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-Donde mora el Mal- a Doom II map


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Hello there!, this map uses UDMF format, Doom II assets, vanilla textures and was tested with GZDoom 4.10.0. May not work with other ports.

Jumping and free look required.

There are some dynamic lights.

Uses Doom II MAP01 slot.

 

"Plot":

 

A place where no one should go. A place where everything is corruption and death. A place Where Evil Dwells.

 

dmmal1.jpg

 

dmmal2.jpg

 

dmmal3.jpg

 

Download from here:

 

Donde mora el Mal

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Hola! Que sucede si no uso el freelook? El nivel se puede completar igualmente? 

Pd: buen titulo / good wad title :)

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32 minutes ago, FEDEX said:

 El nivel se puede completar igualmente? 

 

Si/Yes.

Saludos.

Edited by AleDoom

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Starting area was kinda nice and reminded me of that sinister cathedral from Diablo II. I am not sure about secret here, since I found it via configured auto-map that shows some triggers for me. You can try to use a "bloody" variant of that "GSTONE" texture to gave player a slight mark about secret. Secret room itself can be a bit lower and don't forget about adding proper "DOORTRAK" texture to door here with right unpegged flag.

 

Hallway with buttons was mysterious and kinda fun. You almost got me with 3rd switch. I was kinda confused by the right path, but found it fast.

 

In big open hall with some pillars and candelabras, I had complaint about red bricks on the foundation of these pillars. First off, you can adjust height of this foundation, so there is gonna be exact 2 rows of bricks. Then, on top of it you can put that "rusty" brown FLAT, since it matching color of "cement" that is between these bricks.

 

Moment with timed door was kinda "assholish", but this is OK, I guess.

 

For the big lava room you might want to make a use of sector's "colored lighting" (PSX style), since lava is a big source of lighting by itself and it is strange to see it very dim. I mean, it can work for water, mud and blood, but (as for me) nukage & lava can emit some fancy lighting and since you choose UDMF - you can do something about it.

I mean... Just look how good this room became with proper alignment (some textures in this room also requires this) and with attached orange glow to the lava floor:

CNVOupa.png

 

Room with red keycard have neat idea with trap, but it overall look is kinda bizarre and trap itself works weakly, since you used not hitscanners, but projectilers as enemies, so... Yeah, their projectiles just not gonna reach the player. At least, not with these big bars.

 

Final rumble was OK, but you might want to indicate "dead end" a bit more clear. Put something like semi-destroyed red brick wall or make this corridor to partially collapse when player enters here. You need to show, why this place is a "big no" to go there. Usually, there might be a un-openable door, but since you are letting player to open it, then you need to "explain yourself". It is not that necessary, but this is a good trope in level-design with more complex narrative than just solid wall right behind opened door.

 

Overall, architecture of the map is mostly simple, but it has some ol'good UDMF quirks, like places where player gonna need to jump (but you could do some section where player gonna need to crouch too) or use of unusual spawners.

I can suggest you to enhance architecture more with some details here & there and since you are on UDMF, you can find your way with slopes, 3D-floors, 3D-slopes and many other fancy bells & whistles.

And pay attention to the textures themselves, since there was few occasions of misaligned textures, where some of places might have a use of lower/upper unpegged flag.

 

 

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15 hours ago, RastaManGames said:

Starting area was kinda nice and reminded me of that sinister cathedral from Diablo II. I am not sure about secret here, since I found it via configured auto-map that shows some triggers for me. You can try to use a "bloody" variant of that "GSTONE" texture to gave player a slight mark about secret. Secret room itself can be a bit lower and don't forget about adding proper "DOORTRAK" texture to door here with right unpegged flag.

 

Hallway with buttons was mysterious and kinda fun. You almost got me with 3rd switch. I was kinda confused by the right path, but found it fast.

 

In big open hall with some pillars and candelabras, I had complaint about red bricks on the foundation of these pillars. First off, you can adjust height of this foundation, so there is gonna be exact 2 rows of bricks. Then, on top of it you can put that "rusty" brown FLAT, since it matching color of "cement" that is between these bricks.

 

Moment with timed door was kinda "assholish", but this is OK, I guess.

 

For the big lava room you might want to make a use of sector's "colored lighting" (PSX style), since lava is a big source of lighting by itself and it is strange to see it very dim. I mean, it can work for water, mud and blood, but (as for me) nukage & lava can emit some fancy lighting and since you choose UDMF - you can do something about it.

I mean... Just look how good this room became with proper alignment (some textures in this room also requires this) and with attached orange glow to the lava floor:

CNVOupa.png

 

Room with red keycard have neat idea with trap, but it overall look is kinda bizarre and trap itself works weakly, since you used not hitscanners, but projectilers as enemies, so... Yeah, their projectiles just not gonna reach the player. At least, not with these big bars.

 

Final rumble was OK, but you might want to indicate "dead end" a bit more clear. Put something like semi-destroyed red brick wall or make this corridor to partially collapse when player enters here. You need to show, why this place is a "big no" to go there. Usually, there might be a un-openable door, but since you are letting player to open it, then you need to "explain yourself". It is not that necessary, but this is a good trope in level-design with more complex narrative than just solid wall right behind opened door.

 

Overall, architecture of the map is mostly simple, but it has some ol'good UDMF quirks, like places where player gonna need to jump (but you could do some section where player gonna need to crouch too) or use of unusual spawners.

I can suggest you to enhance architecture more with some details here & there and since you are on UDMF, you can find your way with slopes, 3D-floors, 3D-slopes and many other fancy bells & whistles.

And pay attention to the textures themselves, since there was few occasions of misaligned textures, where some of places might have a use of lower/upper unpegged flag.

 

 

 

 

Thanks for playing, for the tips, and for the video!

 

Yeah, i think I was lazy about the unpegged stuff, sorry.

The texture for the wall has minimal brightness difference, apparently it was not enough.

 

About the "switched" door, it was intended to enter the next room, I did not think about the back and forth fight. It was a mistake obviously.

And for the lava thing.... i completely forgot to illuminate it! it was on my plan!. Sorry again, lately i have my head elsewhere and rushed the release of the map. I deserve a few lashes ahaha.

 

I don't think I'll make maps again, anxiety in the end plays against me.

 

Thanks again and cheers!.

Edited by AleDoom

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@AleDoom Hey, I have to say that I really enjoyed the Wad, I really felt like I was exploring a mysterious place, like it was some kind of catacomb or something, but I really liked the way everything looks at the beginning, Perhaps the super large area without much decoration is where it was something simple for me but the combat was still entertaining, but without a doubt, the landscape where there is lava was the best and I loved it, even more so with the Mod I used, it felt very well the sense of danger and search, huh, besides that, the addition of the Cyberdemon at the beginning was good, it was not frustrating and that is a merit. In itself, the way to explore the site was a bit confusing, since there was no normal entrance, and I had to take another path, skipping an area that seemed to be a secret, and well... then everything made sense when I went in search of the keys. In conclusion, I had a good time and it was entertaining despite its short duration, well done here.
 


A ver si en el futuro traes otro Wad, mi estimado :)

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4 hours ago, ElPadrecitoCholo said:

@AleDoom Hey, I have to say that I really enjoyed the Wad, I really felt like I was exploring a mysterious place, like it was some kind of catacomb or something, but I really liked the way everything looks at the beginning, Perhaps the super large area without much decoration is where it was something simple for me but the combat was still entertaining, but without a doubt, the landscape where there is lava was the best and I loved it, even more so with the Mod I used, it felt very well the sense of danger and search, huh, besides that, the addition of the Cyberdemon at the beginning was good, it was not frustrating and that is a merit. In itself, the way to explore the site was a bit confusing, since there was no normal entrance, and I had to take another path, skipping an area that seemed to be a secret, and well... then everything made sense when I went in search of the keys. In conclusion, I had a good time and it was entertaining despite its short duration, well done here.
 


A ver si en el futuro traes otro Wad, mi estimado :)

Thanks for playing and for the video.

Yeah, i thought that the secret was easier to find, sorry!

 

Tengo más mapas en mi sitio, de dudosa calidad obviamente, ajajja :)

Edited by AleDoom

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  • 2 weeks later...
On 5/14/2023 at 5:46 PM, AleDoom said:

Thanks for playing and for the video.

Yeah, i thought that the secret was easier to find, sorry!

 

Tengo más mapas en mi sitio, de dudosa calidad obviamente, ajajja :)


9 días después de este mensaje, lamento enviarlo desde ahora, las notificaciones no me avisaron de tu mensaje bro, pero bueno, es un placer en verdad heh. Nah, igual fue entretenido encontrarlo, y claro!, me pasare a ver tu pagina en algún momento, igual me envias el Link por privado, colega ;-)

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