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"Dubs Double Feature" a Very Short 2 Map Set for Doom 2


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Short and sweet experience, like my favorite cup of coffee, if you ask me!

Here is some small notes and videos, bro!

 

MAP01: "Under the Influence"

Fast action-paced map with only enemies to kill.

I love that fact that you just give me SSG right from the start.

Mapping is simple, but have nice details overall.

Spoiler

 

 

MA02: "Gutter Flow"

This map is more explorational (as I can feel).

Some details is very nice, like indication for lowering floor or opened "real" door near booth with terminal in it.

I am glad that before end I've enjoyed using my obtained rocket launcher.

Spoiler

 

 

Overall, that was like I love. Maps are short and not tedious to complete.

Gonna be very glad to see your future maps, my dear Doomer-comrade!

 

P.S.: Isn't there a 3rd music track in that WAD?

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Nice snappy double act, I liked it! Nice MIDIs and there was some really cool features, like the open door and that elevator that had the silver lines marking where it goes down. I did find a HOM in the Caco elevator in MAP02 in GZDoom, but that's minor. A solid bite-sized WAD. 

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Really fun two maps! I really enjoy your combat, you never give too much health or ammo, which keeps me on my toes. I really liked the details with the new textures, especially in Map02 with the open door and computer. The midi selection was also on point. Solid wad dude.

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thank you all for you're kind words! Im glad everyone liked it so much! you are the best!

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9 hours ago, RastaManGames said:

P.S.: Isn't there a 3rd music track in that WAD?

yes a random untitled midi i found IDK whats its named

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This was fun - thanks for coming along - not sure what compelled me to try nightmare but it seemed accessible - cool stuff nice details and flow - fun fun!

 

 

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8 hours ago, Delisk said:

 

thanks for playing, thats a cute mod with isabelle helping you :)

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Played it(no recordings).

 

Watched clippys (and everyone elses) video. To answer your question about keys: 

 

Key hunts are usually good when the key is visible and the player needs to find a way around it. I've found that in tech bases, keys are not really mandatory, since switches can do most of that job. It tends to be the same in caves and most natural environments. However, if you ever need a player to cross a certain linedef, putting a key there is a good way to do it.

 

Your wads did have Sandy's feel, felt more experimental plays. That's always good to see.

 

About custom textures: Instead of putting them together before making a wad, you could try what I do. I keep a bunch of textures around on my hard drive. But I don't enter them in to my wads at all, unless it's a community project with precompiled textures. 

Even then, until I find that something is lacking, I tend to avoid custom textures.

Basically, until you feel you really need a custom texture, no need to use them. So you've used them perfectly. Only as easter eggs of where needed.

 

Also, multi-wad projects do take longer. And as you start making them, you may notice that you'll release a lot of solo maps or smaller projects before continuing on with a megawad. Atleast, that's what I do, lol. (I have a tri-wad in the works at the moment among other projects.)

 

Just keep the failed projects in a seperate "layouts" or something similar. You'll end up using them in another project most of the time.

 

And no, on second map, the secret is perfectly cryptic. It did not need any clarity. Also, I would swap middle brown ashwall with the bottom zimmer. Would fit with the chaotic theme of the base more.

 

@Clippy well... You'll play with faster projectiles more soon enough lol.

Edited by IcarusOfDaggers

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22 hours ago, RastaManGames said:

Short and sweet experience, like my favorite cup of coffee, if you ask me!

Here is some small notes and videos, bro!

 

MAP01: "Under the Influence"

Fast action-paced map with only enemies to kill.

I love that fact that you just give me SSG right from the start.

Mapping is simple, but have nice details overall.

  Hide contents

 

 

MA02: "Gutter Flow"

This map is more explorational (as I can feel).

Some details is very nice, like indication for lowering floor or opened "real" door near booth with terminal in it.

I am glad that before end I've enjoyed using my obtained rocket launcher.

  Reveal hidden contents

 

 

Overall, that was like I love. Maps are short and not tedious to complete.

Gonna be very glad to see your future maps, my dear Doomer-comrade!

 

P.S.: Isn't there a 3rd music track in that WAD?

thanks for the kind words man! Your videos are sick!

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Heh;

"Well, the Empire doesn't consider a small one-man fighter to be any threat,

or they'd have a tighter defense. An analysis of the plans provided by Princess

Leia has demonstrated a weakness in the battle station."

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16 hours ago, netcurse2000 said:

Short and fun maps. Nice MIDIs.

My playthrough

 

thank you so much for the video! I gotta check that MOD out.

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On 1/5/2023 at 7:51 AM, Dub Bag said:

I gotta check that MOD out.

 

Yes, this is a great mod.

And I would like to see a big wad, even a megawad from such maps.

Because big non-linear maps, very long or open maps, lack of ammunition and slaughter maps - all this periodically bothers you.

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Dub Bag, I played your maps and I really like them both. I would like to play a bigger mapset. Here's my gameplay containing my full review in the video description: 

 

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