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Cafeteria.wad!


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hello there doomers! I johnny cruelty have a new wad I have been making the last two weeks

its a hard level called "Cafeteria" where doomguy is in where demons have marines for breakfast

if you haven't known, I actually have made this map on paper before creating it, which isn't something that I normally did for the Hell Cartel wads I did 

so this time I planned the map out BEFORE making it

below is a link of the map and a image of a "automap" for ya, I hope you enjoy!

(also reviews and criticism would be very much appricated)

(no jumping, freelook is fine, would use this with gzdoom/zandronum because I tested the wad with those)

da wad >>>> (FIXED AN ISSUE) https://www.mediafire.com/file/z7zpvhgxxfv3hal/cafeteria.wad/file

image.png

Edited by Johnny Cruelty
fixed maop

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9 minutes ago, RastaManGames said:

Sad thing that it didn't worked properly in "DSDA-Doom".

I had this error after just opening first door in starter room:

image.png.ac0c0c6764a409fa18c2cbb6587841e3.png

dang sorry man

maybe try it with GZDoom, (also is boom sourceport wad)

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7 minutes ago, thelemonof said:

if you compress the wad into a .rar file you can embed it straight to the post without using a link. 

I see

thoughts obn the map though?

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I don't have time to play it in it's entirety, but the map is really well designed, good job! I do find the two revenants at the start a bit obnoxious tho, but that's about my only complaint. Great map!

 

EDIT: Also you will need WinRAR to compress the wad into a rar file.

Edited by thelemonof

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1 minute ago, thelemonof said:

I don't have time to play it in it's entirety, but the map is really well designed, good job! I do find the two revenants at the start a bit obnoxious tho, but that's about my only complaint. Great map!

thank you!

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Okay, I played this on GZDOOM 4.7.1. on Ultra-Violence. 

 

I enjoyed the map design for the most part, especially the more open areas and varied places depending on where you went. I did notice some errors like being able to see through walls, and once you're in the giant room with the blue and yellow key, you're no longer able to get back outdoors. Not sure if this was accidental or on purpose, but it's a detriment to the map if on purpose. 

 

What I didn't care for were the following:

  • Way too many Revenants and heavy enemies in general without adequate firepower. I was OG Shotgunning it until I found a Chaingun. I only found a Rocket Launcher, but it was behind a bunch of heavy enemies, and so was the majority of rocket pickups which made it very easy for me to not want to play.
  • Ammo pickups are absolutely lacking. Unless I'm blind or I'm not playing the map correctly where infighting is the mechanic, this was easily the worst part. In fact, I got tired of dying and starting over so many times that I started using "resurrect", and then straight up activated God Mode until I got tired of punching everything to death, and gave myself the "Give ammo" cheat just to speed things along. 
  • I never collected the yellow key because I had no idea how to lower the platform it sat on. I was looking everywhere in what I assumed was the "cafeteria" of the map before crouching under the yellow key wall and hitting the exit. 

This has the potential to be a great map, but it needs a bit of an overhaul. An SSG and more shell pickups would easily improve this map. If playing keep-away with the rocket launcher is intentional, rocket pickups in earlier areas would make a great reward for slogging through that Baron/Revenant/Cacodemon swarm in the slime areas. 

 

Please take this criticism constructively. :)

JohnnyCruelCafeteria-SeethroughWall.png

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2 minutes ago, Powerhouse Willington said:

Okay, I played this on GZDOOM 4.7.1. on Ultra-Violence. 

 

I enjoyed the map design for the most part, especially the more open areas and varied places depending on where you went. I did notice some errors like being able to see through walls, and once you're in the giant room with the blue and yellow key, you're no longer able to get back outdoors. Not sure if this was accidental or on purpose, but it's a detriment to the map if on purpose. 

 

What I didn't care for were the following:

  • Way too many Revenants and heavy enemies in general without adequate firepower. I was OG Shotgunning it until I found a Chaingun. I only found a Rocket Launcher, but it was behind a bunch of heavy enemies, and so was the majority of rocket pickups which made it very easy for me to not want to play.
  • Ammo pickups are absolutely lacking. Unless I'm blind or I'm not playing the map correctly where infighting is the mechanic, this was easily the worst part. In fact, I got tired of dying and starting over so many times that I started using "resurrect", and then straight up activated God Mode until I got tired of punching everything to death, and gave myself the "Give ammo" cheat just to speed things along. 
  • I never collected the yellow key because I had no idea how to lower the platform it sat on. I was looking everywhere in what I assumed was the "cafeteria" of the map before crouching under the yellow key wall and hitting the exit. 

This has the potential to be a great map, but it needs a bit of an overhaul. An SSG and more shell pickups would easily improve this map. If playing keep-away with the rocket launcher is intentional, rocket pickups in earlier areas would make a great reward for slogging through that Baron/Revenant/Cacodemon swarm in the slime areas. 

 

Please take this criticism constructively. :)

JohnnyCruelCafeteria-SeethroughWall.png

yeah I did go heavy with enemies as I wanted it to be hard but yeah sorry

also the lift that didn;t work I mis typed a number on a line def and fixed it in a small update

also add a shotgun and shellbox at start 

also there is a super shotgun in the map, it's hidden by a wall yu must shoot inside the mancubus room with bookshelves and a table on a blue and red carpet

hmmm maybe I should do a update where I add less revvies and more ammo

gimme a sec

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1 minute ago, Johnny Cruelty said:

yeah I did go heavy with enemies as I wanted it to be hard but yeah sorry

also the lift that didn;t work I mis typed a number on a line def and fixed it in a small update

also add a shotgun and shellbox at start 

also there is a super shotgun in the map, it's hidden by a wall yu must shoot inside the mancubus room with bookshelves and a table on a blue and red carpet

hmmm maybe I should do a update where I add less revvies and more ammo

gimme a sec

I wouldn't rush the update out. Definitely let people know you're working on improvements though. 

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2 minutes ago, Powerhouse Willington said:

I wouldn't rush the update out. Definitely let people know you're working on improvements though. 

yeah I'll just fix the stairs, take out some revanants and add more health and ammo

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1 minute ago, TheDuckXD said:

Noticed doors that don't use the door track texture on walls they are in between, and doors that are too big causing the texture to repeat and look kind of bad.

Some rooms have little detail, especially the starting room. Some texture choices are odd, like how brick textures were used in the room I assume was the Cafeteria itself, forgot to screenshot it. Found this, in the room with the crushers. On the bright side. Gameplay seems fine. 

Screenshot (103).png

yeah I just fixed the texture right now

also I am glkad you enjoyed the wad

been months since I mapped

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1 hour ago, thelamp said:

just got finished playing, cool map!

 

 

thank you! as of now I kinda updated the wad with some more enenmies, ammo and quality of life improvements

 

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Played the old version, and I'll just say this: the SS secret is stupidly obscure for what's basically a mainstay weapon. Shoot at the wall? Like I got by, but that's not how you hide basically anything without any visual indicator. And I'm sure the YK room has some issues. The crushers should move much quicker if they're to have literally any effectiveness at least. Also, what was with the random Keen in the corner of the nearby maze? Didn't seem to open anything.

 

 

Edited by LadyMistDragon

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6 hours ago, LadyMistDragon said:

Played the old version, and I'll just say this: the SS secret is stupidly obscure for what's basically a mainstay weapon. Shoot at the wall? Like I got by, but that's not how you hide basically anything without any visual indicator. And I'm sure the YK room has some issues. The crushers should move much quicker if they're to have literally any effectiveness at least. Also, what was with the random Keen in the corner of the nearby maze? Didn't seem to open anything.

 

 

sorry, I thought the metal pipes would be a good indicator

also the keen is there as a joke, if you follow the armor bonuses, tyou'll be led to a keen

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  • 3 weeks later...

Hey there, found time to play it. It has some potential, doom cute etc - but most of the areas were way too huge and a little confusing - I spent more time trying to get my bearings and traveling overly big map than being engaged in action - and the exit totally eluded me for a while. Hope this vid is helpful and good luck in future mapping

 

 

 

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Oh yah and the weapons vs monster types was a little grindy. I looked up where the ssg was after. Don't think either of would have found it. Hiding pivotal things is risky never expect the player to find important hidden things 😄

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