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[Community Project] VANITY


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5 hours ago, DeafPixel said:

The previous idea wasn't doing it for me. Enjoy these retooled combat arenas. I'll try to make a cool outdoor section with a nice first view next. Fuck realism, abstraction = gaming.495020713_MAP11(editarea)at2023_10.0617-39-41.760R4109.jpg.56b2134d89bcaa96789a9cec790fe9c0.jpg1783417139_MAP11(editarea)at2023_10.0617-39-34.447R4109.jpg.a26580ecd760fdb9d001b0071060a43d.jpg

Cool.

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@dmh094I was thinking that one man should not take a task of making the final map, which supposed to be a big spectacle, alone. May I suggest doing a team-up? If @EPICALLL is cool with collaborative work since there's no mentions about that in guidelines.

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2 hours ago, Heretic926 said:

@dmh094I was thinking that one man should not take a task of making the final map, which supposed to be a big spectacle, alone. May I suggest doing a team-up? If @EPICALLL is cool with collaborative work since there's no mentions about that in guidelines.

Yeah sure. I have no problem with it :)

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5 hours ago, Heretic926 said:

@dmh094I was thinking that one man should not take a task of making the final map, which supposed to be a big spectacle, alone. May I suggest doing a team-up? If @EPICALLL is cool with collaborative work since there's no mentions about that in guidelines.

Go right ahead

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Alright, so I finished a rough draft of the map (playable from start to finish). I removed an archvile near the start during testing because I literally could not get past it (replaced it with a revenant). My only concern is that the map is too brutal for Map 8, but I tried to compensate with health packs and ammo. I know this wad is supposed to be "on the difficult side" but i'm not exactly sure how hard its supposed to be, I just tried to create a hard but fair experience. Criticism is very welcome; the map will definitely be changed for the final release. I would also especially like criticism about the difficulty and/or if theres any texture errors (misalinged or out of place). I plan to add some more secrets, pad out some areas (adding more rooms to the others bases and decorating them), and fix any bugs/annoyances in the draft. I also plan to maybe improve the ending arena a bit because it felt a bit cramped when I playtested it. I played EPICALLL's map 4 and realized how dull and bland this tech base is in comparison. I'm not sure if that's the mood Episode 2 is going for or if I should slightly liven it up a bit (I mean, Episode 2 is supposed to be a middle ground between Episode 1's vrack-esque bases and Episode 3's grittiness right?) This map is very "rough around the edges" right now (both figuratively and literally) so i'm probably going to make a lot of changes before final release.

Map8FirstDraft.zip

 

Edit: New version where I fixed a couple of oversights that I somehow missed and added in a new secret

Map8SecondDraft.zip

 

Edited by BlazedMaps

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11 hours ago, BlazedMaps said:

Alright, so I finished a rough draft of the map (playable from start to finish). I removed an archvile near the start during testing because I literally could not get past it (replaced it with a revenant). My only concern is that the map is too brutal for Map 8, but I tried to compensate with health packs and ammo. I know this wad is supposed to be "on the difficult side" but i'm not exactly sure how hard its supposed to be, I just tried to create a hard but fair experience. Criticism is very welcome; the map will definitely be changed for the final release. I would also especially like criticism about the difficulty and/or if theres any texture errors (misalinged or out of place). I plan to add some more secrets, pad out some areas (adding more rooms to the others bases and decorating them), and fix any bugs/annoyances in the draft. I also plan to maybe improve the ending arena a bit because it felt a bit cramped when I playtested it. I played EPICALLL's map 4 and realized how dull and bland this tech base is in comparison. I'm not sure if that's the mood Episode 2 is going for or if I should slightly liven it up a bit (I mean, Episode 2 is supposed to be a middle ground between Episode 1's vrack-esque bases and Episode 3's grittiness right?) This map is very "rough around the edges" right now (both figuratively and literally) so i'm probably going to make a lot of changes before final release.

Map8FirstDraft.zip

 

Edit: New version where I fixed a couple of oversights that I somehow missed and added in a new secret

Map8SecondDraft.zip

 

I'll check it out when I'm home on Monday. If you're a Canadian, then have a good thanksgiving, and if not... Well, have a nice weekend.

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MAP11.zip

v1 (really v0.9 or something) of my map submission
Sorry in advance to whoever is playtesting this
 

Spoiler

Song is Betrayed in the Octagon by Oneohtrix Point Never, MIDI by msx2plus

EDIT: rebalanced blue room, made it possible to exit, made platforming slightly easier
MAP11v2.zip

EDIT 2: slightly more rebalancing, etc, a few other changes, extra end section, bla bla, hopefully no more versions until I feel ready for the final one
MAP11v3.zip

Edited by DeafPixel

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10 hours ago, DeafPixel said:

MAP11.zip

v1 (really v0.9 or something) of my map submission
Sorry in advance to whoever is playtesting this
 

  Reveal hidden contents

Song is Betrayed in the Octagon by Oneohtrix Point Never, MIDI by msx2plus

 

Short Assessment: Holy Fuck

 

Actual Feedback (Spoiler because your eyes will widen like dinner plates on a blind run)

Spoiler

Could not have made a better midi selection, it complements the level's aesthetics perfectly and the calm, otherworldly synth melody melds perfectly with the seemingly overwhelming odds that the player is thrown up against.

 

I personally like the combat puzzles but I think the edge should be sanded off a bit as too sudden a spike in difficulty could turn less masochistic players.

 

The hub area's super slime is a tad too punishing (especially considering that I couldn't find any way out of it) and, coupled with the tight strafe running required to clear the platforms, it got a little frustrating.

 

The pain elementals in the red room are a little much, mostly considering how compat9's infinitely tall actors don't mix well with a room full of lost souls. They can't be effectively dealt with either as the elementals themselves don't aggro other monsters and the player only has a chaingun and ssg at this point. That said, I love the infight mosh pit and being teleported right in the middle of them gave me a good jolt.

 

The yellow room is great, the fact the there are two 'oh shit' moments with the initial visual of a platform full of archviles and a bridge that gets slowly raised for them to get at you really sells this part.

 

The blue room could do with less density as the plasma rifle doesn't do enough dps to cut through all the spectres (making you prime vile fodder) and there isn't enough space to clear things out with the rocket launcher. I had to do a vile jump on to the raised border just to move around.

 

The green room's puzzle is awesome, 'nuff said.

 

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3 hours ago, CrazedCleric said:

Short Assessment: Holy Fuck

 

Actual Feedback (Spoiler because your eyes will widen like dinner plates on a blind run)

  Hide contents

Could not have made a better midi selection, it complements the level's aesthetics perfectly and the calm, otherworldly synth melody melds perfectly with the seemingly overwhelming odds that the player is thrown up against.

 

I personally like the combat puzzles but I think the edge should be sanded off a bit as too sudden a spike in difficulty could turn less masochistic players.

 

The hub area's super slime is a tad too punishing (especially considering that I couldn't find any way out of it) and, coupled with the tight strafe running required to clear the platforms, it got a little frustrating.

 

The pain elementals in the red room are a little much, mostly considering how compat9's infinitely tall actors don't mix well with a room full of lost souls. They can't be effectively dealt with either as the elementals themselves don't aggro other monsters and the player only has a chaingun and ssg at this point. That said, I love the infight mosh pit and being teleported right in the middle of them gave me a good jolt.

 

The yellow room is great, the fact the there are two 'oh shit' moments with the initial visual of a platform full of archviles and a bridge that gets slowly raised for them to get at you really sells this part.

 

The blue room could do with less density as the plasma rifle doesn't do enough dps to cut through all the spectres (making you prime vile fodder) and there isn't enough space to clear things out with the rocket launcher. I had to do a vile jump on to the raised border just to move around.

 

The green room's puzzle is awesome, 'nuff said.

 

Thanks for the feedback!
 

Spoiler

The hub room: OK, I might add a teleporter into the lava on future versions

Red room: The pain elementals were meant to be the main threat in this fight, when designing and testing this section, essentially my strategy was to start by hiding behind the pain elementals and only ever shoot the pain elementals. Every other monster kind of defeats themselves, I chose pain elementals deliberately and combined them with the teleporting cyberdemons. I like the dynamic of using the pain elementals as shields but also them being the biggest threat, but I am also evil and this might be a taste thing.

Yellow room: oh shit, the archviles weren't meant to get from the platform, I may be very stupid and have forgotten to add a monster blocking linedef.

Blue room: Yeah sorry, I called this "v0.9" because I added extra monsters to this room and didn't really test it after doing so. Incidentally I also did a vile jump while testing the previous version, I wasn't sure whether to raise the platform or keep it because it's kinda cool. The gimmick of this map is that every stage only allows one weapon, so not being able to use the rocket launcher is intentional. (also i think i forgot to add an exit teleporter???? i am very smart)

Green room: I'm glad you liked it, ngl I kind of threw this in as a meme.

 

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On 10/5/2023 at 3:28 PM, BlazedMaps said:

Hey, @Garland and @EPICALLL. Heres what I have of Map 8 so far. It's kind of a futuristic facility in the mountains (tried not to make it too gritty, but rather sort of an abandoned feel). I'm just trying to make sure that this design currently works before I get too far into developing it. I'm also trying to incorporate a clean transition from Map 7 to Map 8 with the toxic sludge-water in the facility but I'm not exactly sure if the "water treatment facility" is underground, ground level, or if its unclear. I'm going to assume its unclear but if it's not you can let me know so I can change some things up. The map is in a very stage right now so just be sure to let me know if there's anything that should be changed. Just in-case, im also going to note the map also has an arch-vile, a mancubus, and a couple of pain elementals (spread apart). Not sure if thats "too hard" but I figured since it was map 8 these things were probably ok to add (especially since it was mentioned the wad was meant to lean towards the harder side). I'm pretty sure its not a problem though, just thought to bring it up.

 


@BlazedMaps I intend for MAP07 to be a water plant that's a bit worn/damaged on the outside but have it nice and modernized (if not wholly futurized) on the inside. It is a ground level zone set in the suburbs/outskirts of a major city with highway access, which SKYND07 captures well enough for me.

 

It's not the prettiest thing yet, but I'm taking a friend's advice to heart, focusing on drawing the "big picture" and place monsters, guns, goodies, etc. before I let OCD flare up and send me into fits of detailing. For example, I'd like to consider tree textures as a foreground in front of SKYND07 and a few placaeble tree clusters along the pictured highway, like those from ZDCMP1.

 

hydration1.jpg.59a5d503211bd5205540dd5f519c8cb0.jpg

 

The liquid textures of choice in this map are the brown sewage/sludge and water. This room needs more vertical clearance, a central pipe added, switches moved, etc., but is otherwise a testing ground for fun™ things.

hydration2.jpg.361e7a6e086d5b296c46dd3882bfb893.jpg

 

 

 

Edited by Garland

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5 hours ago, Garland said:


@BlazedMaps I intend for MAP07 to be a water plant that's a bit worn/damaged on the outside but have it nice and modernized (if not wholly futurized) on the inside. It is a ground level zone set in the suburbs/outskirts of a major city with highway access, which SKYND07 captures well enough for me.

 

It's not the prettiest thing yet, but I'm taking a friend's advice to heart, focusing on drawing the "big picture" and place monsters, guns, goodies, etc. before I let OCD flare up and send me into fits of detailing. For example, I'd like to consider tree textures as a foreground in front of SKYND07 and a few placaeble tree clusters along the pictured highway, like those from ZDCMP1.

 

hydration1.jpg.59a5d503211bd5205540dd5f519c8cb0.jpg

 

The liquid textures of choice in this map are the brown sewage/sludge and water. This room needs more vertical clearance, a central pipe added, switches moved, etc., but is otherwise a testing ground for fun™ things.

hydration2.jpg.361e7a6e086d5b296c46dd3882bfb893.jpg

 

 

 

Cool concept, I don't think I've ever seen a water treatment plant in doom, at least not to this level of detail. Looking forward to how it turns out.

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On 10/7/2023 at 12:30 AM, BlazedMaps said:

Alright, so I finished a rough draft of the map (playable from start to finish). I removed an archvile near the start during testing because I literally could not get past it (replaced it with a revenant). My only concern is that the map is too brutal for Map 8, but I tried to compensate with health packs and ammo. I know this wad is supposed to be "on the difficult side" but i'm not exactly sure how hard its supposed to be, I just tried to create a hard but fair experience. Criticism is very welcome; the map will definitely be changed for the final release. I would also especially like criticism about the difficulty and/or if theres any texture errors (misalinged or out of place). I plan to add some more secrets, pad out some areas (adding more rooms to the others bases and decorating them), and fix any bugs/annoyances in the draft. I also plan to maybe improve the ending arena a bit because it felt a bit cramped when I playtested it. I played EPICALLL's map 4 and realized how dull and bland this tech base is in comparison. I'm not sure if that's the mood Episode 2 is going for or if I should slightly liven it up a bit (I mean, Episode 2 is supposed to be a middle ground between Episode 1's vrack-esque bases and Episode 3's grittiness right?) This map is very "rough around the edges" right now (both figuratively and literally) so i'm probably going to make a lot of changes before final release.

Map8FirstDraft.zip

 

Edit: New version where I fixed a couple of oversights that I somehow missed and added in a new secret

Map8SecondDraft.zip

 

How I tested it:
GZDoom v4.10 with compatibility set to Boom-Strict
Ultra-Violence Difficulty
100% Kills
100% Items
50% Secrets


The Positives:
- The opening and final fights are really well constructed, they keep the player alert and moving around the room like a wild tiger.
- I like the computer panels in the room containing the red key.
- The map has a memorable layout

The (Almost) Good Things:
- On top of the building that requires a blue key to get in, if there were maybe less Chaingunners on top, it would feel more fair, because as it stands, it's either cheesy or mildly infuriating.
- There are a few items at the start of the map that are halfway inside of sectors, please move them for convenience's sake.

Things I Would Change:
- This map has very few geometrical/architectural features to speak of, almost everything in this map is either a square or a triangle, especially the barriers that are used for cover. Consider boxes or mineral deposits.
- Every single barrier in this map's outdoor areas are either too close to a wall or too close to another barrier. Make them smaller, please.
- What is the point of the first secret area? There is nothing there except a pointless ledge.
- Why are the buildings not architecturally consistent with one another? They're so... Flat and mis-shapen. What techbase is the same shape as your first ever attempt at a pancake? Please, use more sensible designs.
- There are texture mis-alignments everywhere. Take a run through the map and fix them, please.
- Most of the texturing choices in this map are ugly. Take a look at other cave-themed maps, and learn a thing or two from them. It goes a long way. Then, come back to the map and properly detail it.
- If this map is supposed to be underground, why aren't there any caves? It's more like one giant ravine than a cave. Consider spicing up the theme a little bit.
- I think this one is pretty obvious, but 95% of this map seriously lacks detail. Take your time to add little nooks and crannies with goods and details. Give it a sense of place.

In summary; this map needs a lot more time put into it, it seems to have been made by concern of the combat rather than the visuals... And when one of the things stated in the OP is that "It must have a higher visual fidelity than anything you would find in the IWADs" (correct me if that isn't posted there)... That's a problem. I believe that there is a great, short, punchy map in here somewhere... It just needs more time in the oven.

P.S. Remember to use the format posted in the OP!

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On 10/8/2023 at 2:51 AM, DeafPixel said:

MAP11.zip

v1 (really v0.9 or something) of my map submission
Sorry in advance to whoever is playtesting this
 

  Reveal hidden contents

Song is Betrayed in the Octagon by Oneohtrix Point Never, MIDI by msx2plus

EDIT: rebalanced blue room, made it possible to exit, made platforming slightly easier
MAP11v2.zip

EDIT 2: slightly more rebalancing, etc, a few other changes, extra end section, bla bla, hopefully no more versions until I feel ready for the final one
MAP11v3.zip

OK... Really, really good map.
However, I really think it could be even better. (and here's how.)

Improvement A: Maybe the Red, Yellow & Blue combat puzzles could feature windows to the outside world? Maybe like a vast view of a bustling cityscape down below or something, I don't know.
Improvement B: Also, in those same rooms, maybe some more Analogous colour harmonies could work to their favour? I'm thinking Hot pink and fiery orange and red in the red room... Purpley-blue, blue and greenish-blue in the blue room... Yellow-y orange, yellow, and orange in the yellow room..?
Improvement C: The futuristic feel would go a VERY long way with some more scrolling textures, just saying...
Improvement D: Maybe a couple less archies and spectres in the blue room? It's less fun than it is annoying when all you can do is get boxed in by spectres and then zapped by archies immediately after.
Improvement E: Maybe it's just a GZDoom thing, but the first of the white rooms and the room with Romero's head seems to have missing/broken textures. I recommend fixing this.
Improvement F: The MIDI is good, but maybe adding a few more sections to the MIDI so that way it ramps up to a more grand-feeling crescendo would work better, because as it stands, it sounds kinda like background music after about 6 or 7 minutes of it playing.

And Finally, one thing that I require of you no matter what...
Please submit your map with the format left in the OP, I need some of that information for when this inevitably ends up on the idgames archive.

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3 hours ago, EPICALLL said:

OK... Really, really good map.
However, I really think it could be even better. (and here's how.)

Improvement A: Maybe the Red, Yellow & Blue combat puzzles could feature windows to the outside world? Maybe like a vast view of a bustling cityscape down below or something, I don't know.
Improvement B: Also, in those same rooms, maybe some more Analogous colour harmonies could work to their favour? I'm thinking Hot pink and fiery orange and red in the red room... Purpley-blue, blue and greenish-blue in the blue room... Yellow-y orange, yellow, and orange in the yellow room..?
Improvement C: The futuristic feel would go a VERY long way with some more scrolling textures, just saying...
Improvement D: Maybe a couple less archies and spectres in the blue room? It's less fun than it is annoying when all you can do is get boxed in by spectres and then zapped by archies immediately after.
Improvement E: Maybe it's just a GZDoom thing, but the first of the white rooms and the room with Romero's head seems to have missing/broken textures. I recommend fixing this.
Improvement F: The MIDI is good, but maybe adding a few more sections to the MIDI so that way it ramps up to a more grand-feeling crescendo would work better, because as it stands, it sounds kinda like background music after about 6 or 7 minutes of it playing.

And Finally, one thing that I require of you no matter what...
Please submit your map with the format left in the OP, I need some of that information for when this inevitably ends up on the idgames archive.

Thanks again for the feedback
A: this goes against my personal concept of what the map is meant to be
B: Im not aware of any textures with those colours, and I like single coloured rooms
C: Sure, I plan to add some cooler / strobe lighting as well in the final version
D: yeah, currently the fight is designed with the assumption that the player is tanking hits while trying to cut through the horde, might change it, might not
E: Im aware
F: personal taste tbh. I don't even know how to extend this song and I don't even know if it'd sound good

Final thing:
I was thinking of doing this after I have the full version done? it feels weird to do so with a map that isnt finished. esp since i havent implemented difficulty settings yet

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Still working on my map, I'd say about 70% is done. Here's a teaser with a surprise:

Spoiler

Screenshot_Doom_20231010_233856.png.5b82a341008a4a5bdb069c2a12541cfc.png

Since I made the TITLEPIC AND INTERPIC graphics, I decided to make a custom status bar because why not? Not the final look of course.

 

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1 hour ago, Heretic926 said:

Still working on my map, I'd say about 70% is done. Here's a teaser with a surprise:

  Hide contents

Screenshot_Doom_20231010_233856.png.5b82a341008a4a5bdb069c2a12541cfc.png

Since I made the TITLEPIC AND INTERPIC graphics, I decided to make a custom status bar because why not? Not the final look of course.

 

Status bar looks pretty damn good, I must say.

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On 10/8/2023 at 7:51 PM, DeafPixel said:

MAP11.zip

v1 (really v0.9 or something) of my map submission
Sorry in advance to whoever is playtesting this
 

  Reveal hidden contents

Song is Betrayed in the Octagon by Oneohtrix Point Never, MIDI by msx2plus

EDIT: rebalanced blue room, made it possible to exit, made platforming slightly easier
MAP11v2.zip

EDIT 2: slightly more rebalancing, etc, a few other changes, extra end section, bla bla, hopefully no more versions until I feel ready for the final one
MAP11v3.zip

Great map man, uh, one thing though is that I didn't know where to go. Like I had to noclip out of that blue room, and then I just didn't know what to do with the green one yo. Just had to... stop, couldn't find an exit or nothing man. Probably me just being retarded but oh well, fun. Combat puzzle feel gives it a distinct gameplay aesthetic, instead of going room to room it's strafing and holding down the left click dodging Archviles and Cyberdemons. Green one got a bit boring when all the Archie's were gone and I just had to strafe with plasma for five minutes but overall it's a good entry in this. Lovely doom-cute vistas in the hub area, put my fist through the monitor when I missed the strafe jump two times in a row but that's just me. Seven out of ten man.

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1 hour ago, NotDeadYet said:

Great map man, uh, one thing though is that I didn't know where to go. Like I had to noclip out of that blue room, and then I just didn't know what to do with the green one yo. Just had to... stop, couldn't find an exit or nothing man. Probably me just being retarded but oh well, fun. Combat puzzle feel gives it a distinct gameplay aesthetic, instead of going room to room it's strafing and holding down the left click dodging Archviles and Cyberdemons. Green one got a bit boring when all the Archie's were gone and I just had to strafe with plasma for five minutes but overall it's a good entry in this. Lovely doom-cute vistas in the hub area, put my fist through the monitor when I missed the strafe jump two times in a row but that's just me. Seven out of ten man.

...are you playing the most recent version?
Also, there should be a BFG in the green room, although I agree its less dynamic than the other ones.
On the most recent version there should be a teleporter in the blue room, and you shouldnt need to strafe jump at all in the hub area (all of them can be accessed with just W)

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On 10/9/2023 at 11:23 PM, EPICALLL said:

How I tested it:
GZDoom v4.10 with compatibility set to Boom-Strict
Ultra-Violence Difficulty
100% Kills
100% Items
50% Secrets


The Positives:
- The opening and final fights are really well constructed, they keep the player alert and moving around the room like a wild tiger.
- I like the computer panels in the room containing the red key.
- The map has a memorable layout

The (Almost) Good Things:
- On top of the building that requires a blue key to get in, if there were maybe less Chaingunners on top, it would feel more fair, because as it stands, it's either cheesy or mildly infuriating.
- There are a few items at the start of the map that are halfway inside of sectors, please move them for convenience's sake.

Things I Would Change:
- This map has very few geometrical/architectural features to speak of, almost everything in this map is either a square or a triangle, especially the barriers that are used for cover. Consider boxes or mineral deposits.
- Every single barrier in this map's outdoor areas are either too close to a wall or too close to another barrier. Make them smaller, please.
- What is the point of the first secret area? There is nothing there except a pointless ledge.
- Why are the buildings not architecturally consistent with one another? They're so... Flat and mis-shapen. What techbase is the same shape as your first ever attempt at a pancake? Please, use more sensible designs.
- There are texture mis-alignments everywhere. Take a run through the map and fix them, please.
- Most of the texturing choices in this map are ugly. Take a look at other cave-themed maps, and learn a thing or two from them. It goes a long way. Then, come back to the map and properly detail it.
- If this map is supposed to be underground, why aren't there any caves? It's more like one giant ravine than a cave. Consider spicing up the theme a little bit.
- I think this one is pretty obvious, but 95% of this map seriously lacks detail. Take your time to add little nooks and crannies with goods and details. Give it a sense of place.

In summary; this map needs a lot more time put into it, it seems to have been made by concern of the combat rather than the visuals... And when one of the things stated in the OP is that "It must have a higher visual fidelity than anything you would find in the IWADs" (correct me if that isn't posted there)... That's a problem. I believe that there is a great, short, punchy map in here somewhere... It just needs more time in the oven.

P.S. Remember to use the format posted in the OP!

Thanks for the criticism! I will definitely use the format, it's just that I didn't think they were necessary for rough drafts. Also, for the "underground" thing, I just want to clarify that this map was never meant to be underground, I was just trying to connect my map to the previous one (which I believe is a water treatment facility) by trying to get some details about it clarified. It's actually supposed to be more like a carved-out mountain base full of buildings that just happen to be broken and dark. Im actually trying to take some inspiration from Uncharted 2's mountain levels near the end of the game with a more remote slightly gritty/sci-fi take (e.g. the chapters Siege, Cat and Mouse, and the Monastery). Anyways, I'm definitely going to take full advantage of the 2-month time period to polish this map. This map is obviously no-where near done and this is pretty much just a "gameplay layout" with barely any thought for design and looks. I just posted this draft to make sure I was going in the right direction (and that the theme wasn't completely off) so I wouldn't finish the map and end up having to complete redo it. I'll probably post another rough draft next month before the final release, hopefully amplifying the positives and fixing the negatives you pointed out. I do plan to add more detail, use some more textures, fix the texture misalignments, and definitely fix the outdoor areas. However, I am a bit confused on your tech-base criticisms. Do you mean that they could use some more height differences, more rooms? I'll definitely edit the tech-base designs and maybe post some screenshots when I think the design is refined enough to see if thats the vibe you're going for. Anyways, thanks for the criticisms, a lot of them didn't even occur to me while playtesting so it's always good to get a second opinion!

Edited by BlazedMaps

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I'm working on MAP12. I'm currently creating a sort of computer server room. I do also have a concept for MAP24, which will take place in a ruined nuclear power plant where all the machines have failed, there's nuclear waste everywhere, and there's some rooms that will hurt you simply by being in them. 

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22 hours ago, RileyXY1 said:

I'm working on MAP12. I'm currently creating a sort of computer server room. I do also have a concept for MAP24, which will take place in a ruined nuclear power plant where all the machines have failed, there's nuclear waste everywhere, and there's some rooms that will hurt you simply by being in them. 

Cool concept for MAP24, I only have gripes with how you're going to actually indicate that yes, simply being in the room hurts.

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2 hours ago, EPICALLL said:

Cool concept for MAP24, I only have gripes with how you're going to actually indicate that yes, simply being in the room hurts.

Voodoo doll with a lava floor that lowers when you enter the room maybe? 

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1 hour ago, dmh094 said:

Voodoo doll with a lava floor that lowers when you enter the room maybe? 

That's both an unnecessarily complex way to do that, and still lacks indication of the fact that the room will actually, you know, hurt the player.

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9 minutes ago, EPICALLL said:

That's both an unnecessarily complex way to do that, and still lacks indication of the fact that the room will actually, you know, hurt the player.

danger sign on the door? xD

 

Edited by dmh094

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