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Courthouse | New map


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Here is my playthrough video of the map

 

This map is continuation to two earlier maps of mine. you can find them here:

 

Sludge factory (MAP01) :

Underground Army (MAP02) :

 

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Updated the download link because i had to edit map a bit. There was a impassable linedefs in some fences at the middle where cacos tended to get stuck. It should be fixed now.

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I must prefix everything I am about to say with this: This map is really good. The fact that you made such a realistic city landspace with the base doom 2 textures and limitations is honestly really impressive, but, I have a few critiques.

 

Side note: I played this on woof and it worked great.

1: I was lucky enough to find the yellow key really quick but I don't think other people may be so lucky. I think making it a bit more obvious would maybe help some people. (Maybe some LITE3 on some walls?)

2: The exit door is 72 units high, so the texture repeats.

3: The weapons felt a bit hard to find for me so during the chaos which was the start, I had a hard time finding the SSG especially.

4: The crates at the road blocks could probably be improved with some aligning or bordering.

5: I don't really think this is a slaughter map, the only thing kind of slaughtery is the end. Otherwise it is just a hard map in my opinion.

6: The button at the start was not obvious to me as a gunfire trigger so I needed to go into the editor to see how to activate it. Probably me being kinda dumb though.

 

All together, really good job!

 

woof0007.png

woof0006.png

Edited by Raith138

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13 hours ago, Raith138 said:

I must prefix everything I am about to say with this: This map is really good. The fact that you made such a realistic city landspace with the base doom 2 textures and limitations is honestly really impressive, but, I have a few critiques.

 

Side note: I played this on woof and it worked great.

1: I was lucky enough to find the yellow key really quick but I don't think other people may be so lucky. I think making it a bit more obvious would maybe help some people. (Maybe some LITE3 on some walls?)

2: The exit door is 72 units high, so the texture repeats.

3: The weapons felt a bit hard to find for me so during the chaos whiwch was the start, I had a hard time finding the SSG especially.

4: The crates at the road blocks could probably be improved with some aligning or bordering.

5: I don't really think this is a slaughter map, the only thing kind of slaughtery is the end. Otherwise it is just a hard map in my opinion.

6: The button at the start was not obvious to me as a gunfire trigger so I needed to go into the editor to see how to activate it. Probably me being kinda dumb though.

 

All together, really good job!

 

 

Thank you very much for playing and for feedback also!

 

Good points you have there. I think i need to update the map at nextweek when i get home (on the road right now). Definetly gonna fix those texture oopsies you mentioned (too tall exit door & boxes at the roadblock). Yeah those boxes where Arachnotron's teleport where kinda last minute add-on i made, so i probably forgot to arrange the textures properly. Maybe i could also move the SSG closer to the road so it's more visible, and do something for yellow key also. I made that shootable switch at the beginning to wake up all the monsters that are not in the ambush state (to give the map more hotter start) and to wake up monsters in teleport closets, but yeah i understand it can bit confusing.

 

Anyway, thanks again for playing, i appreciate the feedback you gave!

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Tried this out since it seemed like fun, and it was definitely fun. Looks nice too. I kinda wish some Cyberdemons and Arch Viles roamed the streets to make it a little more hectic, as it's a little on the easy side, beat it first try saveless. Not much else to say other than there is a slime trail over by the Super Shotgun. Great map.
 

Spoiler

doom35.png
doom34.png

 

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27 minutes ago, NinjaDelphox said:

Tried this out since it seemed like fun, and it was definitely fun. Looks nice too. I kinda wish some Cyberdemons and Arch Viles roamed the streets to make it a little more hectic, as it's a little on the easy side, beat it first try saveless. Not much else to say other than there is a slime trail over by the Super Shotgun. Great map.
 

  Reveal hidden contents

doom35.png
doom34.png

 

 

Thanks for playing! I actually first thought of making map more harder (adding more monsters & replacing 8 Arachnotron's with cyberdemons) but i felt it might be bit too sadistic solution :D

 

Weird texture bug you encountered. What sourceport did you use? I didn't have that bug when i tested the map with GZdoom & prboom+, and to be honest i have no idea what might cause that.

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7 minutes ago, Killdozer said:

 

Thanks for playing! I actually first thought of making map more harder (adding more monsters & replacing 8 Arachnotron's with cyberdemons) but i felt it might be bit too sadistic solution :D

 

Weird texture bug you encountered. What sourceport did you use? I didn't have that bug when i tested the map with GZdoom & prboom+, and to be honest i have no idea what might cause that.

I was using the latest DSDA Doom. It is a node error that you can fix by rebuilding the nodes or shifting the geometry near it around until it goes. away.

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1 minute ago, NinjaDelphox said:

I was using the latest DSDA Doom. It is a node error that you can fix by rebuilding the nodes or shifting the geometry near it around until it goes. away.

 

Ok thanks! I need to check if i can fix it once i get back home

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9 hours ago, Raith138 said:

6: The button at the start was not obvious to me as a gunfire trigger so I needed to go into the editor to see how to activate it. Probably me being kinda dumb though.

 

I think I'm kind of hard wired now that if something which looks like a switch doesn't open when I press it, I immediately try to shoot it. It's a way to "wake up" the whole map, or parts of it, to force the action to begin.

 

I'd agree that this isn't really "slaughter" as such, though that has a very wide definition. There are a lot of enemies and a lot of fireball dodging, but the map is also huge and for much of the map there's plenty of space to run around. What "type" of map it is doesn't really matter as such, it's how it plays really. Only that this map isn't what most people looking for slaughter would expect, and in fact you might put off some people who might enjoy it by calling it slaughter. You could definitely make this a full on slaughtermap, but there's nothing essentially wrong with it the way it is.

 

Anyway don't want to get too bogged down in all that. It played pretty well and was very enjoyable.

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My playthrough. I'm not too good at slaughter but decided to try this one out as I really liked the screenshots. Thankfully it's on the easy side and I agree with others that it's not really a slaughter map in the typical sense. I also had a bit of trouble finding the weapons. It's not that big of a problem though since you can take your time running around the map. I'd recommend adding a switch for the door at the end of the hallway inside the building, as it's not that obvious that it can be opened. After all, none of the other walls with a similar texture in the map can be opened.

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6 hours ago, Harmonica said:

My playthrough. I'm not too good at slaughter but decided to try this one out as I really liked the screenshots. Thankfully it's on the easy side and I agree with others that it's not really a slaughter map in the typical sense. I also had a bit of trouble finding the weapons. It's not that big of a problem though since you can take your time running around the map. I'd recommend adding a switch for the door at the end of the hallway inside the building, as it's not that obvious that it can be opened. After all, none of the other walls with a similar texture in the map can be opened.

 

Thank you for playing and for the video as well! I allways love watching thease playthrough videos!

 

Good point with that hallway door, gotta add something there to make it more obvious

 

Edit : Kappas, ilmeisesti suomalaisia? Terve! :D

 

 

 

Edited by Killdozer

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Made tiny changes to map, download link updated

 

-Fixed some texture oopsies mentioned in this thread

-Replaced imps that are guarding healthpacks in the middle to hellknights

-Added few more monsters

-Moved SSG bit closer to the road so it's more visible

-Marked doors at the end of the hallway with yellow skulls + raised yellowkey platform a bit so it's more visible (hopefully)

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That was an absolute blast to play! Some of the most downright, plain, simple fun that can be had in a doom lvl. No bugs or glitches or issues to be noted, just unashamedly open appreciation for an out an out good time. Thank you for sharing this! Ive been meaning to check out yer other maps and now theyve jumped to the top of my play next list. 😃

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I completed the map on UV in PrBoom+ CL9.

My favorites parts were the jump-scare in the underground alley/dumpster part and the gibbie fest of zombiemans and pinkys in the center building.

I just spinned around the map waiting for in fights to do all the work, not that interesting but oddly satisfying lol.

doom01.png

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