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(Now on idgames archive) Computer Nexus - This is my first full level for Doom 2/Plutonia.


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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.

Screenshot_Doom_20230410_141426.png

 

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!

 

Screenshot_Doom_20230410_141339.png

 

 

image.png.e6af5e1fa37ef9dba9b3df1d07b3b992.png

idgames link:https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/compnexfinal

 

Edited by GreenSlayer
Updated version with new music.

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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! 

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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. image.png.c7010223658e42fe353483c32991a9d1.png
*opens this door* image.png.b750c1f68ca7ec0154c9041336c93c0d.png

 

Edited by GreenSlayer
the secret switch in the first image has been moved and is outdated.

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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.

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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.

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@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!

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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 by LadyMistDragon

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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 by Biodegradable

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@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 by GreenSlayer

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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:

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.

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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.

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  • 2 weeks later...
  • 1 month later...

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! :)

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  • 6 months later...

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 

 

 

 

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