GnomeSatan Posted May 25, 2023 Hello! I finally completed my first full map, Hell's Council. I would have posted this as an update to my last post but figured this one was new enough that it wouldn't be an issue. It's a fairly quick run and gun map, with a focus on tactical play and a few secrets to find. I did test this mainly on Ultra Violence, but if people like it enough I'll go ahead and fine tune the difficulty for the other difficulties a bit. Have fun! Game: Doom 2 Software: Doom Builder 2 Tested on: GZ Doom Crouching/Jumping: Not intended Difficulty: Ultra Violence Configuration: Doom 2 Hell's Council.zip 3 Quote Share this post Link to post
thomasthetankengine Posted May 25, 2023 (edited) loks cool, ill give it a shot edit: hehe, nice map. you've actually expanded the map, so it's no longer basic in my eyes anymore. golden map 10/10 Edited May 25, 2023 by thomasthetankengine 0 Quote Share this post Link to post
thomasthetankengine Posted May 25, 2023 (edited) whoops multi-posted Edited May 25, 2023 by thomasthetankengine i multi posted D: 0 Quote Share this post Link to post
GnomeSatan Posted May 25, 2023 5 hours ago, thomasthetankengine said: loks cool, ill give it a shot edit: hehe, nice map. you've actually expanded the map, so it's no longer basic in my eyes anymore. golden map 10/10 Thanks! It was fun to make, I’m glad you enjoyed it! 0 Quote Share this post Link to post
Jägger Posted May 25, 2023 Good map to be the first one, but I found some things you can change to improve the level. For example, the red and yellow doors haven't the color doorsides and all the rooms are too big and feels empty, if you make smaller zones this problem will disappear and the level itself will look better. Continue creating! 0 Quote Share this post Link to post
GnomeSatan Posted May 25, 2023 32 minutes ago, Jägger said: Good map to be the first one, but I found some things you can change to improve the level. For example, the red and yellow doors haven't the color doorsides and all the rooms are too big and feels empty, if you make smaller zones this problem will disappear and the level itself will look better. Continue creating! Thanks for the feedback! If I may pick your brain for a minute, is there a good general size for arena style rooms? I want to make sure nothing is too cramped, but I do agree that they could be downsized a bit and flow somewhat better. 0 Quote Share this post Link to post
Jägger Posted May 25, 2023 44 minutes ago, GnomeSatan said: Thanks for the feedback! If I may pick your brain for a minute, is there a good general size for arena style rooms? I want to make sure nothing is too cramped, but I do agree that they could be downsized a bit and flow somewhat better. It depends of the function of your room, the trick is use different styles in your level. If you make a small room, avoid making it a square or a simple shape. And if you want to make an arena room, make it dinamic, build elements like a zone with stairs, put liquid surfaces, maybe a room that is opening his walls. Use your imagination, the point is to make it fun and different. To small rooms and corridors, Doom's first chapter is perfect and for arena style rooms check the hell levels from Doom II, use it for inspiration. 0 Quote Share this post Link to post
GnomeSatan Posted May 25, 2023 10 minutes ago, Jägger said: It depends of the function of your room, the trick is use different styles in your level. If you make a small room, avoid making it a square or a simple shape. And if you want to make an arena room, make it dinamic, build elements like a zone with stairs, put liquid surfaces, maybe a room that is opening his walls. Use your imagination, the point is to make it fun and different. To small rooms and corridors, Doom's first chapter is perfect and for arena style rooms check the hell levels from Doom II, use it for inspiration. Thanks for the tips, that’s super helpful! I’ve only been mapping for a week so any knowledge I can gain is helpful. Thanks again for playing the map! 1 Quote Share this post Link to post
LukeJR Posted May 26, 2023 BUMPING THIS! It deserves more attention! 0 Quote Share this post Link to post
GnomeSatan Posted May 26, 2023 1 hour ago, LukeJR said: BUMPING THIS! It deserves more attention! Hell yeah! Thanks for playing man! I’m glad you enjoyed it. 0 Quote Share this post Link to post
LukeJR Posted May 26, 2023 9 hours ago, GnomeSatan said: Hell yeah! Thanks for playing man! I’m glad you enjoyed it. Hell yeah! I've played a second time too. It's worthy of attention for sure! Thanks! 0 Quote Share this post Link to post
ThreeStripes Posted May 26, 2023 (edited) Really enjoyed this second one, much better and more improved than the last. My only recommendation is adding some verticality to it. Maybe have a few tight and narrow spaces instead of consistent large spaces. Combining a cramped passage way with ambient/flickering lighting is more tense than running around a huge room in my opinion. Good job! Edited May 26, 2023 by ThreeStripes 0 Quote Share this post Link to post
GnomeSatan Posted May 26, 2023 Just now, ThreeStripes said: Really enjoyed this second one, much better and more improved than the last. My only recommendation is adding some verticality to it. Maybe have a few tight and narrow spaces instead of consistent large spaces. Combining a cramped passage way with ambient/flickering lighting is more tense than running around a huge room in my opinion. Good job! Thanks for giving it a play! I'm definitely learning a lot as i get better with just playing around on the editor. The map I started working last night is something I'm experimenting a bit with, adding more asymettric geometry and trying to incorporate more interesting traversal. Verticality is definitely a challenge, but I think i'm getting better. Thanks again for playing! 1 Quote Share this post Link to post
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