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My Wad: SEWERS


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Hi people my name is YANDOR and im new here, I recently maked a wad called "SEWERS" this is a very bad wad but I want to share it with the Doom community.

-Just one level

-Tested with GZDoom

-Game Configuration: Doom II

 

SEWERS(2).PNG

SEWERS(3).PNG

SEWERS.PNG

SEWERS.zip

Edited by YANDOR04

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Hi there! Posting a couple of screenshots will help with people’s interest - also, is this a WAD for Vanilla doom or a source port? Have a look at this post for some ideas on what to include

 

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42 minutes ago, DavidN said:

Hi there! Posting a couple of screenshots will help with people’s interest - also, is this a WAD for Vanilla doom or a source port? Have a look at this post for some ideas on what to include

 

Thanks for that information bro, I really nedded it

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Well, I'll be honest. It's a nice map with some issues till that blue key room. I don't get the point of an unescapable trap like that 

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1 hour ago, RED77 said:

Well, I'll be honest. It's a nice map with some issues till that blue key room. I don't get the point of an unescapable trap like that 

Fixed!

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So I played through your map.

 

It's very easy. Since the monsters can't open most of the doors you can just loot what you want and lock the enemies inside the room like I did with Plasma Gun in red key area. Higher tier monsters are found too but they're inside so tiny rooms you can just spray them to death. The Mancubus were unable to fire at me due to obstacle being in front of it, I just blasted it with a shotgun while the poor thing tried to unload napalm on me all day.

  There's no really variety with visual aspects neither. I get that this is obviously your first maps, but next time consider using larger variety of textures. There's pipes, all kinds of warning signs and light textures found in Vanilla Doom alone, you can really spice the map up with them. Also practice the use of different brightness amounts, it really helps in creating atmosphere.

  And the blue key room which I referenced earlier represented everything that 1990's wads did wrong: Cyberdemons in a small room. Don't do that, it's really not any kind of challenging, it's just a tease that majority players dislike.

  Also next time, remember to tag your secret sectors as secret!

 

So all in all there's a lot to improve here but you have to start somewhere. Keep it up with inspiration from tutorials and other people's wads.

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Kind of fun level but the ending is weird, not enough ammo to kill the cybers (or did I miss something?) and even if you kill one and sway past the other two and grab the key you'll most likely be out of ammo for the final enemy.

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1 hour ago, DoomBerry said:

Kind of fun level but the ending is weird, not enough ammo to kill the cybers (or did I miss something?) and even if you kill one and sway past the other two and grab the key you'll most likely be out of ammo for the final enemy.

that room is designed for take the blue key and then run

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First of all, I have to say one important thing. 

 

SEWER COUNT : 218.

 

More seriously, this was a good map. Short but well balanced. I liked the reference to the E1M8 map ("Phobos Anomaly") with the pinkies and the barrels. But I hadn't enough ammunitions to take down the cyberdemons. So I gave up. Is that normal ? :O

 

Good job ! ;)

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Just for the record, if you feel it's bad, it's not ready for release. Aim for ok mark at minimum for releases.

 

Everybody has to start somewhere, so I'll record a video when I get the time

Edited by IcarusOfDaggers

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On 10/26/2022 at 3:41 PM, YANDOR04 said:

Hi people my name is YANDOR and im new here, I recently maked a wad called "SEWERS" this is a very bad wad but I want to share it with the Doom community.

-Just one level

-Tested with GZDoom

-Game Configuration: Doom II

 

SEWERS(2).PNG

SEWERS(3).PNG

SEWERS.PNG

SEWERS.zip

Look interesting mate we all new at some point and I'm still a newbie at mapping too so i know how it feels to be the new kid

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Edit: welp, apparently it didn't record the video-.-

 

I will give my opinion without one then:

 

1) You need to make sure that doors are proper height in their textures.

Speaking of doors, the textures at the side of the doors need to be lower unpegged. 
 

2) use different amounts of lighting. That gives the map a lot of it.

 

3) I didn't find a way to deal with 3 cyber demons, hence at that point, i just used a cheat code to kill them. Sadly, I am also not a fan of 3 cyber bruisers in an area you can't move at all without getting triplecrossed by bunch of rockets. 

 

It's a prototype to start from. improve on this map. 

Edited by IcarusOfDaggers

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Not bad for a first time map.  Couple of things:

1) Door textures are a good thing.  As well as lower unpegging so they function correctly.  Also, door sizes.  Working on making doors not as wide.

2) Mix up your textures.  Especially on the floor and ceilings.  Just to give some variety.

3) As said before, lighting changes.   That's not to say make everything dark.  Just variety.

4) Tag your secret rooms.  

 

I liked the Cyberdeamon room.  Run like hell.  Might have been easier for me since I found the secret sphere. 

 

Great first effort.  Give us more!!!!

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