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Packing Station: A small map i made


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(hopefully this is the right place for this)

Completed this a while ago but it has only recently been finally added to the idgames archive.
You can get it here: https://www.doomworld.com/idgames/levels/doom2/p-r/packst

FAQ list i copied from Jimmy (sorry if some of the answers dont make sense):
Name: Packing Station
Map Format: Doom
Ports Tested: Chocolate doom, Crispy doom and GZDoom
IWAD: Doom 2
Map(s): MAP01
Music: Default
Gameplay: Single play
Difficulty Settings: Yep
Multiplayer Placement: None
Build Time: Like a day or two
Textures: Default
Requirements: None outside of a functional computer

Some screenshots taken in GZDoom on UV:
Screenshot_Doom_20230520_201904.png.59c5c62de5121e016b561f295d18fb81.png

Screenshot_Doom_20230520_201449.png.0f12c8f4cca097f0f86c2dd3d6c7ed03.png

Screenshot_Doom_20230520_201507.png.fee76a6a7bfb3a06611556dfa04c689a.png

Feedback appreciated, hope you enjoy!

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that was....certainly interesting! Sorry if I didn't finish, I generally tap out of shorter stuff if I can't brute-force things and aren't playing well anyway

 

 

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Played the wad on Ultraviolence, got about 95% of the kills, 96% of items and 75% of secrets. Tried to screenshot it but GZdoom went to Underhalls before I could so fuck it, guess I'm not doing that. A lot of the items just being placed in straight lines feels weird and unnatural, and getting both the armor pickup and the health pickup the same method is weird since they're both marked as secrets. I also think giving the rocket launcher is sort of just strange? The gun is only useful for about one encounter immediately after you find it, then you're either out of ammo or you're in the final room with a bunch of pillars where it's impossible not to take splash damage from using it. Plasma rifle would've been about an equal enough reward, and would've been usable for more of the map. Enemy placement is also sort of eh. They're not really scattered about well so that it feels like an interesting encounter, they're just all clumped together into one mass you shotgun to death while corner peaking. I also think the last encounter is absolutely horrible. The main thing an archvile does is resurrect corpses, so why put it in a room with a bunch of enemies that don't leave corpses? It does lead to the lost souls trapping you between the pillars, which I imagine was an intentional design choice, but that just winds up being annoying to deal with especially since you don't give the SSG and there's a good chance the weapon you're probably using for the fight (shotgun) just won't kill the lost souls before the archvile kicks your ass. Not mine though, first tried it. I'm cool as fuck. Wall textures feel repetitive a little bit, too, maybe have there be more closed, distinct rooms so that it doesn't feel as jarring to swap wall textures and so it doesn't feel like every area is the same. Also, add an SSG next time.

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