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Place.wad (DEMO)


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(Note: This mod's development is canceled.)

 

Lost?

 

This is a demo for an upcoming mod of mine called "Place.wad."

It contains just the first part of the full mod.

Maybe I could call this the shareware of the mod...

 

Name: Place1.wad

Map format: UDMF

Ports tested: GZDoom

IWAD: Doom 2

Maps: MAP01-03

Music: Continue - Akinori Minami (Sonic & Knuckles) for MAP03

Gameplay: Singleplayer

Difficulty settings: No

Multiplayer placement: No

Build time: 5 days

Requirements: Hardware rendering

 

Download: place1.zip

Screenshot_Doom_20230605_062504.jpg

Screenshot_Doom_20230605_062525.jpg

Screenshot_Doom_20230605_062537.jpg

Screenshot_Doom_20230605_062553.jpg

Edited by kirbyguy11
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Wow, the way you get lost very easily is awesome here! I only tried the first map but got stuck here:

image.png.365d35a0de4b89c82cee6366a1cd4ae2.png

 

It's quite tricky to find your way out, so I gotta try again this one and other 2 maps too. Well made, keep up good work!

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1 hour ago, kirbyguy11 said:

@thelamp just seemed mad at me for making the map confusing as hell when he played it

Sorry if I came off that way I'm not mad at your for making the map, but it is true that I didn't enjoy playing this. If there was more of a clue as to what you're supposed to do I might've enjoyed it, and the lack of any texture or geometric variety led me to believe you didn't spend a whole lot of time making this either. I don't mean to be rude but it's difficult not to come off that way sometimes when criticizing maps

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I can tell that you aren't a fan of puzzle-filled maps or confusing things like Place.wad.

You probably want something more stealthy, more action-packed than this.

 

Well, that's what my next mod's going to be about.

titlepic2.png.5950ca9e8b575a7d572cd90c81258b25.png

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First the good things: You make a very interesting use of portals and non-Euclidean geometry, and although the aesthetics may seem simple, I quite like it for its liminal space style.

The problem with this wad is not just that it is designed to confuse the player. I wouldn't have too much of a problem with that, nor with the use of textures, the disorienting architecture or the traps. The real problem is that on a regular basis the player finds himself, with no prior information or way to avoid it, with scenarios in which he cannot progress. 
As you can see in the video, I have often reached the moment of the brown wall where you can no longer turn around, and the only thing the player can do about it is to load game. 

 

4 hours ago, kirbyguy11 said:

I can tell that you aren't a fan of puzzle-filled maps or confusing things like Place.wad.

You probably want something more stealthy, more action-packed than this.

 

Well, that's what my next mod's going to be about.

titlepic2.png.5950ca9e8b575a7d572cd90c81258b25.png


You don't have to do what others want. You can perfectly follow your artistic vision in this or other projects. But I think you can achieve what you were aiming for in this wad while avoiding alienating the players with a design that seems "uncooperative". For example, after the first map I played the second one some more, and in the first thirty seconds it contains two instances of insta-kill without warning. You don't seem to want to create a difficult but interesting experience for the player, just make him angry, and they are different things.

 

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On 6/6/2023 at 1:10 PM, RataUnderground said:


 

First the good things: You make a very interesting use of portals and non-Euclidean geometry, and although the aesthetics may seem simple, I quite like it for its liminal space style.

The problem with this wad is not just that it is designed to confuse the player. I wouldn't have too much of a problem with that, nor with the use of textures, the disorienting architecture or the traps. The real problem is that on a regular basis the player finds himself, with no prior information or way to avoid it, with scenarios in which he cannot progress. 
As you can see in the video, I have often reached the moment of the brown wall where you can no longer turn around, and the only thing the player can do about it is to load game. 

 


You don't have to do what others want. You can perfectly follow your artistic vision in this or other projects. But I think you can achieve what you were aiming for in this wad while avoiding alienating the players with a design that seems "uncooperative". For example, after the first map I played the second one some more, and in the first thirty seconds it contains two instances of insta-kill without warning. You don't seem to want to create a difficult but interesting experience for the player, just make him angry, and they are different things.

 

I... don't want to make anyone frustrated anymore. That's why I think that Almost Alone is a good direction for my next mod.

Edited by kirbyguy11

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