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Charming Castle - my second level!


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Not bad if it's your 2nd map ever. Slightly too linear due to lack of highter tier enemies (which you did note in OP though), but since the SSG exists, some variation regarding enemies would be welcomed. Also next time would be nice to see more of different textures, as now the map is rather brown.

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Just now, Sonikkumania said:

Not bad if it's your 2nd map ever. Slightly too linear due to lack of highter tier enemies (which you did note in OP though), but since the SSG exists, some variation regarding enemies would be welcomed. Also next time would be nice to see more of different textures, as now the map is rather brown.

When making that map, I tried to emulate MAP02's gameplay from Doom II, but I guess it didn't really work out. I agree, the castle itself should've had more texture variation, maybe at least the gray brick version of the brown one.

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12 minutes ago, volleyvalley said:

When making that map, I tried to emulate MAP02's gameplay from Doom II, but I guess it didn't really work out. I agree, the castle itself should've had more texture variation, maybe at least the gray brick version of the brown one.

The difference is that vanilla MAP02 is more tight which makes the combat more fast paced I think.

As for textures you could try to add some decorations, fountains of blood, demonic murals etc. You name it.

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I slightly disagree with Sonikkumania, I think if you wanted a map to emulate doom2 map02 with killing everything with the super shotgun it does a decent job.  Monster density on some rooms reflects that. 

 

I enjoyed this detail here. I actually put something similar on my 2nd map ever but it was blood instead lol

Spoiler

1482935616_PrBoom-Plus2.6.23_23_20238_23_27AM.png.fefd8e099488abdd0cc0c6a0a33664b6.png

 

but this part confused me a bit, I think these monsters are set to ambush but they already face away from the player, I killed one and expected the other 2 to wake up and fight but they didnt.  It was a shooting gallery with statues.  Not setting them to ambush would fix it. 

 

Spoiler

334261952_PrBoom-Plus2.6.23_23_20238_23_58AM.png.43007cbedfdd6af2a9419ea2585a3b2c.png

 Otherwise fun map, but it was a lot of brown, but thats doom2 stock textures for ya.

 

EDIT: I opened the map in UDB and realized I completely missed a room with 2 imps!  lol my bad  it was even the room in one of your Screens.  doh.

Edited by Treehouseminis
no bugs just me being dumb

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3 minutes ago, Treehouseminis said:

I slightly disagree with Sonikkumania, I think if you wanted a map to emulate doom2 map02 with killing everything with the super shotgun it does a decent job.  Monster density on some rooms reflects that. 

 

I enjoyed this detail here. I actually put something similar on my 2nd map ever but it was blood instead lol

 

but this part confused me a bit, I think these monsters are set to ambush but they already face away from the player, I killed one and expected the other 2 to wake up and fight but they didnt.  It was a shooting gallery with statues.  Not setting them to ambush would fix it. 

 

Also I was missing 2 kills,  I backtracked a few times but couldn't find them or hear them.  No other monsters used teleports so maybe only a few did?  Played on prboom in boom format.  It wasn't stated but I assume this was a vanilla compatible map so not sure why something wasn't working.  Otherwise fun map, but it was a lot of brown, but thats doom2 stock textures for ya.

 

Thanks for playing!

 

The combat was probably the first time that I wanted to make decent monster placement, and it kind of works, because of the SSG setup.

 

I was trying to make the detail simple, but effective with some cool decorations and set pieces, the texturing could've been much better.

 

Them facing the corpse was intentional, but I'll admit, it was a little sloppy from my part.

 

I don't know about the two missing monsters, but the one monster is in the secret, perhaps you haven't found it yet?

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I enjoyed this map very much.
I was gonna say it's too tight on resources, but when I reached the end I figure I was just missed the SSG room. LOL

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7 minutes ago, volleyvalley said:

 

Thanks for playing!

 

The combat was probably the first time that I wanted to make decent monster placement, and it kind of works, because of the SSG setup.

 

I was trying to make the detail simple, but effective with some cool decorations and set pieces, the texturing could've been much better.

 

Them facing the corpse was intentional, but I'll admit, it was a little sloppy from my part.

 

I don't know about the two missing monsters, but the one monster is in the secret, perhaps you haven't found it yet?

I edited my comment. I completely missed a room somehow lol.  No bugs! 

 

But yeah I agree the facing away was good, I like it when that happens because you get to start the fight and wake the monsters up. Just this time they didn't wake up lol

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Cute small map, I think.

 

One of my biggest complaints that the texturing is kinda repetitive, so even some decorations is not helping (but they are trying their best, I must say).

Some encounters are a bit spicy (especially basement one) and that also was fun to see few Imps on my way back to the exit.

Beside sad texturing variety there was two things that was made really right: Playing with lighting and variation of heights. With these map looking a way better than some maps from other beginners.

 

Overall, I had some fun with this map, so here is the video, I guess:

 

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Great map!!

Especially the initial rooms are very vibrant with monsters reacting from many directions and walls lowering around the place.

The texturing is indeed repetitive but if you want to save time you should focus your landmarking through texture variation only on important locations. You've already done this for the ssg and red key room. Maybe just dress up the areas near the exit and outside the ssg room in a similar way? Could be all that's needed. Otherwise I love these visuals. It's a simplicity sweet-spot for me, very comfy. Some of the door-hallway-door stuff could be made open and function through sound-blocking lines too if you want less of a start-stop feeling to moving around the map. Just mind the sightlines when you take doors away.

 

Two things I noted: The torches in the hallway to the redkey room will block you if you run against the edge, this is already the slowest and most cramped little bit of the map so it's best not to have decorations in the way. Then also related to this corridor, I was thinking you could have the way out of the redkey room be a different path altogether that still ends up in the room where you have the monster closet. This way the dark tight hallway has its function but doesn't overstay. These are very minor remarks though.

 

Since you said it was balanced similarly to Underhalls I didn't pay much attention to that side of things, but it's definitely about the same on that front. I think underhalls' redkey trap puts more pressure on you though. You gave a lot of space for little resistance in your key room, especially for those that have the ssg by then (I didn't). Also no barrels! They can add a lot.

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Love it !

 

I really dig the Doom II vibe you re-created with the dark sectors, the closets, the cramped tunnel and the Blue Sphere room. Well done !

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Not bad but very basic and straightforward red key area was good otherwise bit too easy...

here's a first attempt demo using prboom plus 2.6 cl2 finished it in 4 min....lighting is good in map

popi9.zip

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2 hours ago, Zahid said:

Not bad but very basic and straightforward red key area was good otherwise bit too easy...

here's a first attempt demo using prboom plus 2.6 cl2 finished it in 4 min....lighting is good in map

popi9.zip

Thanks for the demo, it's always interesting to see other people other than myself move around my layouts. From the recording, you're one of the few people, who have found the SSG in the basement, alot of people missed it for some reason...

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congrats on the map! i played on UV. the traps were all fun and i enjoyed how you opened up walls with enemies when returning to areas i'd been before. the staircases and general scenery were a bit repetitive, but given the short length, it wasn't too much of an issue. the restraint in regards to item/weapon placement and enemy types used is perfectly nice.

 

i also missed out on the SSG until the end of the map, i think it's because the trail of enemies and general things happening led me down that path instead of down to the SSG. i think this is fine, though. the map is totally playable with or without it.

 

i'll echo Dopaminecloud in regards to the torches in the tunnels, i got caught on them a lot and it felt a bit clumsy to play.

 

my biggest criticism is the hole in the wall where you can see the cavern - i want to go there! i'm aware it's used for deathmatching, but being able to find a secret pathway there would be a fun treat.

 

keep up the good work!

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