DoktorDeth Posted April 10, 2023 (edited) Hey, this is my first post and I joined a while ago, but I've been kinda afraid to upload a map lol. I would like some feedback, good or bad on it because I've been thinking about making more. Name: Computer Nexus (used to be called Computer Center) (CompNex.wad) Map Format: (UDMF) Ports Tested: GZDoom IWAD: Doom 2, (Plutonia if some texures from Plutonia don't load in) Map(s): MAP04 Music: Doomkid for the midi. (Also thanks Realm 667 for the custom enemies) Gameplay: Single play Difficulty Settings: Yes Multiplayer Placement: Player Starts Build Time: 3 months Textures: A Few From Plutonia Requirements: none, really. Except GZDoom. You'll need that, lol. Changes in the final version: Spoiler The Crackodemon has been removed. Dead. Extinct. He was only used once and is basically a beginner's trap. Some door textures were changed and a specific switch was moved to avoid potential confusion. The map is a bit more balanced to be tougher. Less ammo and bonuses on UV. Tiny visuals and details were added as well. The bridge in the large outside area with the Arachnotrons is less confusing to get to now. Reduced file size! New Music! idgames link:https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/compnexfinal Edited March 5 by GreenSlayer Updated version with new music. 11 Quote Share this post Link to post
Somniac Posted April 10, 2023 I get what you mean about being nervous to share your stuff, but this is really fantastic for a first map! Here's a playthrough, no commentary: Custom enemies can be hit and miss, as you can see I was not ready for that beefed up Cacodemon :p but I think you used them fairly well. The map itself is fantastic, detailed and huge! I felt like there was always something else to find. I did get lost at a couple points but it wasn't because I felt the layout was confusing, it flows nicely and I like the different routes. It did take me ages to figure out how to get outside though, I kept missing the door. Some of the rooms felt quite big and open, but I think that works as the scale is consistent, and the overall result is pretty imposing. Combat was engaging and got the better of me at a couple of moments, but I didn't find anything unfair or frustrating. The ambushes were done well and kept me on my toes. I came across the Super Shotgun at just the right time on the 2nd attempt, I had been feeling the need for it for a while by that point. Wasn't sure how to get the rocket launcher. Really cool map, lots of fun and you should keep at it! 2 Quote Share this post Link to post
DoktorDeth Posted April 10, 2023 (edited) Hey man, thanks for the input! I really appreciate it! I'm glad you had fun with it and I will definitely continue making maps! Sorry if the rocket launcher and soulsphere was a little obscure. I am working on another project and will probably show a demo soon! Spoiler There is a somewhat hidden switch in the room next to where you get the Super Shotgun. *opens this door* Edited March 2 by GreenSlayer the secret switch in the first image has been moved and is outdated. 2 Quote Share this post Link to post
StarTanned Posted April 10, 2023 I haven't had a chance to play this yet, but massive props for using one of my favorite NES chiptunes. 1 Quote Share this post Link to post
DoktorDeth Posted April 10, 2023 @StarTanned It absolutely slaps! Mega Man music is somewhat underrated. I look forward to what you think! 0 Quote Share this post Link to post
DoktorDeth Posted April 10, 2023 Also, for some reason, I gave all the maps (up to MAP06 or 7 I believe?) different names, because this was originally going to be an episode length wad, but I'm currently doing a 5 level wad, so disregard that lol. 0 Quote Share this post Link to post
Delisk Posted April 11, 2023 This is your first map? This is a really good map, the fact this is your first map is really impressive! I cannot wait to see more form you. 1 Quote Share this post Link to post
DoktorDeth Posted April 11, 2023 @Delisk Technically my first FULL map. My other "first" attempts you can barely call competent lol. Thanks for playing man! I'm at work with a few projects, so I will definitely make more! 0 Quote Share this post Link to post
LadyMistDragon Posted April 11, 2023 (edited) Video still uploading. A strong first effort! Not too many of the traps lock the player in, although I did notice that little teleport Revenant/Mauler Demon...excuse me, Cybersomethings seemed the deadliest so far! But this has obviously been worked on for a while and the little Doomcute of the monster placements and some other little things was really quite hilarious. Edited April 11, 2023 by LadyMistDragon 0 Quote Share this post Link to post
BerserkerNoir Posted April 12, 2023 Its the download working? It tells me the file is missing, Am I the only one? 1 Quote Share this post Link to post
DoktorDeth Posted April 12, 2023 (edited) @BerserkerNoir I have no idea why it’s doing that. Edited March 2 by GreenSlayer This was resolved a while ago. 1 Quote Share this post Link to post
Mad Butcher Posted April 12, 2023 CompCenter.zip I downloaded this from DoomShack last year. The WAD is indentical to the link in this thread. 4 Quote Share this post Link to post
Biodegradable Posted April 12, 2023 (edited) Good ol' reliable Mad Butcher always coming in with the clutch in the missing WAD game. Anyways, not a bad map at all. The use of custom demons was interesting by them being introduced after certain points of level progression, though slightly disappointed there's not more of them to cover the entire bestiary. You should definitely consider expanding on that aspect. Edited April 12, 2023 by Biodegradable 3 Quote Share this post Link to post
DoktorDeth Posted April 12, 2023 (edited) @Mad Butcher I totally forgot about that lol. Thanks for finding that because my internet went down and I couldn't reupload a fixed version at the time. Thanks for trying it out! I also thank @Biodegradable for playing as well! I have done a bit of an update on the map since then. Not too much but I'd say it's a bit better now, in case any more people come by to test it out. I've also updated the OP to include the update. Thanks again guys! Changes: Spoiler There is one more marked secret, as well as changed a texture on one specific button in the room next to the SSG so it is slightly more noticable, got rid of one instance of what MtPain27 coins "monster window dressing" in the big outside area and very few visual changes. CompCenter1.1.zip Edited March 2 by GreenSlayer 0 Quote Share this post Link to post
ANonThingie! Posted April 13, 2023 Preamble: Hey, noticed you wanted some playtests and feedback given. Since that's kind of the thing I do now, with some previews to help sway to giving the level a try. Went to boot it up and here we are. Couple runs botched, due to one custom monster. Anyway, let's get into this thing already. Author - Work Played: @GreenSlayer - Computer Center. Version 1.1 btw. Played on GZDooM Version 4.8.2 & HMP-Max & UV-Max & Single-Segmented Continuous play. Bug: The switch that lowers the platform for you to hop over and pick up the chainsaw, can be pressed lower down than the same level of the switch. Some other lowered in floor switches can also be triggered in a similar manner, bypassing progression.As it's a UDMF map, look for "Switch Height Check" flag, under Activation. This should help you out. Experience Sum Up: Stock textures, but detailed nicely, with a fair light-level variation and effect map, full of encounters and some custom [Realm667 assets, but still] elements to boot. The majority of the map, plays nice enough. [I can see a case being made for the right gameplay mod, this level is just good enough to be a pleasant trip.] At least, if I remove the 'Crackodemon'. There's no way you're framing this that this monster is a good fit. Does way too much damage in close quarters. Having an enemy in this WAD that can, if not aware, one tap you, just feels unnecessary and puts a blemish on the map. Navigation feels a tad weird, but after considering the detailing, this might be more just something the player will re-adjust to. [Hard to say if the design choices work, within a single level for what doors, switches and etc look like just in one custom level.] Spoiler Some of the switches and activations did feel odd; Example: I'm not sure how the rocket launcher's secret teleport chamber gets revealed. Confused. Despite these inconveniences and moments, that made me backtrack a tad and the monster that added to the death counter. Music was nice enough, mostly can't complain about it. With the encouraged exploration and structure here, this is a map which was very enjoyable. Well done. Improvement Suggestions: Please remove the 'Crackodemon' or lower the damage it can do. While progression will make you encounter this monster, I don't think the introduction was handled well. Further adjustment of the difficulty settings. UV [or Skill 4 in UDMF], might benefit from having less spare bonuses and a teeny bit less ammo. Yellow Key Door area is mostly optional, there to provide more Cell Ammo. Assuming the player doesn't pick up the Plasma Rifle, this area feels wasted. A small reduction of Zombieman [Former Human] enemies in the room, containing the Green Armour. They do tend to hurt themselves more than the player. Signposting is somewhat done on this level, but different door textures might get some players confused if it's a key door, switch door or use door. Up to you. I may have missed something, but I can't think of it right now. Rating = Love [Geninue effort put forward, 3 months well spent. Was fun doing the replay on the different difficulties, minus that one enemy.] Bye for now. 1 Quote Share this post Link to post
CyberDreamsInteractive Posted April 13, 2023 Very polished visually, and the combat was fun! I personally found the map alittle confusing, but I may just be dumb. The music track in MAP04 was a little much, however that midi of Metallica's "Escape" was awesome! 1 Quote Share this post Link to post
DoktorDeth Posted April 14, 2023 2 hours ago, CyberDreamsInteractive said: Very polished visually, and the combat was fun! I personally found the map alittle confusing, but I may just be dumb. The music track in MAP04 was a little much, however that midi of Metallica's "Escape" was awesome! glad you found it fun man! Sorry if the main midi drove you insane since it's a little shorter, as I probably should've used that Metallica midi instead lol. 1 Quote Share this post Link to post
Custom Longplay Posted April 23, 2023 Project Brutality 3.0 - Doom 2 - Map: #0281 - Computer Center - [4K60ᶠᵖˢ] - [100% Secrets] 1 Quote Share this post Link to post
DoktorDeth Posted May 28, 2023 I know it's been a long time, but I'd like to thank everyone in this thread for giving feedback as well helping me feel comfortable here and helping me out with this map. It's been a journey with all of you and I hope I'll make even better maps in the future! :) 0 Quote Share this post Link to post
Clippy Posted December 18, 2023 Interesting stuff just seen it on idgames Merry Christmas 🎅 Doomkid loved the music More of an adventure than I was expecting with monster count but was interesting kudos 2 Quote Share this post Link to post
princetontiger Posted December 21, 2023 This is some serious talent.. I really loved the rev ambush and the nonlinearity of the map. Great work! 2 Quote Share this post Link to post
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