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tech8 - Doom 2 map - New mapper looking for feedback


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Hi, this is the second map I've made for Doom; it's called tech8. I'm looking for any feedback.

 

You can find my first map here if you want to compare the two:

Spoiler

 

 

Screenshots:

Spoiler

Screenshot_Doom_20221223_105021.png.2d76063afc701c6eedcf30ac654f7c0b.pngScreenshot_Doom_20221223_104923.png.aba45c8d5757148c5d7748ddf46306a1.pngScreenshot_Doom_20221223_104941.png.06270ddd164945f997ff10a7af66cfa1.pngScreenshot_Doom_20221223_105005.png.e252a53149e8634b84e1faf9e1901762.pngScreenshot_Doom_20221223_105039.png.e4d2d0f61b9e0b2fa5c7d27ae6f552aa.pngScreenshot_Doom_20221223_104904.png.ce0df54ed209ed63260be129fc932d0a.png

 

Notes:

  • Doom 2 (UDMF) format; Doom 2 IWAD is used
  • It's a single map: MAP01
  • The difficulty is adjusted in skill levels 1-4
  • I've only tested it with Gzdoom 4.8.2
  • No ACS used unlike my first map
  • Non-freelook works
  • No jumping/crouching needed
  • It should take you about 15 minutes to complete

 

Download: https://doomshack.org/uploads/tech8-rev1.wad

 

Update:

  • Fixed missing textures

 

Any feedback is appreciated, thank you!

Edited by xolso

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I like it, a nice sprawling techbase with two separate paths that loop back nicely through the starting room.

 

There's definitely a right order to take them in regarding encounters and weapons I think (because I did the opposite) which encourages a little bit of replay and experimentation. I found myself getting into the rhythm of the traps, anticipating them more as I played through. I didn't feel any of them were unfair and the monster difficulty is a fairly smooth curve. 

 

My only significant gripe would be that I don't need D_RUNNIN playing for 20 minutes. There are loads of great midi resources (in and out of the Doom community) and fresh music is one of the easiest ways to give your map some additional character and it's really easy to sub something in using Slade.

 

Overall, a good map.

 

Also, you have a missing texture on the far side of this room:

Screenshot_123.png.9febf64a8eb6c233a6515218c077d826.png

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46 minutes ago, Lorcav said:

I like it, a nice sprawling techbase with two separate paths that loop back nicely through the starting room.

 

There's definitely a right order to take them in regarding encounters and weapons I think (because I did the opposite) which encourages a little bit of replay and experimentation. I found myself getting into the rhythm of the traps, anticipating them more as I played through. I didn't feel any of them were unfair and the monster difficulty is a fairly smooth curve. 

 

My only significant gripe would be that I don't need D_RUNNIN playing for 20 minutes. There are loads of great midi resources (in and out of the Doom community) and fresh music is one of the easiest ways to give your map some additional character and it's really easy to sub something in using Slade.

 

Overall, a good map.

 

Also, you have a missing texture on the far side of this room:

Screenshot_123.png.9febf64a8eb6c233a6515218c077d826.png

 

Thanks for the feedback! Question for you, what source port did you use? In GZdoom, those missing textures will show the sky texture. I'm not sure how it works with other source ports, but it looks like those missing textures aren't interpreted as the sky texture. If GZdoom is unique in this aspect, I'll just use wall textures instead so it will look normal on other source ports.

Edited by xolso

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27 minutes ago, xolso said:

 

Thanks for the feedback! Question for you, what source port did you use? In GZdoom, those missing textures will show the sky texture. I'm not sure how it works with other source ports, but it looks like those missing textures aren't interpreted as the sky texture. If GZdoom is unique in this aspect, I'll just use wall textures instead so it will look normal on other source ports.

 

I played on GZDoom 4.8

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Second map & you got the bigger size this time, dude!

First room was very nice & cozy. Additional point for lovely-dovely bonus "donut" after re-entering there.

Detailing is good. I can't say that this is a huge galore with bells & whistles, but sure many areas was interesting & pleasure to explore.

Before & after picking up red keycard all battles was really intense for me. But again - never impossible.

Big open area with MasterMind was really fishy & I was right that something is gonna happen here!

Crusher area makes me giggling. At the first few seconds I didn't understand, why there is crate textures on the floor & then I realized, why they are here.

I like that layout of level that I can "loop" around to find new ways & goodies. Also some new traps opening from time to time to make player's journey more spicy.

Ending itself are very simple, but that was a big pleasure to punish all those bastards with my powerful arsenal that I've obtained on that long road to "home".

At the end I've missed 1 monster, 1 item and 1 secret somewhere. Sorry about that.

 

 

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18 hours ago, thelamp said:

 

 

I just have to say I really appreciate that you upload videos of your playthroughs. Its very encouraging to new mappers that someone will take the time to record a playthrough. Again, thanks for your contributions.

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Key placement definitely feels odd at times and the blue key door definitely felt like you were trying something out that ended up getting abandoned. But that was such a lovely opening room (other, than you know, that doesn't exactly look like a weather map on the screen).

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4 hours ago, RataUnderground said:

I feel super dumb. 
I didn't saw the door to the blue key area and though I broke the map or something. Sorry.

 

 

It's all good, it happens. I could have a monster spawn near that door after you loop back from getting the red key, which may help point the player over there. Thanks for sharing what you got through!

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Pretty map. Played on UV + BrutalDoom (gzdoom 4.8.2 Linux), roughly 32 minutes (100/1000/100). I was surprised by the relative size, liked the re-crossing of areas, some nice-nasty traps, the light and shadows even in the beginning room, the separation in blue and red key area, the nonlinearity. It did have some old school vibes to it occasionally. Secrets were okay, not too obvious, but still able to be found. I wonder if the one boss enemy was really neccessary, though.

Edited by Cacodemon

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