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Hellyard. My first Map


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Hello everyone! Hellyard.wad, my first map is a map set in a hellish mountain range

 

The nessecary info:

Name: Hellyard

Map Format: Doom 2 : UDMF 

Ports Tested: GZDoom

IWAD: Doom 2

Map: MAP01

Music: MAP04 : Between Levels

Gameplay:Single play/co-op

Difficulty Settings: All Implemented 

Multiplayer Placement: No 

Build Time: About a Month

Length: About 15 Minutes

Textures: Doom 2 

Requirements: Jumping and freelook required

Difficulty : Medium/Hard (could be misleading because i don't know what is seen as "hard or "easy")

 

Also some screenshots here

Screenshot_Doom_20230806_184440.png

Screenshot_Doom_20230806_184525.png

Screenshot_Doom_20230806_184649.png

Screenshot_Doom_20230806_184712.png

 

 

 

The Map Download (and text file) :

 

Hell-yard.zip

Edited by Archville568
New bugfix

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I gave this a playthrough and enjoyed it, reminds me of 90's maps with the layout and texturing (A style I do have a soft spot for). My main feedback on improving is avoiding texture misalignments and making sure every locked door has some sign so the player can tell which doors are locked from a distance.

Thanks for sharing this map, I hope you keep it up and make more :>



 

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ok soo, there's only one thing wrong with the map: the blue switch at the start can be pressed even if you don't have the blue key. I bet that'll be simple to fix.

Screenshot_Doom_20230811_223457.png

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Fun map! Took me several attempts using Project Brutality. Didn't even realize until after I was done and I came back to this topic to see that jumping was allowed. I was wondering how I was supposed to get that green armor... but aside from that one instance, jumping didn't seem to be necessary at all.

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On 8/12/2023 at 5:36 AM, JGaming985 said:

ok soo, there's only one thing wrong with the map: the blue switch at the start can be pressed even if you don't have the blue key. I bet that'll be simple to fix.

Screenshot_Doom_20230811_223457.png

Fixed

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I can't say I enjoyed it. Here are the problems with it:

  • Unfitting music
  • Grass in hell
  • A ton of wasted space, rendering a big number of enemies trivial to deal with
  • Stuck enemies (2 shotguners in the second area, mancubi in the big wooden box, revenants in the corners of the wooden box in one run)
  • A softlock in the red kea area. You can jump into the fence thing and get stuck between the building and platform forever.
  • Weird invisible barriers in the chaingun building, which miraculously disappeared in one run
  • A huge oversight which allows you to jump to the blue key platform and skip a large portion of the map (maybe intentional)
  • Bad texture alignment
  • You forgot to put the Lower Unpegged flag on at least one door track, which causes ugly sliding when opening the door.

I did enjoy the traps and major battles, the secrets are quite alright as well. Please playtest your maps more next time. Choose the right music and textures for the setting. Look out for huge skips, (if they're not supposed to be there) softlocks and stuck enemies. Pay attention to small details, like texture alignment and flags. Most importantly, keep mapping and listen to feedback, it's the only way to improve.

Don't be discouraged by this review, most first maps aren't very good anyway.

Edited by Kwisior

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  • 1 month later...

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