Jump to content

Hairy Go Round - First map, looking for feedback.


Recommended Posts

Hey all, wanted to get some feedback on one of my early mapping attempts - after playing around with the editor to mixed results, I finally finished a playable first draft of this level.  Been playing Doom for a long time but only got into mapping recently, in fitful bursts and stretches.

 

Single level, tested in Crispy Doom and generally meant to be vanilla-compatible.  20-30 hours for build time (most of which was spent loading up the level and finding out that my rudimentary tagging had broken the map in some regard), stretched over several months.  Stuck to stock textures as I didn't want to complicate my life too much, and am definitely looking for advice and criticism as to my detailing - it's bland even for stock textures, putting it kindly.

 

Not sure how to categorize difficulty, but I had been playing some AV, Revilution, and BTSX 1 when some of the initial ideas came to me - certainly more clumsy than any of those, but I certainly enjoyed those sets and thought about them a little when I was putting it together.  probably harder than the iWads, excluding perhaps Plutonia.

https://drive.google.com/drive/folders/1BtHJwCWJ6nItfCqZudU8oRMDKOUsTX4c?usp=sharing

hg1.jpg

hg2.jpg

hg3.jpg

Edited by SurfSonnenuhr
added pictures

Share this post


Link to post

Awesome map! A serious challenge on UV for me, fell victim to that switch trap too many times. I would say tho that the crate section feels pretty cramped with the amount of enemies in there. Other than that a fun time!

Share this post


Link to post

I really love non slaughter difficulty and this map is really hard or ii was a bit too high while playing it.....its splendid map and i like it

heres demo of me with a lot of dying couldnt finish it  as that last inescapable pit left me frustrated 

prboom cl2 

popi9.zip

 

Share this post


Link to post

A very fun and challenging map, especially for the first one. I played it with saves and camped behind the doors a lot to make the monsters in-fight, by using the open-close trick. This is what helped me survive in the final arena; I don't imagine myself dealing with the enemies there in any other way C:

 

Spoiler

I liked the idea of the crushers and the geometry in the red room. It brings some challenge, where you need to wisely locate yourself in that diagonal space, i.e. where there are no crushers, and at the same time keep your eye on the enemies who shoot straight once all the crushers in their field of vision are up, and this without approaching the central building closely too often, in order to avoid chaingunners' fire. By the way, the chaingunners traps on this level also seem to be quite a good gimmick.

 

I appreciated the secret with telefragging an arch-vile and the megasphere, the latter feels like a lot (finally C:) of fresh air in the face :) I liked the secret switch right after the starting area as well (this one was the last that I found, hehe).

 

I wish there was an opportunity to grab the weapons that hitscanners drop once dead on some of the platforms, such as the one in beyond the green door area behind the toxic pool.

 

2 hours ago, SurfSonnenuhr said:

Stuck to stock textures as I didn't want to complicate my life too much, and am definitely looking for advice and criticism as to my detailing - it's bland even for stock textures, putting it kindly.

 

I think I'm fine with most of the texture choices, however the (spoiler) starting-exiting area can benefit well from polishing and embellishing, by which I mainly mean the color palette.

 

Therefore, I would rate this map as 4/5, as it's a really impressive level, more so for the very first one! Keep up the good work!

Edited by Geniraul

Share this post


Link to post
47 minutes ago, Zahid said:

I really love non slaughter difficulty and this map is really hard or ii was a bit too high while playing it.....its splendid map and i like it

heres demo of me with a lot of dying couldnt finish it  as that last inescapable pit left me frustrated 

prboom cl2 

popi9.zip

 

Appreciate the feedback!  I'll watch when home, and be sure to fix any inescapable pits: thats for sure not intended and just creator error.

 

4 minutes ago, Geniraul said:

A very fun and challenging map, especially for the first one. I played it with saves and camped behind the doors a lot to make the monsters in-fight, by using the open-close trick. This is what helped me survive in the final arena; I don't imagine myself dealing with the enemies there in any other way C:

 

  Reveal hidden contents

I liked the idea of the crushers and the geometry in the red room. It brings some challenge, where you need to wisely locate yourself in that diagonal space, i.e. where there are no crushers, and at the same time keep your eye on the enemies right in between the crushers, and this without approaching the central building closely too often, in order to avoid chaingunners' fire. By the way, the chaingunners traps on this level also seem to be quite a good gimmick.

 

I appreciated the secret with telefragging an arch-vile and the megasphere, the latter feels like a lot (finally C:) of fresh air in the face :) I liked the secret switch right after the starting area as well (this one was the last that I found, hehe).

 

I wish there was an opportunity to grab the weapons that hitscanners drop once dead on some of the platforms, such as the one in beyond the green door area, i.e. the one behind the toxic pool.

 

 

I think I'm fine with most of the texture choices, however the (spoiler) starting-exiting area can benefit well from polishing and embellishing, by which I mainly mean the color palette.

 

Therefore, I would rate this map as 4/5, as it's a really impressive level, more so for the very first one! Keep up the good work!


Thank you, I'm glad you enjoyed.  The last two areas are definitely really difficult for me, I beat this saveless...once.  I have died a lot in here, it's definitely above my comfort zone, skill wise.  As for the texturing, I definitely laid out that room and left it - it's quite monochrome, and I should get it up to code.

Will definitely 

Spoiler

edit the platforms to raise and lower - you can precisely strafe thru some of the windowsills in the revenant trap room to retrieve some of those shells and clips, but it isn't true for everyone.  the chaingunners in the first section of the indoors that lead to the red key are currently inaccessible - if you're referring to this, I may change that or add some ammo to compensate.

 

59 minutes ago, WarvyGarvy said:

Awesome map! A serious challenge on UV for me, fell victim to that switch trap too many times. I would say tho that the crate section feels pretty cramped with the amount of enemies in there. Other than that a fun time!


Appreciate it - the crate room is certainly an afterthought right now - not sure what to do with it, just wanted a segue from that 2nd section to the 3rd, but its extremely filler right now.  Will definitely either de-cramp or depopulate it, and definitely make it look prettier.  Also, note to self - add difficulty, the last third of the map gets extremely hostile, I myself would prefer an HMP experience.

Share this post


Link to post

Great map name!

 

Congrats on your release!

 

Gonna play this some later this week, when I have some time. Screenshot-2 looks similar to 'O' of Destruction / Circle of Death.

 

Nice! Welcome to DW, btw.  

 

:)

Share this post


Link to post

the pit i fell into was ultra rare....so don't worry about it.....

i just finished its uvmax at 16 min and found it awesome

my only issue is that monsters at final part teleport a bit too slowly and 3 pigs at slime area were useless...

popi9.zip

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...