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Some Dumb Map I Made (Now called Ground zero)


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Here's some map I created cause I was bored and wanted to do something new. So here's a map I made in a few days.

 

Tested on GZDoom

 

Map format is UDMF

 

Made with the Doom II IWAD

 

 

 

 

Screenshot_Doom_20230528_143808.png.e2cd71f280993c2a8d34987ef3bbdbe4.pngScreenshot_Doom_20230528_143749.png.e6a1af8f89d776b9fa5d25028a6a24af.pngScreenshot_Doom_20230528_143723.png.573370a90f0bac8a2937831451848bf4.pngScreenshot_Doom_20230528_142340.png.a7332ee9ed39fa0a534778274356985b.pngScreenshot_Doom_20230528_142333.png.520898e5b419837c1b043a210a45b593.pngScreenshot_Doom_20230528_142307.png.a43f863c2fccb0c1344464776bde205e.png

Edited by Soupcan pyro
edited title

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New name and a small update!

- The map is now called Ground zero
- A little bit of the monster and item placement has been changed
- fixed some lights
- The elevator baron planned for your arrival
- Removed herobrine
 

Download:

 

Ground Zero Doom.zip

 

Feel free to give advice

Edited by Soupcan pyro
New update!

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This map reminds me of first Doom a bit and I found it fun. Deserves better title though.

 

Edited by Trustanus
added video

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The lighting actually worked out quite well. It's simple but don't sell yourself short. Can I assume this is one of your first publically released maps?

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this is a really fun map ! the only complaint that i have is that there doesnt seem to be a way to get the orb in the one room (which might be intentional ?) but besides that it made for a good short time overall

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7 hours ago, LadyMistDragon said:

The lighting actually worked out quite well. It's simple but don't sell yourself short. Can I assume this is one of your first publically released maps?

Yes

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I was lied to: it's not dumb at all. It's a great map! Keep going and have fun.

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it's actually not as bad as you may think, tbh. it's simple, sure, but for your first publicly released map it's pretty good. i am gonna give some criticism/advice tho

 

you gotta work on not having the monster placement be purely in front of the player's path. take this area here as an example:

 

Screenshot_Doom_20230529_035832.png.bc8bb7d16b01d73670f11caefd929e98.png

 

i think that, instead of having the pinkies be there and just kinda acting as an obstacle in the player's direct path, it may have been better to have imps or hell knights there instead. that way, the player has to dodge projectiles that're coming from farther away, with no way to get up close to the enemy and shoot them. not to mention, you'll simultaneously have to deal with all the stuff that's on the side there. it's always good to mix things up and have enemies coming not just from the front, but also from the sides and behind as well. you did that in the blue key fight with monster closets opening from the sides, which is good, but it's important to do it in non-setpieces as well.

 

i'll leave it that. don't sell yourself so short - you have a lot of potential!

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hi! just played it. found a soft-lock here:

C8vTXQRl.png

if the player mounts the platform, but dismounts it before it reaches the top, the platform could no longer be lowered from the lower floor for the player to progress the map.

 

map with simple aesthetics, yet i like it. congrats on the release :)

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On 5/30/2023 at 12:21 AM, rita remton said:

hi! just played it. found a soft-lock here:

C8vTXQRl.png

if the player mounts the platform, but dismounts it before it reaches the top, the platform could no longer be lowered from the lower floor for the player to progress the map.

 

map with simple aesthetics, yet i like it. congrats on the release :)

 

Have you tried going back to the switch and pressing it again?

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On 5/31/2023 at 2:52 AM, Soupcan pyro said:

 

Have you tried going back to the switch and pressing it again?

 

hi again! i replayed your wad from the start to see what you mean. lol! you are right! sorry for the confusion and me being clumsy (as always) :P

 

if you want to take into account klutzy players in your map design (since i'm usually at the extreme end unfortunately :P - for every reaction to an action, make it directly visible from the location of the action itself (but getting to the reaction's location is a different story). i follow this guide to the letter because:

  • myself being clumsy and usually will miss obvious stuff. main reason why i don't do demos :P
  • if the reaction is a sound like of a secret door being opened elsewhere, the sound could be drowned by loud in-game/external music.

for example, for the room containing the aforementioned switch, i would have a stairway leading up to a window which directly faces the raising platform, and the side wall near the window the switch. by pressing the switch, the player could directly see the  platform going down. but by doing so and unknown to the player, an archvile has silently been teleported just below the window. the player jumps down the window towards the platform, and is attacked by the archvile from behind. the player may attempt to escape by mounting the platform to the room above the platform, only to be ambushed by other monsters in that room. in other words, the player is trapped between 2 fronts of monster attacks.

 

just my 2 cents. sorry again for confusion caused earlier :)

Edited by rita remton

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  • 5 months later...

Ja, I played to your map. And it wasn't dumb at all. It was pretty good tho' !

 

I had some "the way Id did" vibes to be honest. The level was short, maybe a bit too easy and pretty simple to finish (even if there were some misaligned textures with the computers).

 

Nice job ! ;)

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  • 4 weeks later...
On 11/14/2023 at 1:31 AM, Proxy-MIDI said:

Ja, I played to your map. And it wasn't dumb at all. It was pretty good tho' !

 

I had some "the way Id did" vibes to be honest. The level was short, maybe a bit too easy and pretty simple to finish (even if there were some misaligned textures with the computers).

 

Nice job ! ;)

Thats why I called it ground zero

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