zacheslavskiy Posted March 18, 2024 (edited) My first level - many people liked it, but there were also gross mistakes My walkthrough is 100% WHAT'S NEW? Version 1.5 fixes these "beginner errors". However, I have left some controversial points without changes so as not to disrupt the atmosphere and the idea of the map . Also, the current version consists of 80% of OTEX textures + textures inspired by Doom 2016 and Eternal The standard Doom textures are only in the doorways here, so there's no point in running HD textures . Sounds are standard The soundtrack is new, from Doom 4 Vanilla There are no jumps or squats Sky is the new OTEX WHAT TO PLAY WITH? You can play on Vanilla and with mods that do not greatly distort the game balance (you need to test separately) It works great on "Project Brutality" and other brutal mods I advise you to play on "Doom 4 Vanilla" or "Embers Of Armageddon" (but in EOA Archville greatly upsets the balance) Enhanced Vanilla Project (EVP) - significantly improves graphics (in OpenGL) and does not upset the balance of the map ABOUT THE LEVEL: The duration is short (level 1 only) The level is designed for fun, therefore, in dynamics it is closer to Wads as "The Plutonia Experiment" (before the game it is recommended to warm up on easier maps, and until you have mastered the map, it is desirable to save more often) 3 balanced difficulty levels There is a cooperative walkthrough and a deathmatch P.S. For me, your criticism is extremely valuable, as well as any positive impressions that you can share with me both on the site (in the comments and BOS) So it is in my telegram and discord:https://t.me/zacheslavskiydevhttps://discord.gg/m3vATgRj . You can also download music from the level and the 1.0 version of the level in telegram . Thank you for your attention and time spent! DOWNLOAD:https://www.moddb.com/mods/map-atom-v15/downloads/atom-v15 orhttps://t.me/zacheslavskiydev/54 Edited March 18, 2024 by zacheslavskiy 4 Quote Share this post Link to post
taufan99 Posted March 21, 2024 Welcome to Doomworld! I see that, for your first map, you decided to go with the Modern Doom style for Classic Doom. Not a bad choice at all! Everyone must start from somewhere, and I know gazillions of first maps are far less than this. The texture use is definitely great, especially with OTEX, but I don't think I'm too fond of some of the animated fire textures on some places. They're far and few between, so I won't go too harsh about them, but there's something I can't exactly describe about your use of them that's far away from my liking. My another problem would be the elevators. With no exactly obvious cues, it's hard to tell whether certain platforms are those, which resulted in me spamming Use button at some places (particularly that yellow key door). The narrow passages don't help, either. Last but not least, I know this is supposed to be played with Modern Doom-based gameplay mod, but since you also mentioned EVP, I decided to use Doom Delta just for some giggles. All I can say is that monster placement could be much better than this. I'd say maybe you could try considering vanilla enemy placement before using gameplay mods based on Modern Doom, but that's just me. Otherwise, it's pretty enjoyable seeing a Modern Doom-based map for Classic Doom that doesn't take up all your device's horsepower like this. You have a pretty long way, and I see so much potential with this. I'm looking forward to what you might make in the future. 2 Quote Share this post Link to post
DoomGuy2077 Posted March 22, 2024 I assume freelook is allowed, but what aboutt jumping and/or crouching? 1 Quote Share this post Link to post
zacheslavskiy Posted March 23, 2024 On 3/22/2024 at 2:52 AM, LadyMistDragon said: Version 1.0 is unexpected.. Many mistakes were made. Especially lava with 20% damage. And the consecration was unbalanced. Thanks! 1 Quote Share this post Link to post
zacheslavskiy Posted March 23, 2024 On 3/21/2024 at 11:50 PM, Delisk said: Thanks! I've rethought a lot thanks to this walkthrough. 0 Quote Share this post Link to post
zacheslavskiy Posted March 23, 2024 On 3/22/2024 at 6:16 AM, DoomGuy2077 said: I assume freelook is allowed, but what aboutt jumping and/or crouching? It can be played in 100% classic mode. No jumping, squats, or Freelook. That was the plan. But there is no ban on the use of these techniques. I think this will ease the balance by a maximum of 10%. But it can make the walkthrough more fun) And you can cheat, and crouching in a jump, go through the window and get a sphere of invisibility. 0 Quote Share this post Link to post
zacheslavskiy Posted March 23, 2024 On 3/21/2024 at 11:53 AM, taufan99 said: Welcome to Doomworld! I see that, for your first map, you decided to go with the Modern Doom style for Classic Doom. Not a bad choice at all! Everyone must start from somewhere, and I know gazillions of first maps are far less than this. The texture use is definitely great, especially with OTEX, but I don't think I'm too fond of some of the animated fire textures on some places. They're far and few between, so I won't go too harsh about them, but there's something I can't exactly describe about your use of them that's far away from my liking. My another problem would be the elevators. With no exactly obvious cues, it's hard to tell whether certain platforms are those, which resulted in me spamming Use button at some places (particularly that yellow key door). The narrow passages don't help, either. Last but not least, I know this is supposed to be played with Modern Doom-based gameplay mod, but since you also mentioned EVP, I decided to use Doom Delta just for some giggles. All I can say is that monster placement could be much better than this. I'd say maybe you could try considering vanilla enemy placement before using gameplay mods based on Modern Doom, but that's just me. Otherwise, it's pretty enjoyable seeing a Modern Doom-based map for Classic Doom that doesn't take up all your device's horsepower like this. You have a pretty long way, and I see so much potential with this. I'm looking forward to what you might make in the future. Thank you for the warm welcome and feedback! At first I used standard textures, but they turned out to be too few, so I added OTEX. Then, inspired by the textures from Doom 4 Vanilla, I finally made the map look like Doom 2016. And perhaps made the variety of textures redundant (due to inexperience) . The layout of the map and the location of the enemies is really a little primitive. But I realized this with experience. . I also realized that it would be better to use buttons for actions with elevators. I tried to highlight the elevators with textures, but now I understand that the buttons are 1000% clearer. Thank you again! 1 Quote Share this post Link to post
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