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Status Critical (DOOM 2 Single Map WAD)


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Posted (edited)

My 2nd map. I've got to say I really like it! experimenting with switches and lifts for the first time, making more props, and adding ACTUAL SECRETS!!!

 

 

 

side note: this was supposed to be themed like a hospital but i tried my best. 

 

screenshots

Spoiler

Screenshot_Doom_20240307_121316.png.35d079ff79c88b2495857fb6e774410a.pngScreenshot_Doom_20240307_121330.png.b43782f2b2d7cb4f713961d3b50b8cf8.pngScreenshot_Doom_20240307_121339.png.2e42ffb0fb54fea3a0e3e5d5c5727065.pngScreenshot_Doom_20240307_121357.png.80aa4c8892fecde0c1b069127cfecdea.pngScreenshot_Doom_20240307_121436.png.207139e02992439d77fcfcbabd84fc0f.png

 

StatusCritical.zip

Edited by IPlayDoomwaytomuch
fixed bugs and stuff. (player was not able to exit.)

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Posted (edited)

The first door can't be opened, you put a W1 linedef in it, so the player is basically soft locked at the first room of the map, sadly... Easy fix though ;)

 

 

image.png.62546758b8d67647af842d6de5c256fd.png

Edited by Bri0che

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4 hours ago, Bri0che said:

The first door can't be opened, you put a W1 linedef in it, so the player is basically soft locked at the first room of the map, sadly... Easy fix though ;)

 

 

image.png.62546758b8d67647af842d6de5c256fd.png

thanks for bringing my attention to this! Quick question, how do I fix?

 

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Posted (edited)
15 hours ago, IPlayDoomwaytomuch said:

My 2nd map. I've got to say I really like it! experimenting with switches and lifts for the first time, making more props, and adding ACTUAL SECRETS!!!

 

That's what Doom mapping is all about :)

 

Gonna try it out!

 

Edit: Tried it out! Was fast paced, but the action was good right out the door. Keep it up.

Edited by Zesiir

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Pretty small but nice and creative! What red texture was that on the computer desk near the end? It's really small.

 

 

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On 3/7/2024 at 4:38 AM, IPlayDoomwaytomuch said:

My 2nd map. I've got to say I really like it! experimenting with switches and lifts for the first time, making more props, and adding ACTUAL SECRETS!!!

 

 

 

side note: this was supposed to be themed like a hospital but i tried my best. 

 

screenshots

  Reveal hidden contents

Screenshot_Doom_20240307_121316.png.35d079ff79c88b2495857fb6e774410a.pngScreenshot_Doom_20240307_121330.png.b43782f2b2d7cb4f713961d3b50b8cf8.pngScreenshot_Doom_20240307_121339.png.2e42ffb0fb54fea3a0e3e5d5c5727065.pngScreenshot_Doom_20240307_121357.png.80aa4c8892fecde0c1b069127cfecdea.pngScreenshot_Doom_20240307_121436.png.207139e02992439d77fcfcbabd84fc0f.png

 

StatusCritical.zip

Gameplay-wise I love it! It' short and sweet (maybe a bit too easy, but as a first level it works) and I love the hospital theme. 

But (I don't know if it's a me problem, I ran the wad with GZDoom) some textures look weird, maybe a lenght/offset problem? Some choices are also weird, like the dirt chairs or the "balcony" with the enemies, it looks off. 

On the bright side, I loved the secrets! Especially the computer one! The HellKnight also jumpscared me the first time, but I think having two powerups and a blue armor in just one room is a bit too much and having an AllMap in such a short map is kinda useless.

 

But honestly, as a second map, it's really cool. Keep making and keep improving! I hope to see more maps from you in the future!

Screenshot_Doom_20240308_204703.png

Screenshot_Doom_20240308_204539.png

Screenshot_Doom_20240308_204526.png

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22 hours ago, LadyMistDragon said:

Pretty small but nice and creative! What red texture was that on the computer desk near the end? It's really small.

 

 

It’s supposed to be kinda like an office plaque

 

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I made the map work on GZDoom, but it didn't work properly on DSDA-Doom (some doors didn't work) and Chocolate Doom just crashed on the map. So it's essential, before anything else, to verify and disclose whether the map is vanilla-compatible, or to which source ports it was targeted and tested on.

 

(A good way to check whether the map is vanilla-compatible is to test-run it on Chocolate Doom).

 

Given the overall map's simplicity, I'd suggest to ensure it's vanilla compatible, unless you really have a specific need. This will guarantee, or at least guide the widest audience to your map.

 

Design-wise, the map has some nice ideas, it's fun for a beginner's mini-map. Keep going.

 

Cheers!

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Posted (edited)
1 hour ago, ARMCoder said:

but it didn't work properly on DSDA-Doom (some doors didn't work)

 

Looks like the sectors are using tag 0

@IPlayDoomwaytomuch you should always add tags to your doors, lifts, etc. GZDoom makes it work but most vanilla ports will break if your ignore the tag

 

Edit:

I played the map, it's a fine second map and I noticed a couple issues:

The door to the room with the 2 Hell Knights is set to only open once (not sure if intentional) with an S1 action instead of SR

The exit lacks any indication that it is an exit (which is usually done with an exit sign, using the EXITSIGN texture), so players might end the level by accident

You throw a couple powerful weapons at the end but with nothing really to use them on. It's ok to have a short level with just basic weapons, this can still be challenging and interesting

The window at the end creates a hall of mirrors glitch. If you want to do a sky, this is what you do:

image.png.88591c4d78868886f66222e8956f2285.png

Create a sector around the back of the window area, and select the ceiling and lower it to the floor (you can use the Page Down button for that). This thin sector has to have the sky texture applied to it

Also your zip file included a .dbs file, but that's not needed as it's just something Doom Builder uses to save your map preferences

 

 

Edited by rouge_means_red

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7 hours ago, rouge_means_red said:

 

Looks like the sectors are using tag 0

@IPlayDoomwaytomuch you should always add tags to your doors, lifts, etc. GZDoom makes it work but most vanilla ports will break if your ignore the tag

 

Edit:

I played the map, it's a fine second map and I noticed a couple issues:

The door to the room with the 2 Hell Knights is set to only open once (not sure if intentional) with an S1 action instead of SR

The exit lacks any indication that it is an exit (which is usually done with an exit sign, using the EXITSIGN texture), so players might end the level by accident

You throw a couple powerful weapons at the end but with nothing really to use them on. It's ok to have a short level with just basic weapons, this can still be challenging and interesting

The window at the end creates a hall of mirrors glitch. If you want to do a sky, this is what you do:

image.png.88591c4d78868886f66222e8956f2285.png

Create a sector around the back of the window area, and select the ceiling and lower it to the floor (you can use the Page Down button for that). This thin sector has to have the sky texture applied to it

Also your zip file included a .dbs file, but that's not needed as it's just something Doom Builder uses to save your map preferences

 

 

for creating the sky texture? what is the texture name (like STUCCO2)

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The sides should have no texture, just the ceiling of that sector that has to use the F_SKY1 texture. This works because of what the Doom renderer does when a wall has no textures, it'll render the walls as if they had the same texture as the surface. You can press Tab while in visual mode to preview the effect

 

Example: skyexample.zip

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