the b Posted August 17, 2022 (edited) I tested it on the latest version of gzdoom and used ultimate doom builder with gzdoom doom 2 UDMF format and slade to make it and I got some custom monsters from realm 667. The final area is still in progress. I will add more details. It is meant to be played on the latest version of gzdoom. https://www.mediafire.com/file/1d9v8de97hbms1t/Escapeb.wad/file Please tell me what you think. This is the second wad I made so far. Edited August 17, 2022 by the b 2 Quote Share this post Link to post
Lucius Wooding Posted August 17, 2022 I'm not on the newest version of GZDoom but I can see a few problems. It's not possible to 100% by any means without cheats in its current form and I had to open it in the editor to see the intended method of 2/3 secrets. I will say I like some of the doomcute and the combat isn't bad. Definitely some potential here but it's very unfinished. I used a map editor to check a few things and I may have missed some stuff but I think I understand what you're going for. Spoiler -There are a number of misaligned textures that wrap around corners, but I assume you're still in the process so no big deal. -There are some texture issues with the doortracks into the berserk secret, they move with the door when they shouldn't. The rear of the SSG bookcase should move with the door but doesn't. Also very minor just need to switch the pegged/unpegged flags. -The red door doesn't seem to require a red key, it also lacks any indication of a walkover exit being used so blind players going for 100% will get screwed and have to replay it. This is the only reason the map is currently beatable; but either way it needs to have an exit sign or some other indication to the player. I assume you're potentially adding another section to the end but definitely make a habit of marking the exit somehow on every map. -There's no way to backtrack to the beginning once you enter the blue key room, at least that I can find. The door closing behind you is cool to make the fight more dangerous but the secret areas don't loop all the way back currently. UV max players will beef if they have to noclip to secret hunt or get kills from the beginning of the map and it's an expected thing in modern map design. -The floor goes from -8 to a -48 ceiling by the dining table area, which I assume is supposed to be a fake wall secret that you can pass through into the secret area. This renders it impassible since the openings don't line up, and the red lava hidden door in the blue key room is also only possible to trigger from one side, so there's no way to get in there unless you noclip. The linedef on the red lava door needs to be flipped to face outward on both sides, or else it can only be triggered from inside the secret. Then the dining room needs a lift or proper connection to the secret as well, this will allow the backtracking as well as making everything 100%able. -Same with the white teleporter room by the plasma rifle, the teleporter is one way and it doesn't seem like the "door" opens from anything according to the editor. So that room is impossible to enter and get the kills as well. -I don't think placing a pistol is necessary on this map since there's a chaingunner guarding it. The gun he drops is strictly better. -The berserk secret was kind of funny in retrospect but I had to look in the editor to find it. I assumed it was another room that was impossible to get into like all the others. I'd also recommend using trim textures on the side of doors so they don't blend directly to the wall, though that's purely cosmetic. 2 Quote Share this post Link to post
fai1025 Posted August 18, 2022 yeah this way better than last one, good doom cute also i do think the addtion of custom enemys aren't that necessary, and mapping in UDMF in general your map lacks lighting, it feel like i been wearing a light visor for the whole time the scale texture feel off, and the overall structure of your map feel like it can be achieve in Vanilla or Boom not saying that you shouldn't map in UDMF, but i always feel like every noob mapper should start with Vanilla format and work their way to Boom and UDMF, in other words, work from the basic first till you master it. but hey that's just what i think, do whatever you want, it's your map. 1 Quote Share this post Link to post
the b Posted August 18, 2022 7 hours ago, fai1025 said: yeah this way better than last one, good doom cute also i do think the addtion of custom enemys aren't that necessary, and mapping in UDMF in general your map lacks lighting, it feel like i been wearing a light visor for the whole time the scale texture feel off, and the overall structure of your map feel like it can be achieve in Vanilla or Boom not saying that you shouldn't map in UDMF, but i always feel like every noob mapper should start with Vanilla format and work their way to Boom and UDMF, in other words, work from the basic first till you master it. but hey that's just what i think, do whatever you want, it's your map. I've actually just now found out how to change lighting in sectors and I'm working on an update. It also isn't finished. This is only a 1/3 of the map and I'm planning to do more. 0 Quote Share this post Link to post
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