Bri0che Posted August 11, 2023 (edited) Hi :) While I am still working on Ex Aequo, a limit removing Ultimate Doom megawad (I alpha released E2, watch this out if you want), I would like to have feedback for a particular map which is, as the title say, Ex Aequo's E3M1. This map is very out of the level design choices I'm accustomed to take, that is why I am very concerned about its quality. In perspective the map is simple : 51 monsters, a few bonuses, 1 secret. Kinda basic for the first map of an episode isn't it ? Its layout though is chaotic, it's an expected effect but I'm not sure about the result. So this is where I need you to play blindly the map and report me your impressions and suggestions. Thank you ! Technical Informations : The map is Limit Removing. Ultimate Doom (or simply Doom I) IWAD is needed. Map is in the E3M1 slot. No jump/crouch, freelook is yours. Difficulty settings are implemented. Have been tested with GzDoom, DSDA Doom, and DoomRetro. One screenshot (of the beginning) : Spoiler >>> Download link : <<< https://www.mediafire.com/file/u70c10p8l50rnkz/E3M1+ExAe'.wad/file Edited August 11, 2023 by Bri0che 2 Quote Share this post Link to post
Doomy__Doom Posted August 11, 2023 Side closets are not connected by sound to the main hall, so it's 39 rather than 51 monster. exaequo_e3m1_fda.zip Hard to say anything other than "it's a relaxing map" (closet fix included). Bonus points for not starting with SG. I didn't realize the sigil eye thing until much later, but that didn't really matter, health is a non-issue unless you facerocket. 43 minutes ago, Bri0che said: Its layout though is chaotic, it's an expected effect but I'm not sure about the result I suggest experimenting with throwing a small caco swarm from the cliffs in the central area to force the player forward into the tunnels to look for supplies. I ran around in the demo a little since there was not much in way of pressure, but one could just as well take the straightforward "shoot everything you see" approach. 1 Quote Share this post Link to post
Bri0che Posted August 11, 2023 (edited) Quote Side closets are not connected by sound to the main hall, so it's 39 rather than 51 monster. @Doomy__Doom Yeah, I copy pasted this map from the original PWAD and so it messed up all the sector connexions haha, I will fastly correct this, my baaaad. Edited August 11, 2023 by Bri0che 0 Quote Share this post Link to post
Bri0che Posted August 11, 2023 (edited) 35 minutes ago, Doomy__Doom said: I suggest experimenting with throwing a small caco swarm from the cliffs in the central area to force the player forward into the tunnels to look for supplies. I ran around in the demo a little since there was not much in way of pressure, but one could just as well take the straightforward "shoot everything you see" approach. Thank you for the suggestion, this is exactly the main problematic I was trying to solve, I want the player to rapidly identify the supply zone and understand the crucial priority to securise it. I will try your idea :) Edited August 11, 2023 by Bri0che 0 Quote Share this post Link to post
Floowand Posted August 11, 2023 Solid starter for the episode. My only grip are the barons, they don't feel scary as they are "trapped" or "faithfully" defending the gate (lol), and they don't feel threatening if you take your eyes off them. 1 Quote Share this post Link to post
Bri0che Posted August 12, 2023 (edited) 17 hours ago, Floowand said: My only grip are the barons, they don't feel scary as they are "trapped" or "faithfully" defending the gate (lol), and they don't feel threatening if you take your eyes off them. They are indeed intended to have the main purpose of defending the gate. I made this to avoid the player to simply grab the keys and finish the map by rushing the ending. I believe I don't make a mistake to say that a lot of mappers use Barons this way since they are good tank but in the other hand not impossible to kill with a good rocket launcher (that is why I mainly placed rocket launcher ressources strategically near the keys). I agree this isn't really logical, unless you consider them in your mind to "faithfully" defend the gate, like you said well. But hey this is a 1993 video game, I prefer gameplay to realism. Though, why not put a baron or two in a completely free will ? It sound like a good idea :D Edited August 12, 2023 by Bri0che 1 Quote Share this post Link to post
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