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Water Purifying Plant (My First Map)


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Pretty good for your first map! The fights were pretty nice, albeit ammo was quite plentiful. Visuals are quite standard for vanilla textures, but I can see you have an eye for techbase design. I got all kills and the first two secrets, didn't really look for the third one.

 

Despite the compatibility level, I didn't really see any BOOM features used here. Limit-removing or learning BOOM-specific features might be a better starting point for more maps in the future.

 

Also! You can change the .MIDI for maps by opening your WAD file in a program like Slade, where the D_RUNNIN lump overrides the standard midi for MAP01.

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7 minutes ago, Synami said:

 

 

Despite the compatibility level, I didn't really see any BOOM features used here. Limit-removing or learning BOOM-specific features might be a better starting point for more maps in the future.

 

 

Yeah, I don't think I used any Boom features only the vanilla ones,

Thanks for your feedback!

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Painfully-generic title aside, this is a perfectly fun little map. Really awesome first-time effort, fam. Hope to see more from you in the near-future!

 

 

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Yeah, this isn't really a painfully-generic map! Techbase might predominate here, but little things like an emphasis on verticality and the careful use of lighting really give this a personality. Demo recorded in Crispy.

WaterPurify.zip

Edited by LadyMistDragon

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Hey, currently waiting on some background stuff to finish and I'd figured to try this, since it looked rather short. Yip, pretty short, was able to beat easy, normal and hard in about 11 minutes. Everything was MAX-able in all difficulties, progression didn't seem to lock up so no bugs [at least on GZDooM v4.8.2, since that was the port I played on.]

Without writing a lot, since I tend to. There's only two things to note.
1) Bug: I believe one of your toxin sectors is missing it's hurt floor property. It's one of the raised toxin floors, near where the blue key is.
2) Suggestion: The last secret might not make sense to those on lower difficulties, as the enemy doesn't spawn and the Player might think the platform doesn't activate. Maybe some support textures [the ones used for lifts] might make it more distinguishable.

Surprisingly effective and even difficulty adjusted, despite the short length. Even appreciate the fact that the level's routing was considered too, granted it's a short enough level that backtracking here isn't a problem. Nice habit to learn early though. Those looking difficulty might need to pass though, but it makes for a decent casual playthrough. It's also modestly detailed and using stock textures, which I think's a bonus. Seems like you've got a solid foundation to make more, if you want to.
Good job, humble first. Hope you make more.

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  • 2 weeks later...

that was fun! I was able to finish it in a really short time. 

 

Spoiler

Ramping up the difficulty curve right after getting the double barreled shotgun was an excellent choice, the way the level looped around on itself so you jumped the nukage pit to use the blue key on the door you saw earlier was great, aside from a few details that stood out as "new" it felt like you could slot this into the first few levels of doom 2 and think it was meant to be there. I'm also very happy that soul sphere secret was so easy to find, and placed right before the chaingunners showed up. I also never once got lost, which for me is saying something. I gotta study your layouts so I can figure out why that is.

 

Edited by TheDanMarine

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  • 2 months later...

Small map with some rough corners here & there, but overall idea is fun.

I like some kind of culmination of the map where I can see the infected place from where water is corrupting.

Also good thing that you tried to bring some details to various corners of this level.

 

 

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