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slightly_tougher.wad


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- This wad (converted into a zip file) is just a simple modification for E1M1 where I changed the textures moved a couple of walls and added around some enemies.
- I added weapons and health to adjust for tougher enemies
- There is one extra secret
- There are a few extra lava pools
- There is 1 cyberdemon, (I think) 4 barons, (I think) 3 cacodemons, and a few spectres.
- All secrets and kills are possible with the given ammo

- I have only tested gzdoom to see if it works
- I will modify more levels later
slightly_tougher_Copy.zip
610431625_Screenshot2024-02-09181024.png.8cea56795b7722987ce4217b3decdde1.png
*screenshot of mod*

Edited by tomato mods
I didn't like the original format I had it in

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That was a funny idea, I loved it ! This reminded me the Lost Levels from "Super Mario Bros.". It was tough, but far far to be impossible. 

 

I had a good time, nice job ! :P

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Good easy play-through, as advertised.  I might make a similar type of map, just with bigger areas to explore.

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- I have now updated it with changes to E1M2.
- This level has two more secrets (than originally)
- It has a couple of barons, a few cacodemons, and a spider mastermind
- Some other enemies have been changed
- I added a few modified textures
- I plan to mod the rest of E1 then make a separate mod that is more in depth (maybe different enemies)
- This is the file: slightly_tougher_Copy.zip

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 Just updated it with E1M3.
- The path to the secret exit has been changed so that you instead get to it through the window that shows the secret exit area
- I think there are 4-6 more cacodemons, 3 barons, many more shotgunners, and a cyberdemon.
- There is a secret in the cyberdemon room
- Some floors have been made into lava except for the secret exit floor despite its texture.
- There is also a secret door in the starting room
- 100% kills and secrets is possible
- This is the updated file: slightly_tougher_Copy.zip
- (I may have missed something, so please let me know if there are any problems)

Edited by tomato mods
note added

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Hi Tomato.

 

I just played through the newest version.  I have some recommendations:

  • Only change floor/ceiling/wall textures if you think it is adding something different to the map
  • Think about using options to automatically align wall textures to give it a cleaner look
  • There are some areas with too many powerups (or duplicate powerups in the same area
  • When it comes to slime/lava damage floors, maybe think about the reason for changing those.  Obviously the concept is to make it a little more difficult but maybe think about choosing an aesthetic that makes sense for the level, versus just adding damage for no reason.  After all, you can make it tougher simply by adding tougher enemies or reducing ammo.

It's fun to experiment and test ideas out.  I was definitely surprised to find the red key door bypass in E1M2.  But I stumbled on it accidentally.

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- I started trying to consider the use of texure changes but didn't do as well with some parts, I will try to focus on that.
- I was trying to find out how to align textures but I didn't find out yet.
- I will reduce powerups or move current powerups if I have changed the area instead of doubling powerups.
- finally, I will carefully consider the use of poison/lava pools to fit the design of the area.

Thanks for all the advice on how to improve the mod later.

Edited by tomato mods

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I have now modified maps E1M2 and E1M3 with those things mentioned as the different foci. I would post the update with the next level but I would like to know if this is any better than before.
The new file: slightly_tougher_Copy.zip

Edited by tomato mods

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On 2/19/2024 at 3:04 PM, tomato mods said:

I have now modified maps E1M2 and E1M3 with those things mentioned as the different foci. I would post the update with the next level but I would like to know if this is any better than before.
The new file: slightly_tougher_Copy.zip

 

I do think it's a noticeable improvement.  Good job.  I think that if you take a few minutes and scroll through the textures and try to find some that sort of go together, you can improve even more.  For example, in E1M2, you changed it to a wood aesthetic.  But there are still some computer textures near the beginning.  That doesn't necessarily go with the wood look I don't think.  It doesn't look bad, just maybe you could also change that.

 

Sometimes the wood textures can be offset with the marble textures.  Just an idea.  Or you can use SUPPORT3 very well with wood in certain places.

 

Here's something I did to modify E1M8 , in case you think it's interesting

 

https://ibb.co/s55pPkJ
https://ibb.co/JBpShT2

 

-Kevin

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  • 2 weeks later...

It took a while, but I updated the wad/zip file to now modify E1M9 but this one is a bit harder.

- The central room has (I think) 2 cacodemons and 2 barons
- The north west room (room with star in middle) now has a cyberdemon spawn
- The yellow key room has 4 barons and 3 spectres with two cacodemons in the room behind it
- The exit room has 8 spectres and 3 barons
- The first step towards the north side of the red key room has a box of rockets
- There are two new secrets: one next to the start and one at a wall in the imp pillar room
- 100% kills and secrets is possible with decent health by the end of the level
- here is the file: 

slightly_tougher_Copy.zip

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I just played and noticed the improvements.  There are still some out-of-place textures that weren't changed to match the new aesthetic, but that happens to everyone.  The specific spots I'm referring to are mostly in the darker areas of E1M2 in the computer lab where the lighting might've prevented you from noticing the mismatched floors/walls towards the G1 door in the back.

 

But overall, I did notice an improvement in the gameplay balance.  Your use of false walls is unorthodox but I do find it refreshing because it's different than I am accustomed to after many years of Doomin'.

 

I did notice some lava floors that did no damage, which was surprising.  I forget which map, honestly.  One thing to consider on E1M9 is the spawning of the Cyberdemon on the poral... It seems scary and threatening, but one of the things about that room in the 'riginal is that when you cross over it to get the goodies, a ton of enemies spawn.  With the Cyberdemon spawning there, you can just leave and he is no further threat, so it's actually easier in your version.  It might be an interesting idea to spawn a bunch of tougher enemies so if you don't have a ton of ammo, the player has to run away and hope the monsters don't follow.  This is an example of how you can make the gameplay more sophisticated and nuanced.  An additional idea might be having monsters spawn in different areas of the map when you cross that portal...SURPRISE!!!  Nobody would expect a cacodemon spawning in each of the major rooms just for walking over that random portal.....RIGHT?!?!?

 

Have a good weekend!

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Posted (edited)

- responding to the first point, thanks for letting me know, I will check that.

- about the lava floor, I was not sure if i should make it damaging or just leave it there for the aesthetic or change it. (I think it was E1M3)

- I will now reconsider the cyberdemon placement because I was mainly trying to focus on checking if 100% was possible.

 

Thanks for the information again.

(Edit: i'm done with editing the previous levels but I am probably going to post the update with the next level edit)

(I have not had time to work on this mod recently but I will get back to it when i can)

Edited by tomato mods
Updated info

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On 3/3/2024 at 9:22 AM, tomato mods said:

- responding to the first point, thanks for letting me know, I will check that.

- about the lava floor, I was not sure if i should make it damaging or just leave it there for the aesthetic or change it. (I think it was E1M3)

- I will now reconsider the cyberdemon placement because I was mainly trying to focus on checking if 100% was possible.

 

Thanks for the information again.

(Edit: i'm done with editing the previous levels but I am probably going to post the update with the next level edit)

 

It's refreshing seeing someone in the earlier stages of learning about "what makes a good Doom level."  Obviously for many of us, we went through these experiences in the mid-'90s so hopefully you take my suggestions in a positive light.  In the end, you obviously get to decide what you like and what you're proud of.

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  • 2 months later...

I didnt say yet on this topic but i have another mod that needs to be complete by a certain point so i will be working on that first. I will try to continue work on this directly after or soon after the other mod is done

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