, Doomy__Doom said: "Boom: Doom 2 (Doom format)" configuration in UDB. It has more stuff than vanilla (such as generalized actions or boom specials). A pure vanilla map will probably work on cl9, but there may be some differences (e.g boom will disallow tag 0 instead of breaking map, monsters won't get stuck in doors and other things like that). Boom does not disallow tag 0 events. MBF does, which is merged with boom in UDB. 0 Quote Share this post Link to post
ONETAPPYBOI Posted July 11, 2022 26 minutes ago, memeboi said: Thank you for the advice, I updated my download. Just one thing, I don't understand what do you mean by the green armor no being marked, in fact there's whole different texture that marks the secret Looks like i got my secrets messed up, i meant the one that was just outside the starting hallway. 1 Quote Share this post Link to post
memeboi Posted July 11, 2022 11 minutes ago, ONETAPPYBOI said: Looks like i got my secrets messed up, i meant the one that was just outside the starting hallway. It isn't really unmarked, ther's a faint light coming out of the sector, but if that's too obscure I'll change it 0 Quote Share this post Link to post
ONETAPPYBOI Posted July 11, 2022 4 minutes ago, memeboi said: It isn't really unmarked, ther's a faint light coming out of the sector, but if that's too obscure I'll change it That's a GZDoom thing, as no other ports support dynamic lighting. I played it in DSDA-Doom, and so i didn't see it 1 Quote Share this post Link to post
TheOxingey Posted July 11, 2022 10 minutes ago, memeboi said: It isn't really unmarked, ther's a faint light coming out of the sector, but if that's too obscure I'll change it i played in pr boom plus and your map was crap to be honest, very bland and dark, i liked some areas, i like red and blu switch area and a big fight at the end, but i also hated that fight, because i dont think you tested it much, you dont have ammo for 100% kills, which isnt a very good level design, also the maze part was stupid, and that sewer area was very, very bad 0 Quote Share this post Link to post
ONETAPPYBOI Posted July 11, 2022 4 minutes ago, TheOxingey said: i played in pr boom plus and your map was crap to be honest, very bland and dark, i liked some areas, i like red and blu switch area and a big fight at the end, but i also hated that fight, because i dont think you tested it much, you dont have ammo for 100% kills, which isnt a very good level design, also the maze part was stupid, and that sewer area was very, very bad I have also wanted to mention the ammo shortage at the end, but forgot. The final area just doesn't have enough ammo to kill everything. 0 Quote Share this post Link to post
TheOxingey Posted July 11, 2022 1 minute ago, ONETAPPYBOI said: I have also wanted to mention the ammo shortage at the end, but forgot. The final area just doesn't have enough ammo to kill everything. This map doesnt have much ammo in general, also i think that secret ssg is necessary to survival so i dont think it should be secret 0 Quote Share this post Link to post
memeboi Posted July 11, 2022 (edited) 13 minutes ago, ONETAPPYBOI said: That's a GZDoom thing, as no other ports support dynamic lighting. I played it in DSDA-Doom, and so i didn't see it Fixed it 7 minutes ago, TheOxingey said: i played in pr boom plus and your map was crap to be honest, very bland and dark, i liked some areas, i like red and blu switch area and a big fight at the end, but i also hated that fight, because i dont think you tested it much, you dont have ammo for 100% kills, which isnt a very good level design, also the maze part was stupid, and that sewer area was very, very bad 2 minutes ago, ONETAPPYBOI said: I have also wanted to mention the ammo shortage at the end, but forgot. The final area just doesn't have enough ammo to kill everything. Now there should be enough ammo. Edited July 11, 2022 by memeboi 0 Quote Share this post Link to post
TheOxingey Posted July 11, 2022 i dont really send my epic map because of my style, i make details from the start 0 Quote Share this post Link to post
El Jeff Posted July 11, 2022 6 hours ago, SuperPecanMan said: @Thatonespymain Just to confirm, these maps are limit removing, right? I finished designing a room to find that it went over the visplane limit (what else is new), and want to know whether that's an issue. Another question: I'm currently working with the vanilla doom2 map format. I'm pretty sure that's what complevel 9 would imply, just wanted to verify that's the case? Layout's about 75% done: It’s boom compat, so yes 0 Quote Share this post Link to post
SuperPecanMan Posted July 11, 2022 On 7/8/2022 at 12:22 PM, memeboi said: MAP NAME: Pillar room Map Format: Boom Author: Memeboi Music: Dottie | https://dripchord.com/dottie-free-trap-wav-loop/ Difficulty Settings: It's the same at all difficulty settings Ports Tested: I tested it only on GZdoom, it should also work on prboom+ now Description: There's a misterious room containing pillars and scientists tried to study it but something went wrong Screenshots: Reveal hidden contents https://imgur.com/a/s3illwf Download (fixed): Pillarroom.7z I played through this map, I'd like to point out a few things design-wise that I think could be improved: 1. In most of the map, it is super easy to walk past the bad guys and pick up the item / hit the switch / etc. I think the red key could really use a choke point that gets cut off by a teleport trap or monster closet after you grab it to prevent you from just running away. 2. Speaking of the red key room, I'll echo the sentiment about repetitive texturing, but I'd also like to point out that the way the maze is set up, there is absolutely no chance the imps will ever get the jump on you. I'd tone down the sound-blocking linedefs, lower the lights, and add a few more loops so the baddies can actually get the jump on and surprise you. Widening it in a few places will also help make it feel less repetitive too. 3. There isn't a point where you aren't on the same level as the enemies, and I feel like the most interesting mancubus fights I've ever encountered almost always involve them having the high ground on you in an area with limited cover. I think adding something like that would help break the monotony. 4. Given the relative chunkiness of the mancubus, I really wanted a rocket launcher in this map, needing to take them down using only the SSG starts to feel tedious and repetitive (to me at least), fast. 0 Quote Share this post Link to post
TheOxingey Posted July 12, 2022 Map Name: UAC Infested "Satisfactory" Format: Explosion Author: John Carmack Music: lee jackson - suck this Difficulty: idk tested only on uv, tell me if there are bugs on other difficulties Ports Tested: RP Explosion - Description: ahh hell no, ahother uac base god infested, thank god you have your epic friends: ssg, bfg and rocket loncha! go kill these losers SATISFACTORY.zip 0 Quote Share this post Link to post
Engired Posted July 12, 2022 26 minutes ago, TheOxingey said: Map Name: UAC Infested "Satisfactory" Format: Explosion Author: John Carmack Music: lee jackson - suck this Difficulty: idk tested only on uv, tell me if there are bugs on other difficulties Ports Tested: RP Explosion - Description: ahh hell no, ahother uac base god infested, thank god you have your epic friends: ssg, bfg and rocket loncha! go kill these losers SATISFACTORY.zip There is currently nothing in this map. 0 Quote Share this post Link to post
TheOxingey Posted July 12, 2022 10 minutes ago, Engired said: There is currently nothing in this map. wdym 0 Quote Share this post Link to post
Engired Posted July 12, 2022 Just now, TheOxingey said: wdym There are no monsters, and two areas. The starting area is missing a lot of textures. 0 Quote Share this post Link to post
TheOxingey Posted July 12, 2022 Just now, Engired said: There are no monsters, and two areas. The starting area is missing a lot of textures. crap, i uploaded wrong wad 1 Quote Share this post Link to post
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