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Crosswalk (1 level)


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This is my first attempt at making a Doom map. It runs on Doom II, and has been tested in Chocolate Doom and GZDoom. If your source port supports it, please do not jump, as jumping across gaps can ruin the map's premise. HMP and UV are both implemented difficulties. I would recommend saving before grabbing each key on UV. Health is relatively sparse and there are a couple of ambushes. As one last note, one area of the map has two archviles. Don't fight them, as there is a better way to kill them that doesn't involve weaponry. 

 

Screenshots:

Spoiler

Screenshot_Doom_20230626_073835.png.f3a6f33a078cbc6b780cea28c84d5d48.pngScreenshot_Doom_20230626_074014.png.d8572627ade1d865af7d644663feb6ad.pngScreenshot_Doom_20230626_074242.png.8e68e46f8e427b07a08e951d508c9613.pngScreenshot_Doom_20230626_073817.png.91a921f0c6fb71428ad0809f3cf6d6dd.png

 

Downloads:
crosswalk.zip
Google Drive download

Edit: Bug fix

Edited by DootMyRev
Bug fix

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A good start with a surprisingly smooth level design, which seems like a very rare occurrence as a first wad to me. In general what I reproach to beginners is this lack of fluidity gameplay wise, but you use the bestiary and weaponry well, even though the health is very rare (which seems to be intentional by reading your post). I'm sincerely curious about how you may evolve your style and step up with experience if you continue the mapping :)

 

There are some random moments like :

Spoiler

the famous two cyberdemons haha

but honestly it made me laugh more than anything.

 

I don't think I have something else to say honestly, don't hesitate to experiment things like monster teleportation, etc. there is a plenty of things to do with the Doom's level editor, even though he has aged.

 

 

 

Edited by Bri0che

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Good level for a beginner. My only problem is the switches that raise the walkway to the exit can be activated more than once. There doesn't seem to be any reason for this. While it doesn't really matter in this particular level, it's a good idea to not make switches able to be activated more than once if it's not necessary. If the level is large and complex, it can confuse the player if the level is complex. It can make them wonder, did I already flip that switch? What did it do? I used to do this in my old levels (from the 90s) but no longer do.

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7 minutes ago, Kor said:

Good level for a beginner. My only problem is the switches that raise the walkway to the exit can be activated more than once. There doesn't seem to be any reason for this. While it doesn't really matter in this particular level, it's a good idea to not make switches able to be activated more than once if it's not necessary. If the level is large and complex, it can confuse the player if the level is complex. It can make them wonder, did I already flip that switch? What did it do? I used to do this in my old levels (from the 90s) but no longer do.

The switches acting the way they do came from a problem with the middle lift. The two lifts on the sides could raise just fine using the "floor raise to next higher floor" action, but the middle lift didn't work at all with this if activated first. Also, if you activated it while another lift was raising, it would raise to the height the other lifts were at when the action was called. This means that if you activated a side lift and then the middle lift, there was a good chance of it getting stuck half way. The best solution I could come up with was to allow the switches to be hit multiple times, so that if the middle lift broke, the player could still hit it again and fix the problem. I agree that its confusing to have the switches act like that, and I hope that the issue can be solved in one way or another to make the level feel more cohesive. 

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17 minutes ago, DootMyRev said:

The switches acting the way they do came from a problem with the middle lift. The two lifts on the sides could raise just fine using the "floor raise to next higher floor" action, but the middle lift didn't work at all with this if activated first. Also, if you activated it while another lift was raising, it would raise to the height the other lifts were at when the action was called. This means that if you activated a side lift and then the middle lift, there was a good chance of it getting stuck half way. The best solution I could come up with was to allow the switches to be hit multiple times, so that if the middle lift broke, the player could still hit it again and fix the problem. I agree that its confusing to have the switches act like that, and I hope that the issue can be solved in one way or another to make the level feel more cohesive. 

Ah okay. I activated them as I got each key instead of one right after the other and I happened to do it in just the right order, so I didn't even think of that.

Edited by Kor

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its amazing for first attempt just too many doors....like multiple starting routes with different pros and cons....nice use of hitscanners which are mostly offer threat...secrets are not very rewarding or necessary....a serious bug on cl2 vanilla settings as areass suddenly disappear near 2 archviles arena and i was stuck so i record it using cl9 on prboom+

here are 2 demos one with cl2 bug and a uvmax with cl9 

bug.zip

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I played it in HNTR on Chocolate Doom. The map was alright, but there are a number of visual glitches present in Chocolate:

Spoiler

DOOM09.png.655338f74e5ac86a0e7c1cbee141e2d2.png

DOOM10.png.34356e948db134672361151dd1c93c32.png

DOOM11.png.2167ad48b99b062872f9a0f09b7cf169.png

DOOM13.png.7f57631685fa82c760e5fd63fd60a7fc.png

 

That third screenshot was of a door that was apparently improperly tagged, because when I opened it, it didn't open properly, and entire rooms completely closed off as if they were doors. This is a game breaking bug in Chocolate, so please tag every single door, sector and linedef.

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38 minutes ago, Nikku4211 said:

I played it in HNTR on Chocolate Doom. The map was alright, but there are a number of visual glitches present in Chocolate:

  Reveal hidden contents

DOOM09.png.655338f74e5ac86a0e7c1cbee141e2d2.png

DOOM10.png.34356e948db134672361151dd1c93c32.png

DOOM11.png.2167ad48b99b062872f9a0f09b7cf169.png

DOOM13.png.7f57631685fa82c760e5fd63fd60a7fc.png

 

That third screenshot was of a door that was apparently improperly tagged, because when I opened it, it didn't open properly, and entire rooms completely closed off as if they were doors. This is a game breaking bug in Chocolate, so please tag every single door, sector and linedef.

Sorry about the bugs. I made some last minute changes that messed up some sections. I probably should've tested it again afterwards tbh. All the bugs you listed should be fixed now. 

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You can beat the map in 5 seconds because you can activate the switches through the colored doors, make the doors thicker to prevent that.

You accidentally tagged a large sector the same as the door to the pinky teleporter trap making a softlock

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