Xeebleton Posted November 8, 2023 minor, but still worth pointing out. MAP15 has a HOM texture in the staircase right in front of the door at the start. 1 Share this post Link to post
DoomGappy Posted November 8, 2023 1 minute ago, SilverMiner said: Uh huh Well, that can cause problems maybe. I think this is meant for Doom 2. Don't know if there are TNT or plutonia textures here. 0 Share this post Link to post
DoomGappy Posted November 8, 2023 7 minutes ago, DoodlesGDX said: minor, but still worth pointing out. MAP15 has a HOM texture in the staircase right in front of the door at the start. Thanks, I'll take a look at it. 0 Share this post Link to post
Antiquated Posted November 9, 2023 (edited) I played through all of the maps of the v0.4 version except the secret levels, here's my personal opinions and critiques on them. Spoiler Map01: Running from evil: Great introductory map! It’s a bit hard for a map01, but I really like the idea and execution. 9/10 Map02: The Healer Stalks. I understand the gimmick that this level is trying to show off, but it's extremely short and even if the level was just a tech demo of sorts, you don't even need to use it because of how short the arch vile corridor is. I personally believe that at the very least, the map should require you to use the gimmick. 3/10 Map03: Countdown to death: Fits the name well and pretty good, not a ton else to say about it other than it might be super hard to UV max. 7/10 Map 06: In The Dark: I didn’t like this. It felt way too cramped, and the darkness, whilst fitting, combined with the claustrophobic space made combat just not fun for me. After a certain point, I used IDDQD. I do like the outdoors sections though, nice theming overall. 5.9/10 Map 07: Shawn’s Got The Shotgun: The level is great in terms of texturing and structuring, but at least on HMP, it is incredibly easy to just circle strafe the entire map and win for free, and the name barely fits. Yes, you do get the shotgun first, but for the most part you’ll be using the rocket launcher, not the shotgun or ssg. Would rate higher if it was more shotgun/ssg based. 6.5/10 Map 08: The Dave D Taylor Blues: Honestly my favourite of the first half. It hits the theme perfectly, the Wolfenstein ss secret is funny, the combat is simple yet fun, and the design is enjoyable. My only complaint is that the arch-vile ambush at the end may have too little cover, but otherwise great. 9/10 Map 10: The Demon’s Dead: The texturing work is subpar and several textures seem to be broken, the map’s incredibly starved of supplies and incredibly cramped, the lift has finnicky linedefs, there’s mandatory 20 damage floor at one point, and the map keeps going on and on. By a certain point, I just used IDDQD because I was at so low health the entire time and starting to lose enjoyment, and it was a bit of a shame because the second half did seem better in terms of theming and design, although cramped, but I was put off by then. I do like the idea of the final fight using the obstruction of cacodemon corpses as an intentional mechanic though. I think the map should have some sections removed and have more supplies at the least. 4/10 Map 11: Sweet Little Dead Bunny: This map does what it sets out to do well, I think. Not much to it but it was enjoyable for me. My only complaint is that at least for me, I thought the barrels were intended to block you and you had to take damage blowing them up, due to it being a bit difficult to tell you can move past them. 6.5/10 Map 12: Facing The Spider: Incredibly short and easy with little substance or interesting usage of the theme. I think that this either needs to be remade or replaced as it's just a spider demon fight on a cube with a couple of Imps. From what I can tell, this map was made on the same day the project began, which I personally think is a waste of a slot that could have been used on a map with more time put into it. 1/10 Map 13: Doom 2: Well, the theming is done perfectly. The map is very short and simple, but I think it’s worthwhile for the theming, and only may be an issue because of the two incredibly short maps before it. 6/10 Map 15: Waltz Of The Demons: This is straight out of the 90s. Lots of doomcute and a nicely done realistic location come at the cost of gameplay and clarity, with many times where I didn’t really understand what happened, needed to open the automap, and some very not fun sections like the cyberdemon fight and the sewers. Also, I think it’s impossible to UV Max this map due to multiple OOB archviles and the ending. 5.5/10 Map 16: Untitled: A nicely detailed, multi-layered map that despite its confusing layout, does a great job at guiding the player through it. The combat may be too cramped at times, but it's still well made. 7.5/10 Map 17: The Healer Stalks: Why does this map not have a different name to the other "The Healer Stalks", like the other repeat maps in the wad? Whilst that should probably be changed, this map is great. The gimmick is well implemented, the combat is good, the setpieces are good (The reference to a certain very popular wad this year especially), and I love the way the main room unfolds and grows bigger and bigger each time you come back to it. I did find some strange areas though in my opinion, (I can DM it to you GermanPeter if you want). 9/10 Map 20: Message for the Archvile: A compact, bite-sized map with good, fair arch-vile combat. The doomcute is good and so is the gameplay. However, there are some visual bugs. 8/10 Map 22: The Dave D. Terry Blues: Funny reference that does its job well. 7/10. Map 24: In The Dark (2): A map with a clear and fun gimmick, and clear effort put into it visually. The tributes to sections from Doom 2 maps such as the Chasm and the Factory are cool too. My only issues with it is that it feels very ammo starved and the combat is often cramped, so I don't find it as enjoyable gameplay wise as some other maps. 7/10 Map 26: Message for the Archvile 2: A fun spin-off on a certain DOOM IWAD map. Whilst the gameplay concept is basic, I think it does its job quite well, and the map has quite a few funny gimmicks too. 8/10 Map 27: I Sawed The Demons: This map does an amazing job at making the chainsaw useful, with its cramped spaces allowing for easy ambushes on enemies (and somehow being super fun!), usage of enemies particularly susceptible to the chainsaw, and most of your 'cover' against fire being the demons you're sawing, I think this map does a great job at both using the chainsaw effectively and being a good map in general. 8.5/10 Map 29: At Doom II's Gate: Why is there the extended platforming section. Why is there the tight cramped platform where you spam rockets against enemies on ledges and then get ambushed by 2 arch viles with zero cover. Why is there a softlock in the garden area, and a death pit you have to cross multiple times in the lobby by platforming and invisible platforms. I don't think this map is appropriate as map 29 of a non-"very hard gimmick" wad, with its weird gimmicks and extreme punishment for those playing it blind. 1/10 Maps that I personally think should be changed noticeably: The Demon's Dead. Maps that I personally think should be remade: The Healer Stalks 1 (silentminer), Facing the Spider, At Doom II's Gate. Edited November 9, 2023 by Antiquated 5 Share this post Link to post
DoomGappy Posted November 9, 2023 (edited) @Scileboi @SilverMiner @SuyaSSS @Kuro_mahoh @DiR @Santito2k3 @Johnny Cruelty @DoodlesGDX @DootMyRev @Walter confetti @GermanPeter @MortisCausaDonatio @sq. Tiramisu @JacaCaca You might want to check this review of your maps. I agree with the gimmick on map 02, I beat it three times before I actually understood how it worked. I disagree a lot with map06, though, I had so much fun with it that I sent kuro_mahoh a DM, even though I didn't beat it completely. Still haven't gotten around playing most of the other maps. Edited November 9, 2023 by DoomGappy 3 Share this post Link to post
DoomGappy Posted November 9, 2023 (edited) V0.55 is up with some minor fixes and some new added maps. Also, I'll try to keep a review block here too so mappers can have more info about their maps. Download. General changelog: - Added keys to easy on map07, for some reason they were just available on medium or hard, which would softlock the map. If this was intentional, please contact me about it. I'm also of the opinion that this map should be more heavily focused on the shotgun, because of the name of the song, but I didn't alter anything else other than this. - Added map04 and map19 - Couldn't reproduce the HoM posted by DoodlesGDX, but found a misaligned texture there and fixed it. Come back to it if it persists. The stairs has many sectors because of the ceiling decoration. Reviews: Map01: Delightful little map with fast paced action. Map02: Nice map, but the gimmick escaped me for the first two times I played it. Map03: The timer on this one is absolutely tight in UV. I couldn't beat it and will probably try in the lower difficulties. Map04: Another banger by Scileboi, the concept is great and well executed. Map06: I haven't beaten it yet, but it was frantic and tight, my kind of map. Map08: Delightfully blue. Lovely. Edited November 10, 2023 by DoomGappy 1 Share this post Link to post
Walter confetti Posted November 9, 2023 (edited) Thanks for the reviews, glad you like them, despite the confusion of MAP16 layout! But that name (untitled) gave me the idea of a randomized structure with no real place in It, can (and IT'S) be literaly everywhere! Now, there's no more real deadline for this project completion, isn't? I have some ideas for MAP09, but i'm not too sure about it because: 1) i made already 2 maps for this 2) i have to complete other projects before to do more things Edited November 9, 2023 by Walter confetti 1 Share this post Link to post
GermanPeter Posted November 9, 2023 8 hours ago, Antiquated said: I played through all of the maps of the v0.4 version except the secret levels, here's my personal opinions and critiques on them. Hide contents Map 17: The Healer Stalks: Why does this map not have a different name to the other "The Healer Stalks", like the other repeat maps in the wad? Whilst that should probably be changed, this map is great. The gimmick is well implemented, the combat is good, the setpieces are good (The reference to a certain very popular wad this year especially), and I love the way the main room unfolds and grows bigger and bigger each time you come back to it. I did find some strange areas though in my opinion, (I can DM it to you GermanPeter if you want). 9/10 Map 24: In The Dark (2): A map with a clear and fun gimmick, and clear effort put into it visually. The tributes to sections from Doom 2 maps such as the Chasm and the Factory are cool too. My only issues with it is that it feels very ammo starved and the combat is often cramped, so I don't find it as enjoyable gameplay wise as some other maps. 7/10 Both of my maps are meant to receive original titles, namely "Stalking Through The Ages" and "Silhouette Trivia". Whoever is in charge will need to change them. For Map24, I thought that the amount of ammo was fine. You really have to hunt for secrets, which I think is appropriate, especially considering it's a fairly late map. If there's a certain spot where ammo is REALLY scarce, then please point out where. As for the claustrophobia, I'm not sure if I can agree with that, I pretty much emulated Doom 2's level scale. It's also possible it appears much smaller because you can't see everything that well. Either way, I'm not gonna change that, because it'd require me to redo the entire map :P But do DM me the rest of your criticism if you like, I'm curious what you meant with Map 17. 1 Share this post Link to post
Antiquated Posted November 9, 2023 5 minutes ago, GermanPeter said: Both of my maps are meant to receive original titles, namely "Stalking Through The Ages" and "Silhouette Trivia". Whoever is in charge will need to change them. For Map24, I thought that the amount of ammo was fine. You really have to hunt for secrets, which I think is appropriate, especially considering it's a fairly late map. If there's a certain spot where ammo is REALLY scarce, then please point out where. As for the claustrophobia, I'm not sure if I can agree with that, I pretty much emulated Doom 2's level scale. It's also possible it appears much smaller because you can't see everything that well. Either way, I'm not gonna change that, because it'd require me to redo the entire map :P But do DM me the rest of your criticism if you like, I'm curious what you meant with Map 17. yeah DW, I was stating my personal opinion with it and I personally didn't think it really needed any changes, it's good. Only maps I do think need changes are the ones I explicitly listed as needing it on the bottom of the post. 0 Share this post Link to post
GermanPeter Posted November 9, 2023 1 minute ago, Antiquated said: yeah DW, I was stating my personal opinion with it and I personally didn't think it really needed any changes, it's good. Only maps I do think need changes are the ones I explicitly listed as needing it on the bottom of the post. I mean, I'm fine with updating them for sure, I'd just like to know which parts you had issues with. I can't exactly go over the entire thing, and maybe what you thought was too difficult was meant to be harder than normal for a certain reason. 0 Share this post Link to post
Antiquated Posted November 9, 2023 (edited) 9 minutes ago, GermanPeter said: I mean, I'm fine with updating them for sure, I'd just like to know which parts you had issues with. I can't exactly go over the entire thing, and maybe what you thought was too difficult was meant to be harder than normal for a certain reason. I think my main thing is that if you kill all the enemies before the red halls room with the RL + Plasma, and mancubi, you have almost nothing to use against them if you don't find the plasma secret, and getting to the RL is difficult with the mancubi blocking the halls if you can't kill yhem. I may have missed some ammo drops in earlier rooms though, I need to check, and you don't have to kill the revenants in the cages prior to that room for sure, but if I wasn't having a skill issue, I don't think it's fair to punish a player for killing all the enemies in a room, expecting further ammo ahead. Again this is all from my personal experience and it's a great map overall imo. Edited November 9, 2023 by Antiquated 0 Share this post Link to post
GermanPeter Posted November 9, 2023 3 minutes ago, Antiquated said: I think my main thing is that if you kill all the enemies before the red halls room with the RL + Plasma, and mancubi, you have almost nothing to use against them if you don't find the plasma secret, and getting to the RL is difficult with the mancubi blocking the halls if you can't kill yhem. I may have missed some ammo drops in earlier rooms though, I need to check, and you don't have to kill the revenants in the cages prior to that room for sure, but if I wasn't having a skill issue, I don't think it's fair to punish a player for killing all the enemies in a room, expecting further ammo ahead. Again this is all from my personal experience and it's a great map overall imo. Please do see if there was some ammo you missed, because I remember putting down some ammo boxes right as you enter the red area. 0 Share this post Link to post
Antiquated Posted November 9, 2023 1 minute ago, GermanPeter said: Please do see if there was some ammo you missed, because I remember putting down some ammo boxes right as you enter the red area. Alright, thanks, I will later today when I'm able to play. 0 Share this post Link to post
DoomGappy Posted November 9, 2023 2 hours ago, Walter confetti said: Thanks for the reviews, glad you like them, despite the confusion of MAP16 layout! But that name (untitled) gave me the idea of a randomized structure with no real place in It, can (and IT'S) be literaly everywhere! Now, there's no more real deadline for this project completion, isn't? I have some ideas for MAP09, but i'm not too sure about it because: 1) i made already 2 maps for this 2) i have to complete other projects before to do more things Since I'm compiling the thing, I think there should be no rush for now. I wanted to at least have most maps done by the end of the year, though. That requires a lot of testing and communicating with mappers, since I joined later. @johnny will probably allow you to get map09. 1 hour ago, GermanPeter said: Both of my maps are meant to receive original titles, namely "Stalking Through The Ages" and "Silhouette Trivia". Whoever is in charge will need to change them. I'll take care of it, though this would be near the finishing stages. I'll try to fix yours for the next update since it's a simple change in UMAPINFO and I might forget later. I really thought all maps would have the same name as the songs since this is the gimmick of the wad. 1 Share this post Link to post
GermanPeter Posted November 9, 2023 (edited) @SilverMiner Just played your map, and I have to admit, it's a bit rough. It seems more like you wanted to try out gimmicks of the Boom-format (like the conveyor belts and invisible walls) than focusing on the map gimmick itself. The part with the Archviles moving back and forth isn't a bad idea in the slightest, it's just barely utilized. Maybe if they moved around the entire map and you had to wait for the right moment to make a run for it, it'd be better. Like a merry-go-round of Arch-Viles. Or if there was any reason to press the switch that allows them to see you in the first place (I think that's how it worked, anyway). Doesn't help that it's a really, REALLY short map either, so even if you ignore the gimmick, there's nothing to it. I'm with Antiquated, you gotta remake this entirely, it's really not fun to play, sorry. Edited November 9, 2023 by GermanPeter 0 Share this post Link to post
DoomGappy Posted November 9, 2023 11 minutes ago, GermanPeter said: @SilverMiner Just played your map, and I have to admit, it's a bit rough. It seems more like you wanted to try out gimmicks of the Boom-format (like the conveyor belts and invisible walls) than focusing on the map gimmick itself. The part with the Archviles moving back and forth isn't a bad idea in the slightest, it's just barely utilized. Maybe if they moved around the entire map and you had to wait for the right moment to make a run for it, it'd be better. Like a merry-go-round of Arch-Viles. Or if there was any reason to press the switch that allows them to see you in the first place (I think that's how it worked, anyway). Doesn't help that it's a really, REALLY short map either, so even if you ignore the gimmick, there's nothing to it. I'm with Antiquated, you gotta remake this entirely, it's really not fun to play, sorry. I just ran past the Archies like crazy the first two times I played it. Being short is not really a big problem, IMO. It is a map02, after all. But the gimmick (Which is really cool, don't get the wrong impression!) Felt underused. I also think this can be greatly improved. I remember a quote and I think I saw it on a Chubzdoomer video. "beat the player over the head with a new concept, until he gets it". I think you can make many more rooms with the same "press the button to become unseen" concept, and it can lead to cool moments where the player will try to scramble for a switch desperately in order to escape a multitude of Archviles at once. I think you should also introduce the gimmick in a way that is clearer what it does, with a small stakes room with only one Archie. This can be a very interesting map if you redo it with those concepts in mind. 0 Share this post Link to post
GermanPeter Posted November 9, 2023 5 minutes ago, DoomGappy said: I just ran past the Archies like crazy the first two times I played it. Being short is not really a big problem, IMO. It is a map02, after all. But the gimmick (Which is really cool, don't get the wrong impression!) Felt underused. I also think this can be greatly improved. I remember a quote and I think I saw it on a Chubzdoomer video. "beat the player over the head with a new concept, until he gets it". I think you can make many more rooms with the same "press the button to become unseen" concept, and it can lead to cool moments where the player will try to scramble for a switch desperately in order to escape a multitude of Archviles at once. I think you should also introduce the gimmick in a way that is clearer what it does, with a small stakes room with only one Archie. This can be a very interesting map if you redo it with those concepts in mind. I mean, you can finish the map in under 20 seconds, maybe 10 if you're fast. But if they added the ideas you suggested, it'd be at least a bit longer. 0 Share this post Link to post
DoomGappy Posted November 9, 2023 1 minute ago, GermanPeter said: I mean, you can finish the map in under 20 seconds, maybe 10 if you're fast. But if they added the ideas you suggested, it'd be at least a bit longer. Oh, definitely. I meant that it doesn't need to be that much bigger to be more.efdicient and well made. I can see it as a medium sized map with a few cool rooms. It could also be a more suspenseful Archie only type of map. 2 Share this post Link to post
Antiquated Posted November 9, 2023 (edited) 52 minutes ago, DoomGappy said: Oh, definitely. I meant that it doesn't need to be that much bigger to be more.efdicient and well made. I can see it as a medium sized map with a few cool rooms. It could also be a more suspenseful Archie only type of map. tbf I will say this wad has like 4 archvile themed maps. Not really a bad thing though since all of them (with exception of first healer stalks for its brevity and lack of design) use them in different ways. 1 hour ago, GermanPeter said: @SilverMiner Just played your map, and I have to admit, it's a bit rough. It seems more like you wanted to try out gimmicks of the Boom-format (like the conveyor belts and invisible walls) than focusing on the map gimmick itself. The part with the Archviles moving back and forth isn't a bad idea in the slightest, it's just barely utilized. Maybe if they moved around the entire map and you had to wait for the right moment to make a run for it, it'd be better. Like a merry-go-round of Arch-Viles. Or if there was any reason to press the switch that allows them to see you in the first place (I think that's how it worked, anyway). Doesn't help that it's a really, REALLY short map either, so even if you ignore the gimmick, there's nothing to it. I'm with Antiquated, you gotta remake this entirely, it's really not fun to play, sorry. Also, sorry to ask, but when you have the time, I think it would be good for you to maybe check facing the spider and at doom ii's gate (map29) as well. I do personally think these two maps need to be remade as well, but of course going off a single person's opinion for that is not good so I'd like to see your personal opinions on them. Edited November 9, 2023 by Antiquated 0 Share this post Link to post
GermanPeter Posted November 9, 2023 (edited) 2 hours ago, Antiquated said: tbf I will say this wad has like 4 archvile themed maps. Not really a bad thing though since all of them (with exception of first healer stalks for its brevity and lack of design) use them in different ways. Also, sorry to ask, but when you have the time, I think it would be good for you to maybe check facing the spider and at doom ii's gate (map29) as well. I do personally think these two maps need to be remade as well, but of course going off a single person's opinion for that is not good so I'd like to see your personal opinions on them. Sure. @Dubbag Facing the Spider is not a good map. It's too short, it's too cramped, and ironically, you don't even have to face the Spider. You can just run to the exit switch. This needs to get remade, even Dis was a better Spider-Mastermind battle. Make the map two to three times bigger, add more enemies, more ammo and weapons, and force the player to kill her. You have to remake this entirely, it can't stand on its own. Not for Map12. If it appeared much sooner, like Map07, I'd be fine with, but it'd still need some tougher monsters than a few Imps. Why not add some Arachnotrons instead, keeping the "spider"-theme? @JacaCaca At Doom 2's Gate is a good map conceptually, but it falls apart quickly. For starters, there is not nearly enough ammo or health, and there are too many enemies in the first section that looks like The Living End. I was playing on HMP and still had to activate IDDQD just to not die instantly. Here's my suggestions for this area: 1) Give the player MUCH more ammo, health and armor. The rocket launcher is not enough and you risk splash damage because the platform is surrounded by pillars. 2) MUCH fewer enemies. There were entirely too many Hell Knights and Revenants. Reduce all of them by like 80%. Keep the Cyberdemon, because the telefrag is a great idea. Take out one of the Arch-Viles at the end. 3) Get rid of the damaging floor, or at least make it only do 2-5% damage. Add some Spectres or Pinkies to it as well as a Rad Suit and some goodies so the player has an incentive to go down there. Afterwards, you end the map, just cut out everything that follows it. The platforming sections are atrocious. It'd be bad enough to accurately run across the platforms once, but you have to do it multiple times and they only get smaller, and at one point become invisible. What does any of that have to do with Doom? The map is called "At Doom 2's Gate", after all. It's boring and tedious and I just flew past everything after a while. It breaks the pace way too much. Also, simplify the starting area. The actual Doom 2 logo is a really cute idea and I enjoy it a lot. But get rid of the part with the Imps and the red door, the section on the right with the yellow door, and the part at the top where I had to use noclip because I had no idea where I was going. None of them flow well at all. You can also fall off the platform and I had no idea how to get back on it, so put invisible walls around. What I'd suggest is keeping only the logo itself, but treating THAT as a portal. A literal "Doom 2 gate", if you will. You could also do something like what Doom 64's intro did: https://www.youtube.com/watch?v=OuOqUAyup6M The Doom 2 logo would be raised at the start and slowly lower as enemies spawn in. After a certain time, you can step onto the logo, which will then take you to the first section, and once you defeated the two Arch-Viles, the map ends. Everything else is needless filler and bloats the map. I was actually wondering why Antiquated disliked it so much until I got past that section, and then I got it. I don't think you have to remake the entire map, you can just cut out these parts and focus on the battle at the platform, and then leave it at that. You could also add some rooms before that part, but not anything afterwards, or the pacing will be off again. Edited November 9, 2023 by GermanPeter 1 Share this post Link to post
Dubbag Posted November 9, 2023 (edited) 9 hours ago, GermanPeter said: Sure. @Dubbag Facing the Spider is not a good map. It's too short, it's too cramped, and ironically, you don't even have to face the Spider. You can just run to the exit switch. This needs to get remade, even Dis was a better Spider-Mastermind battle. Make the map two to three times bigger, add more enemies, more ammo and weapons, and force the player to kill her. You have to remake this entirely, it can't stand on its own. Not for Map12. If it appeared much sooner, like Map07, I'd be fine with, but it'd still need some tougher monsters than a few Imps. Why not add some Arachnotrons instead, keeping the "spider"-theme? Look I already backed out of this once, I'm not remaking anything. Either use it or don't. Edited November 9, 2023 by Dubbag 3 Share this post Link to post
Clippy Posted November 9, 2023 I can't stand how this project is being run It's absolutely awful Shitting on people's maps now and being too bossy What a joke Remove me 4 Share this post Link to post
Dubbag Posted November 9, 2023 (edited) 3 minutes ago, Clippy said: I can't stand how this project is being run It's absolutely awful Shitting on people's maps now and being too bossy What a joke Remove me ditto, gone for good this time. Edited November 9, 2023 by Dubbag 3 Share this post Link to post
Clippy Posted November 9, 2023 I can't stand by any more seeing stuff like this What a putredly "run" project 3 Share this post Link to post
Dubbag Posted November 9, 2023 2 minutes ago, Clippy said: I can't stand by any more seeing stuff like this What a putredly "run" project right? Screw this. 3 Share this post Link to post
Antiquated Posted November 9, 2023 (edited) I think that the original version of the project didn't really follow its own rules well, with several maps being able to be completed in under 30 seconds despite the "don't make your level too short" rule, and it seemed like there was little quality control of any kind. This is not a great way of handling it, but I do think that the complete lack of criticism or feedback until now was harmful, and that this led to the criticism having to all be pushed back into the tail-end due to it where it's both significantly less effective and comes off as ruder. I wish all of you the best. I do still apologise for any criticism that was somewhat rude (such as my criticism of At Doom II's gate was definitely rudely worded.) Edited November 9, 2023 by Antiquated 0 Share this post Link to post
Johnny Cruelty Posted November 9, 2023 (edited) 16 minutes ago, Clippy said: I can't stand how this project is being run It's absolutely awful Shitting on people's maps now and being too bossy What a joke Remove me Well I suggested to keep the maps but some of these guys are pushing to rid of them Im not really running it anymore, I gave it to @DoomGappy and @Antiquated Edited November 9, 2023 by Johnny Cruelty 1 Share this post Link to post
Johnny Cruelty Posted November 9, 2023 11 minutes ago, Antiquated said: I think that the original version of the project didn't really follow its own rules well, with several maps being able to be completed in under 30 seconds despite the "don't make your level too short" rule, and it seemed like there was little quality control of any kind. This is not a great way of handling it, but I do think that the complete lack of criticism or feedback until now was harmful, and that this led to the criticism having to all be pushed back into the tail-end due to it where it's both significantly less effective and comes off as ruder. I wish all of you the best. Just include the maps, people put effort into them 4 Share this post Link to post
Antiquated Posted November 9, 2023 (edited) 5 minutes ago, Johnny Cruelty said: Just include the maps, people put effort into them Right. Of course, Facing the Spider and Sweet Little Dead Bunny are being pulled out of the project due to the creator's wishes, but rest is fine. Whilst I'd prefer if the devs of some maps did change aspects of them, ultimately they're still worth keeping, and I'm not in control of anything myself. I think I'm just the first person to have sat down for an extended play session and critique the maps in the pack so far, and I did discuss my thoughts on the pack and the maps extensively with doomgappy. Edited November 9, 2023 by Antiquated 0 Share this post Link to post
LoatharMDPhD Posted November 9, 2023 13 hours ago, GermanPeter said: Both of my maps are meant to receive original titles, namely "Stalking Through The Ages" and "Silhouette Trivia". Whoever is in charge will need to change them. For Map24, I thought that the amount of ammo was fine. You really have to hunt for secrets, which I think is appropriate, especially considering it's a fairly late map. If there's a certain spot where ammo is REALLY scarce, then please point out where. As for the claustrophobia, I'm not sure if I can agree with that, I pretty much emulated Doom 2's level scale. It's also possible it appears much smaller because you can't see everything that well. Either way, I'm not gonna change that, because it'd require me to redo the entire map :P But do DM me the rest of your criticism if you like, I'm curious what you meant with Map 17. both of your maps... once i played them i said... wow. there's something special here. I love how walter and I both took at piss on 50 shades of greytall independently.. i also like clippy and dubbags maps, they are a respite from the agony and a nice palette cleanser despite any level of future polish. 3 Share this post Link to post
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