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Fan prequel to doom 1


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Hi people, so i was making mi first doom wad and i love so much knee deep in the dead that i make a prequel to that episode. I hope you guys like it, and please i need feedback to improve. (If someone likes the idea that you want to help me, i can recruit you)

 

(Also this is just a test level, i will start the 8 levels later)

 

 

 

DOOMPREQUEL.rar

Edited by LuisSlayer7
i forgor

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Ok so to start, I think generally all throughout the level there should be a bit more ammo. I ended up running out of all ammo types by the time I got to the last baron and had to punch him. Overall I can see that effort did go into this, and for a first map it isn't that bad: good monster variety, nice difficulty level for the first map of a multi map wad, and just generally made with some common sense. Main problem I saw was some of the architecture and texture combinations used. Like for example this section:Screenshot_Doom_20220627_213555.png.65dcac4b51ab8e7097d6cbd6861162af.png

Seems as if this should be something in a testing map where the monsters just wait to be shot in little cubbies to test new weapons. Also the light texture at the top cuts off weirdly as it can be seen. Also now about this:Screenshot_Doom_20220627_213600.png.94f782fd5ce8661494831a64328d7fff.png

I don't see why you would need a hazmat suit in this level at all considering there are two tiny chunks of acid that can just be walked around anyway (I don't see why those chunks are there either). And again, the textures cut off weirdly in multiple textures here, and the poison textures don't fit in either: they are green concrete, while the rest of the level is gray metal. I would honestly just remove this little part all together and replace it with something like a monster closet that would open after picking up the blue key. And now this sky portion:

Screenshot_Doom_20220627_213541.png.325662e6012b1afc6c21440accd18325.png

Redo it with an actual sky, not the texture plastered on, and the texture, which is a doom 2 copyrighted one, is also provided in the pwad, which is a big bad and can get you in trouble. Never provide actual game assets in a pwad. Instead replace this part with an actual sky section using the sky native to the iwad the person playing is running (in this case plutonia):

Screenshot_Doom_20220627_215846.png.28f0c98058bbfd7b3db61010373b6623.png

It looks much cleaner and won't get you in trouble. Now also remember to unpeg the textures on the sides of doors (some are not). Also don't do thin doors, they are cursed and don't look good:Screenshot_Doom_20220627_213643.png.d746f82357592e8533416e85520d79f9.png

But yeah other than that, stay a bit more consistent with your theme, so don't use hell or book textures in the techbase map, try to generally match all the level's textures a bit better, and I think you should have a decent first map. Of course there is more that could be said but I have already said a lot and I think I should be going to sleep... I hope this all was at least a bit useful, and I'm looking forward to updates! Good luck in future mapping.

 

Also forgot to mention, this map doesn't run in most sourceports that are closer to vanilla, I had to use GZDoom for this. It is a problem to do with the textures, so I say just remove all those textures altogether, I see no reason for any of them to be there at all. That way the map becomes more playable and also as I already said, you won't be using copyrighted material.

Edited by Melemesh

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59 minutes ago, Melemesh said:

 

I don't see why you would need a hazmat suit in this level at all considering there are two tiny chunks of acid that can just be walked around anyway (I don't see why those chunks are there either). And again, the textures cut off weirdly in multiple textures here, and the poison textures don't fit in either: they are green concrete, while the rest of the level is gray metal. I would honestly just remove this little part all together and replace it with something like a monster closet that would open after picking up the blue key. And now this sky portion:

 

 

 

Just a side note that your assumption is 100% inaccurate. There are many wads that use minor material that are quite famous using Doom 1 assets for Doom 2 Iwad base. The only thing you cannot do is reproduce the IWAD in it's entirety and sell it for money. Non-commercial use generally has no bearing on copyrighted material because there is no money being lost or gained.

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Huh, didn't know, I thought it was a lot stricter than that with what you can or can't use. Good to know then, thank you.

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First Secret

Spoiler

unknown.png
Completely miss these items because they're hidden behind the train at first run. Maybe you wanna move it into front of the train so its easier to look for.


Hell Sky

Spoiler

unknown.png
If you wanna have 2 different skies in a map, perhaps you wanna use BOOM sky transfer feature.


Map Anomalies

Spoiler

#1 - Unclosed Sector
unknown.png
Some of the map parts has this issue, there's unclosed sectors which makes ceiling bleeds to the nearby sector & make the map parts looks jarring.
unknown.png

#2 One-Sided Linedef that Facing Outside of Map & Linedef Action that shouldn't be there
unknown.png?width=524&height=468


Possibility to never grab chainsaw & Jarring lift mechanism

Spoiler

unknown.png?width=773&height=406
So at here, the lift uses tag 1, which there's a trigger to make the ceiling goes down (46 - Gunfire Door Open Stay) and make the chainsaw unpickable if the player triggered it. You should make the lift uses their own tag.
Also, you should make the lift operated by nearby switch or walking near it to make the lift goes down. Current lift operation is jarring.


 

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