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Completed the first 5 levels of my second ever map


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It's not too bad, for being simplistic mostly.

 

However, those thin white enemies that fly around did not seem too effective and moreover were used far too much when they were put into rooms that simply did not suit them. Little pointless corridors could also be occasionally found.

 

Design mostly worked and the detailing in the first two maps was pretty nice! However, Gluttony was something just short of godawful. I think I can see what you're going for but let's just say there's more effective ways at being minimalist. 

 

The blue key placement in the last map was a little stupid, but things were mostly fine and I liked the frequent Arch-vile usage, although at a certain point, it seemed like the map was being a little stretched out with the amount of different challenges. The basic concept was solid however!

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The second screenshot. Literally 1994!

You mix techbase and flesh textures as if they perfectly compliment each other, but this is not how that works.

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On 11/24/2023 at 11:21 PM, LadyMistDragon said:

However, Gluttony was something just short of godawful. I think I can see what you're going for but let's just say there's more effective ways at being minimalist. 

Any idea on how I could improve it?

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On 11/26/2023 at 10:28 AM, Crate-Of-Loot said:

Any idea on how I could improve it?

Like Lil' Devil says, you can't just stuff two unlike textures together like that. Some sort of SHAWN pillars or whatever that silver texture is inside a flesh tunnel don't have to be deleted, but perhaps be a bit more sparing. It looks a little ridiculous in its current form. Also, there needs to be at least some sort of detailing because as it is, it just seems to be another boring series of essentially like-shaped corridors.

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"you cant you cant you cant" shut up

looks great, plays fine. cool custom enemies and doom "cute" stuff.

Spoiler

some texture alignment is my only pffft on your work here, compared to these ridiculous same old same old maps everyone eats up like its so great to play, decent second go.

 

Screenshot 2023-11-27 200448.png

Edited by SupremeBioVizier

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  • 2 months later...

I have completed Descent with GZDoom with Brutal Doom Community Expansion brutalv21.14.2.pk3 DOOM mod, excellent DOOM2 maps, 81/100. Expect to see action packed levels consisting of various themes spread across 5 maps, and while the levels are still in development, the levels are made to a high standard, because the levels are made to a believable scale.

 

The gameplay of Descent, not the other Descent game where you fly in a space craft, is best described as DOOM2 levels with extra content with relatively linear level designs, placing an emphasis on shooting everything that moves in the level, because the gameplay is very similar to the DOOM2 levels featuring unique Boss Fights at the end of each level.

 


MAP01 - OVERTURE    70/100

While the level design of MAP01 is relatively underwhelming which consists of numerous narrow corridors, there is enough theme variety in the level to increase the gameplay value. Secret Areas were well implemented, and finding Secret Areas were not necessary to complete the level, because the player will be provided an excess amount of resources to complete the level.

 

The best parts of MAP01 were the dark areas, because the dark areas provide a level of suspense which increases the difficulty of the level, and provides the level a horror theme. Replace the melee enemies with more powerful enemies in the level, because the melee enemies are not a real threat to the player, and MAP01 will be the worst map in the WAD.

 


MAP02 - LIMBO    75/100

MAP02 improves on the weaknesses of MAP01 with larger areas to explore featuring more space to move around, and details in areas of the map improve the presentation of the level. MAP02 would benefit from expanding the Ruins area, because the Ruins will appear for a short period of time in the level, and would potentially increase the gameplay length of the level.

 


MAP03 - LUST    85/100

The Science Labs will reappear in MAP03, and areas will be as empty as expected, but the WAD difficulty will increase substantially with the appearance of more powerful enemies in the level. The increase in level difficulty improves the gameplay quality of MAP03, and underground areas to explore in the level increases the gameplay value of the level significantly.

 


MAP04 - GLUTTONY    90/100

MAP04 is the best map in Descent, because MAP04 will be the most challenging map in the WAD, the overall scale of the level, the themes of the level, the number of monster ambushes present in the level as well as Boss Fights in the level, and this time around, the Boss Fights were actually challenging instead of hiding in a room to beat the Boss.

 

The difficulty of MAP04 takes the WAD into a different direction, because the events in the level will become unpredictable, which will cause the player to restart the level over, and over again. The resource balance in the level will be more restrictive this time around, and increases the suspense of the level, because the level will be filled with numerous powerful enemies.

 

MAP04 is the best map in the WAD, because the level contains more theme variety throughout the level, and the Limbo theme has more variety in the level design compared to any of the other themes featured in the WAD. The Limbo theme is not only more detailed, the theme is actually believable which improves the presentation of the level.

 


MAP05 - GREED    85/100

MAP05 will consist of the largest areas to explore in Descent, and will feature not only the best Monster Arenas in the WAD, but the best Boss Fights in the WAD. The player will be fighting through a fortress, and the level will consist of several outdoor areas as well as indoor locations taking place within the Fortress.

 

There are side locations to explore in MAP05, and are completely optional, but are required to explore to obtain all kills in the level. While the switches, and the Keys required to progress in the level will be on the same path the player is travelling, the player will be teleporting into areas to fight through large groups of enemies with Boss Enemies placed throughout the level.

 

MAP05 was full of surprises, more specifically the enemy ambushes in the level, but the biggest surprise of the level was the room full of explosive barrels. I am not spoiling the map for anyone, but a large number of enemies in the map will be blown up by accident, which I feel is a serious loss of gameplay, but perhaps the player was not supposed to destroy these enemies.

 


CONCLUSION

Each map in Descent has noticeable bugs present throughout the levels, which will include unaligned textures, missing door tracks, moving door tracks, enemies are facing the wrong way, etc. with a secret MAP06 to explore, but is partially finished without an exit. The current state of the Descent features exceptional gameplay, and I am only asking for more DOOM2 levels.

 

 

Side Note: I believe the authors of the mods included in Descent need to be included with the WAD as a separate text document.

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Amazing concept and love the fast pace action gameplay.

 

Spoiler

Great new enemies and the side scrolling doors are cool.

The heavier music adds to make it "special".

 

MAP04 was especially fun to play with the multi-secret in the beginning and the boss is interesting (I'm surprised to see people disliking it!)

 

Some fights are a bit easy to cheese. The cyber fight in MAP04 is an example that can be improved; I just opened the door, made a noise, stepped back and rocketed everything coming at me from the entrance then just walked in an plamsad the cyber. Maybe trigger the fight once the player is inside the room and lock the door behind to force the player to do the fight in full inside.

 

Few bugs as others have mentioned, misaligned textures and the need for transitional textures in some places.

 

I also noticed some blocking linedefs in various places I didn't expect, like walking down different height areas are blocked and you have to go to the steps on the sides. Probably intentional but doesn't make sense as there is nothing visual blocking. I would suggest removing the blocking linedef or just put a small wall to indicate it's blocked.

 

This can be an amazing wad with a few small tweaks! Awesome work!

 

 

 

Edited by DoomBerry

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