PoweredByTea Posted March 28, 2023 (deep breath) This is a map I made a while ago, and I'm interested to see what people think. Download link: https://1drv.ms/u/s!AomQ4oCa80NitBdTCAjCS5gMVvVe?e=a2zPc8 Name: Orcus Base Port: GZDoom (preferably v. 4.6.0 or higher, as some features will not work correctly, although it is playable without them) Map format: UDMF IWAD: DOOM2.WAD Render mode: Hardware accelerated New objects: yes New monsters: no New textures: yes Custom skyboxes (GLDEFS) Map: Standalone level (MAP01) Music: Descent II Level 03 (Midi - slightly modified) Multiplayer placement: Designed for up to four players, although so far it's only been tested in single-player, so I can't guarantee that it'll work Difficulty Settings: Yes Build time: Original design took a month, though it's been tweaked a lot since then so I can't say for certain. (Still learning.) Par time: 20 minutes (though admittedly that's based on me playing it, so subject to change...) Jumping: Yes; required in some places. Squat: permitted but not necessary. Freelook: Yes. Recommended. Basic plot: You are stranded on a UAC base located on an asteroid somewhere in deep space, which has been overrun by the forces of hell (well, obviously). There's a ship parked on the landing pad just outside; your job is to get to it and escape. Screenshots: 9 Quote Share this post Link to post
LadyMistDragon Posted March 29, 2023 (edited) There were two serious problems (besides the monotonous white, but your detailing's quite appreciated regardless!). One was the increasingly obvious ammo starvation near the end, unless that was your intention. The second would have to be those connecting Imp corridors that exist on occasion. I feel like if one can't think of what to do in a spot, it's probably best to not put too many halls between. Should upload soon Edited March 30, 2023 by LadyMistDragon 1 Quote Share this post Link to post
RastaManGames Posted March 30, 2023 (edited) That was a really huge map that take me around hour to complete. Now I need to compile a list of things that I like and that was sort of questionable. It gonna took some time, so expect my another post after while, I guess. But first of all, here is the video of my playthrough: Things that was nice to see: Spoiler ➕ Details. They are everywhere across the map. And I like that. You are utilizing both slopes and 3D-Floors (and even dynamic lights), along with ACS-scripts (if I am not wrong here). Various "DoomCuties" here & there and, especially, the living quarters. For some reasons, those noisy stall's doors got me giggling for a brief moment. And that interactive bathroom in the director's office was a cherry on the top. Things that was kinda questionable: Spoiler ❔ Blue server room's switches. These little pads with switches for doors in that area might have 192 or even 256 level of brightness and pure white lighting, so player can see them. It might be just me, but I humping nearby wall few times in a way to find those switches. Simply: They are blending with environment, so it is hard to see them, after all. ❔ Final lava pool in the Hell. It must either instantly kill the player, either have some tiny stairs or lift/teleport to help the player to get out of there. In the world of mapping for Doom having a hazardous area w/o any way out considering a move of bad design. If I must say more... It is just not fun to stay here and getting so small amount of damage in the waiting of death that you can't avoid. Things that wasn't pleasant to see: Spoiler ➖ "Hot" start. Um... It must be questionable thing, but it is good practice to turn all the enemies in the opposite direction from player. Player always wanting to have a right of "first move". Kicking him in the face right from the start is kinda dickish, I must say. ➖ Count of enemies. There is too much of them and I am saying not only about "Imp Corridors" that was mentioned by @LadyMistDragon. Overall amount of them are abnormally high and I can assume why it is like that... After spending so much time on decorating all the rooms it can be a little sad that player gonna rush across them and might just miss some of details, so you are kinda trying to force player to spend more time in almost every room on the map. Okay, if we can not talk about crate maze and about final area of the map (that represents a huge hangar), why sleeping barrack, server room, observer room and even vent has almost 1 enemy per 1 cell of the level's grid? You can use lesser amount of enemies, but place them more chaotic. And vents... Why there is so many of Lost Souls? I mean... It is kinda irritating to deal with this amount of these. If I can summarize (for "TL;DR" sort of people)... This map has a really decent amount of details, but there is too many enemies, so you can feel like author of that map is trying to stretch out your time of playthrough in the very sad way. I can recommend to play on the difficulties lower than UV (there is less enemies, at the very least) or to add some gameplay mod that has powerful weapons, so you can wipe hordes of weak enemies fast enough to not get bored. Edited March 30, 2023 by RastaManGames 1 Quote Share this post Link to post
PoweredByTea Posted March 31, 2023 (edited) Thanks for the feedback. I've made a few changes, here is the link to the updated version: https://1drv.ms/f/s!AomQ4oCa80NigQJnlBrHKY1P__BP?e=xaZvez Edited April 13, 2023 by PoweredByTea 0 Quote Share this post Link to post
Custom Longplay Posted April 10, 2023 Project Brutality 3.0 - Doom 2 - Map: #0264 - Orcus Base - [4K60ᶠᵖˢ] - [100%] 2 Quote Share this post Link to post
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