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DURANGO: a Hispanic Deathmatch Megawad


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Thanks for the kind words guys. it's true I didn't make any map for this wad in particular but I followed the development closely, so I'm glad there's more people supporting them :). 

Edited by OceanMadman

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After playing all 32 maps on Zandronum 3.0 (with bots cuz I'm alone :P) I can say that the whole mapset is decent in general.

 

Even the ones that look bland are fun to play, but there's a lot of unbalance (ex. MAP01 turns into a plasma hell quickly, and some maps have todo much Rocket Launchers, making a mess).

 

Map 10 and 24 are top notch and My personal favorites.

 

2 hours ago, OpenRift said:

Why would you not say that in the initial post then? Like do some research on modding. Even if you're a first timer, there's no reason not to do research.

Why you used Woof instead it Zdaemon or Zandronum as stated in the initial post?

 

I mean, is a valid question too.

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2 minutes ago, Herr Dethnout said:

After playing all 32 maps on Zandronum 3.0 (with bots cuz I'm alone :P) I can say that the whole mapset is decent in general.

 

Even the ones that look bland are fun to play, but there's a lot of unbalance (ex. MAP01 turns into a plasma hell quickly, and some maps have todo much Rocket Launchers, making a mess).

 

Map 10 and 24 are top notch and My personal favorites.

 

Why you used Woof instead it Zdaemon or Zandronum as stated in the initial post?

 

I mean, is a valid question too.

If that thing about plasma is true and what did you think of the 2 worst maps?

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After having a decently long session during ZDS, I can tell there was a lot of fun had when making this wad. However there is a glaring issue with how the wad is presented and really gives off the vibe of "privately developed and tested with close friends" as the balance and placement is all over the place in just about every map.

 

Over abundance of weapons litter the floor in some maps with a large emphasis on wide open maps and very tight corridors and hallways. Clearly this is to entice and assist spamming of all varieties especially as player spawns are put into a neat line (normally 2-4 in a row) so that sitting in a corner and firing rockets away will always yield at least a killing spree. On the other side, this locks out some fundamental gameplay that is amusing for a lot of Doomers which is being able to move freely, but the small hallways and maps flushed with way more corridors making it so I have to stay put and basically wait for whoever is spamming a hallway I need to get into with a rl/plasma then I'm sat waiting and wasting time.

 

Power items sit on top of platforms that need to be lowered with a switch that is way too far away; lowering any soulsphere megasphere or bfg basically arms everyone but you as you walk back only to get blasted by a number of bfg shots.

 

Some closing nitpick thoughts; spawns that are in a pit that require you to take a lift to get out of is incredibly annoying and really detracts from the gameplay loop, honestly it's better to just take those out. A lot of the side hallways and gimmick rooms (see the pitch black room) could probably be removed entirely and make for a bit more of a tight experience in just about every single map currently. Maps that go in a circle and are basically copied and pasted (asymmetrical) need a lot more variety to keep them from getting stale and dull. Lastly, no spawn should ever face a wall, unless that wall is a switch/door that opens up to the rest of the map. Weapons should be at the top of a step and not to the side where players can easily walk over it when looking for an upgrade.

 

I hope you and your team continue to enjoy making maps and take note to these criticisms as an opportunity to learn and grow, and remember that it is mostly about having fun at the end of the day.

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  • 4 weeks later...
  • 5 months later...
On 8/5/2023 at 6:49 PM, EmZee712 said:

After having a decently long session during ZDS, I can tell there was a lot of fun had when making this wad. However there is a glaring issue with how the wad is presented and really gives off the vibe of "privately developed and tested with close friends" as the balance and placement is all over the place in just about every map.

 

Over abundance of weapons litter the floor in some maps with a large emphasis on wide open maps and very tight corridors and hallways. Clearly this is to entice and assist spamming of all varieties especially as player spawns are put into a neat line (normally 2-4 in a row) so that sitting in a corner and firing rockets away will always yield at least a killing spree. On the other side, this locks out some fundamental gameplay that is amusing for a lot of Doomers which is being able to move freely, but the small hallways and maps flushed with way more corridors making it so I have to stay put and basically wait for whoever is spamming a hallway I need to get into with a rl/plasma then I'm sat waiting and wasting time.

 

Power items sit on top of platforms that need to be lowered with a switch that is way too far away; lowering any soulsphere megasphere or bfg basically arms everyone but you as you walk back only to get blasted by a number of bfg shots.

 

Some closing nitpick thoughts; spawns that are in a pit that require you to take a lift to get out of is incredibly annoying and really detracts from the gameplay loop, honestly it's better to just take those out. A lot of the side hallways and gimmick rooms (see the pitch black room) could probably be removed entirely and make for a bit more of a tight experience in just about every single map currently. Maps that go in a circle and are basically copied and pasted (asymmetrical) need a lot more variety to keep them from getting stale and dull. Lastly, no spawn should ever face a wall, unless that wall is a switch/door that opens up to the rest of the map. Weapons should be at the top of a step and not to the side where players can easily walk over it when looking for an upgrade.

 

I hope you and your team continue to enjoy making maps and take note to these criticisms as an opportunity to learn and grow, and remember that it is mostly about having fun at the end of the day.

The truth is that I have never responded to this message, I never knew how, the truth is that it is the best criticism I have had in my life, and it opened our minds completely without your criticism. Currently, I would still be making DM maps of hallways and all that crap. The truth is that it is incredible. I thank you very much we thank you very much

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For people who are still in trend and are not yet aware of the sequel to this step, here is the link to the continuation of this "Penoso" wad

Para las personas que siguen en trend y aun no estan enteradas de la secuela de este paso por aca el link de la continuacion de este "Penoso" wad

 

 

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