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Monster Fortress


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Why, hello there. This is my second WAD that i made in 2 days in Ultimate Doom Builder. I tried to experiment a bit with lighting and outdoors fights in this map, so any further feedback in that (and the map in general) it's very much appreciated.

 

It's a fortress (duh) mixed with a techbase along the way, what could go wrong? (Everything.)

 

This time i tested it in GZDoom and PrBoom Plus, play it in any engine that you like.

 

It's a bit short and it will take you 3:00-3:30 minutes to complete it. Some screenshots here: (Download below.)doom17.png.147369db53a7d29c1a407fd00c20234b.png

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You can download it in here:

https://www.mediafire.com/file/yj0vv1o4helh806/monsterfortress.wad/file

 

(A big special thanks to anyone that commented on my previous post with their feedback, very appreciated.)

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Combats are good, stuff given to fight is balanced.

 

If it wasn't also my case, I would say sectors are too squarish, but I have the same problem, so take it from someone who is also not blameless about that :p

 

... But I have a few other advises, that are more like eye-comfort for the players than a very necessary thing to apply :

 

- Overuse of specific textures like DOORTRACK, DOORSTOP, BLUEDOOR, YELLOWDOOR, REDDOOR, FLAT20, etc. is absolutely ok, but their size shouldn't take a certain amount of surface, because they don't really work that way. I explain myself :

Here :

Spoiler

Screenshot_Doom_20230222_131936.png.21860fa593772c5de615b8e95292c63b.png

I think this isn't aesthetic.

 

- It goes with the first advise, but don't make your doors too thick, unless you have a good reason.

 

- Be also strict about how regularly you use specific textures, so it is somewhat realistic. I explain myself again : 
Here :

Spoiler

 

Screenshot_Doom_20230222_132314.png.414f7e4af3ed8837f9cb04e6e707914e.png

Screenshot_Doom_20230222_132318.png.326e9c26c298f3f1b775c688a3ddf3c9.png

 

On the first screen the door have only one DOORTRACK on his left side, while on the second screen she has nothing, and the doors of the first screen are DOORTRACKed on the left and right side. Peoples will mostly not pay attention to it, but it's the "duty" of a level designer to follow a logic and to care about details, two of these three door case are wrong.

 

- The only secret is a computer-map... Well, in fact it work because you can use it to acknowledge traps, but I think peoples expect to use it to find other secrets. This one is not really an advise, in fact this is the first time I see a 1/1 secret being a computer-map and I got surprised haha.

 

I hope I'm not too harsh for nothing, I just give my advises from what I've experienced myself, and it helped me a lot to improve my mapping.

Edited by Bri0che

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After playing through the map myself, I think I fell in love with the old-school design, intended or not. First, I adore the outside areas in this level. They have the perfect amount of dimness and that is really complimented by the sky, especially the hell knight area. The icing on the cake for me is the automap on the rocks, I just have a craving for this type of design. Next, the rocket launcher room and the techpillar room play very similarly to The Plutonia Experiment, they're unexpected, wicked traps! However, there is an issue with your map: The monsters are clumped together and therefore, cannot move freely. The yellow key room itself looks really cozy for some reason, I can't explain it with words. I was totally thrown off by the lift in the room that moved faster than the regular vanilla lift. 

 

This is a strong map by itself, but it could use some texturing like Bri0che said. Good job!

 

 

doom06.png

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  • 10 months later...

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