BEG Posted March 20, 2024 (edited) Heya folks! honoring the long tradition of first maps being your home/school/office I recreated the office I work at as a fully playable level. I tried to use this project to learn as many mapping mechanics as possible (teleporting closets/triggers/switches/secrets). There are some weird elements that are there as a inside joke for my co-workers (weird carpet designs, way too long staircases) but otherwise the only unconventional part is where the exit is placed Spoiler ###EXIT is back where you start to replicate another day of work done!### I tried to keep it vanilla as possible and really fell in love with crispy doom in the process so I made sure it works well with it. Really happy with the results but most importantly I want some feedback from the experts in this forum as I want to improve, so lay it on me. DOOM2 Format / Should work with any limit removing port SINGPLAYER only IWAD - DOOM2 FREELOOK - why not JUMPING/CROUCHING - not accounted for! DIFFICULTY LEVELS - all 3 Tested with - PRBoom/GZDoom/CrispyDoom/Zandronum/DSDA Does not work with - Chocolate Doom Just another Wednesday on IDGAMES Spoiler Edited April 3, 2024 by BEG 12 Quote Share this post Link to post
Baron T. Mueriach Posted March 21, 2024 It was fun! Nice short, easy, laid-back level. Design was nice, texturing looked good, and not overkill with monsters. Plus it looks like a really nice office to work at... minus the small matter of the demon infestation ;) As for wanting advice from experts, I'm not an expert but I can give you some mediocre advice: I'd say the only thing that I noticed was some improper texture alignment, a few of the door tracks weren't lower unpegged, and also the yellow door used too much of the DOORYEL texture which made it pretty ugly, unless that was the look you were going for. Other than that though it was a nice level. Keep up the good work my friend. Here's what I got for my blind play through on Ultra-violence: 1 Quote Share this post Link to post
BEG Posted March 21, 2024 Thank you for playing Baron. I did go overboard with the yellow there one of the playtesters (not really a doom player, which was my audience) said he got lost a bit so I wanted to make sure the key-door relationships were clear. Ill check the door tracks, thanks for the tip. 1 Quote Share this post Link to post
LadyMistDragon Posted March 21, 2024 That was really nice for a first released map! That was a nice pattern on the ground near that bed with the Supercharge. Just try making normal stairs next time. It never feels good to play blind like that. 3 Quote Share this post Link to post
PasokonDeacon Posted March 21, 2024 Gave this a whirl, admittedly not on -cl 2 when I should have: Just_Another_Wednesday-FDA-UV-cl9-PasokonDeacon.zip Fun little map! It satisfies my TeamTNT itch without getting lost in the weeds of too much exploration or puzzling...very akin to Shipping/Respawning and a treat to poke around. I think the secrets were a little too easy for this forum's demographic (judging by how you've tested this previously with friends (co-workers?)), but it's hardly an issue. Main things to work on for next time are texture alignment (ex. STONE wall discrepancies, the weirdly shaped bookcase sectors) and thing placement. The caco trap certainly gave me guys to shoot at, and there's a decent head count for the map size, yet I only felt threatened by the low-ish amount of health pickups around halfway through the progression. At least I had some time to admire the monitor sectoring and strange carpet (mosaic?) outside the meeting room. Lots of cool "that looks like a watercooler" moments for sure; DoomCute is maybe a bit too easy to impress me with, lol. 2 Quote Share this post Link to post
ElPadrecitoCholo Posted March 22, 2024 @BEG Hey I really like how the WAD turned out, honestly the atmosphere that this little place creates is great, huh. 1 Quote Share this post Link to post
BEG Posted March 22, 2024 (edited) 15 hours ago, LadyMistDragon said: That was really nice for a first released map! That was a nice pattern on the ground near that bed with the Supercharge. Just try making normal stairs next time. It never feels good to play blind like that. Thanks @LadyMistDragon really happy to see you using Crispy Doom and I like the custom face you are using. Really appreciate your feedback and recording, can I ask what you meant "It never feels good to play blind like that" ?@Delisk That looks insane, really looks fun. It seems like those mods made it WAY harder than it's supposed to be and perhaps they broke some of the monster closets (I saw some weird changed to the geometry in the map) those pinkies are not supposed to trigger only after the blue key pick up. Thanks for the recording and playing!@ElPadrecitoCholo cheers mate! glad you enjoyed it and thank you for the recording. I really like our office and it's a weird building so it was great to implement it in doom with all it's quirks. We call the upstairs room the "living room" so I changed it to the "dying room" :P 14 hours ago, PasokonDeacon said: Gave this a whirl, admittedly not on -cl 2 when I should have: Just_Another_Wednesday-FDA-UV-cl9-PasokonDeacon.zip Fun little map! It satisfies my TeamTNT itch without getting lost in the weeds of too much exploration or puzzling...very akin to Shipping/Respawning and a treat to poke around. I think the secrets were a little too easy for this forum's demographic (judging by how you've tested this previously with friends (co-workers?)), but it's hardly an issue. Main things to work on for next time are texture alignment (ex. STONE wall discrepancies, the weirdly shaped bookcase sectors) and thing placement. The caco trap certainly gave me guys to shoot at, and there's a decent head count for the map size, yet I only felt threatened by the low-ish amount of health pickups around halfway through the progression. At least I had some time to admire the monitor sectoring and strange carpet (mosaic?) outside the meeting room. Lots of cool "that looks like a watercooler" moments for sure; DoomCute is maybe a bit too easy to impress me with, lol. Cheers @PasokonDeacon ill try and watch the demo when I get home later (will be a first in doom for me). I'm actually playing through TNT for the first time at the moment so I can see why you would say that. Stone Wall discrepancies - Ill have a look at those, thanks. Weirdly shaped bookcase sectors - Yeah, that part ended up being a bit weird I agree. I guess it comes down to being strict on the grid a bit more in the future. Thing placement - can you specify? if it's just a general thing, thanks ill review what I can do better. Glad you liked the silly carpet :D I probably tried to hard to make it close to what we actually have there. Thanks for playing everyone, I can't stress enough how much I appreciate it and how valuable the recordings are as a playtesting and learning tool. Edited March 22, 2024 by BEG 2 Quote Share this post Link to post
ElPadrecitoCholo Posted March 22, 2024 2 hours ago, BEG said: @ElPadrecitoCholo cheers mate! glad you enjoyed it and thank you for the recording. I really like our office and it's a weird building so it was great to implement it in doom with all it's quirks. We call the upstairs room the "living room" so I changed it to the "dying room" :P I realize that you really enjoyed turning your building into a Doom level, which is great, and even more so because of how you decided to turn it into the demonic aesthetic of the game, just amazing. It's a pleasure to have enjoyed playing this map mate, greetings to you too! 0 Quote Share this post Link to post
LadyMistDragon Posted March 22, 2024 9 hours ago, BEG said: Thanks @LadyMistDragon really happy to see you using Crispy Doom and I like the custom face you are using. Really appreciate your feedback and recording, can I ask what you meant "It never feels good to play blind like that" ? That's how it felt climbing that set of stairs. 1 Quote Share this post Link to post
BEG Posted March 23, 2024 8 hours ago, LadyMistDragon said: That's how it felt climbing that set of stairs. Oh ok, I thought this was regarding the pattern near the Supercharge. 100% agree regarding that. I only started no freelook testing after this was set down and regretted it :P 1 Quote Share this post Link to post
IamtheLaw Posted March 23, 2024 Fun map with good flow! Don't know if this is intended or not but I found a missing texture. Spoiler 0 Quote Share this post Link to post
Proxy-MIDI Posted March 23, 2024 That map was pretty good ! You've understood correctly the basics to create a good map. That's nice ! I liked the last part when you're grabbing the last keycard. This room gave me some "Doom II" vibes. Good job ! ;) 0 Quote Share this post Link to post
BEG Posted March 23, 2024 (edited) 10 hours ago, IamtheLaw said: Fun map with good flow! Don't know if this is intended or not but I found a missing texture. Reveal hidden contents Thanks! @IamtheLaw (LAWWWWW!) About that texture, I am really not your how to fill it up, it's a middle texture and it was meant to act like a wall plant so I was just fine with it in the end being that way. If you know how to fix it, let me know! 1 hour ago, Proxy-MIDI said: That map was pretty good ! You've understood correctly the basics to create a good map. That's nice ! I liked the last part when you're grabbing the last keycard. This room gave me some "Doom II" vibes. Good job ! ;) Much appreciated @Proxy-MIDI, I spent all of time playing doom for the past 3 months and researched a lot of level design related stuff in recent times, so this comment means a lot to me. I think I might take a stab at a 5 map mini episode next! Edited March 23, 2024 by BEG 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.