Telehack Posted April 8 Danger Is an Boom/Comp9 compatible Single Level TechBase-esk .wad This is my first ever wad i have completed and looking to get some opinions on it. I am okay with taking criticism as long as its constructive. Download: Danger.zipIWAD: Doom II tested in DSDA-Doom, Build in UDB, Relaces map01 Screenshots: Spoiler 3 Quote Share this post Link to post
LadyMistDragon Posted April 8 Ammo distribution was quite bad. Running out of shotgun shells against Revenants when the Berserk pack was in the very last new room ain't a good situation to be in. Otherwise, just keep improving. 2 Quote Share this post Link to post
azerty Posted April 8 Welcome to Doomworld! If this is your first map you have done exceedingly well. I've seen some horrible first maps (including my own) but this is actually quite playable and even enjoyable. I do have some notes though. Take them however you want to, these are things I personally don't like you so with it what you want. Notes: - I was going to talk about the doortracks being unpegged but considering you stay consistent throughout the whole map it's alright - That random chaingunner spawning in after you fall from that ledge feels a bit weird. Maybe spawn in some more monsters instead of one? - That first are also feels a bit mean because your being shot at but can't really do anything about it but that might be intentional - The switch teleport is a bit weird imo - When entering the outside area after the teleport on the most right side the skybox is looking kinda weird might want to tidy that up - The ammo in that area is also very low so might want to add some - The opening in the wall abeling the player to look at the blue key but not take it is kinda annoying imo. It's the same feeling as hitting an invisible wall. Maybe put it somewhere high up so it has the same function but not the same feeling. When it's put higher up at least there is a reason for you not being able to reach it and not because the corridor is just to small to get into. - Overall in the map there were some texturing mistakes (wrong texture at elevator, misaligned, ...) I hope this helps. SOme of these are nitpicks or more personal opinion but like I said you do with it what you want. I wish you a lot of mapping fun in the future :) 0 Quote Share this post Link to post
Telehack Posted April 8 2 hours ago, Riclo500 said: This was nice! Good job Thanks for playing the wad. i love the mod too if i download GZdoom i might play with that in the future. 25 minutes ago, LadyMistDragon said: Ammo distribution was quite bad. Running out of shotgun shells against Revenants when the Berserk pack was in the very last new room ain't a good situation to be in. Otherwise, just keep improving. Thanks for the video and the review! i will keep in mind to worry about ammo distribution more 21 minutes ago, azerty said: Welcome to Doomworld! If this is your first map you have done exceedingly well. I've seen some horrible first maps (including my own) but this is actually quite playable and even enjoyable. I do have some notes though. Take them however you want to, these are things I personally don't like you so with it what you want. Notes: - I was going to talk about the doortracks being unpegged but considering you stay consistent throughout the whole map it's alright - That random chaingunner spawning in after you fall from that ledge feels a bit weird. Maybe spawn in some more monsters instead of one? - That first are also feels a bit mean because your being shot at but can't really do anything about it but that might be intentional - The switch teleport is a bit weird imo - When entering the outside area after the teleport on the most right side the skybox is looking kinda weird might want to tidy that up - The ammo in that area is also very low so might want to add some - The opening in the wall abeling the player to look at the blue key but not take it is kinda annoying imo. It's the same feeling as hitting an invisible wall. Maybe put it somewhere high up so it has the same function but not the same feeling. When it's put higher up at least there is a reason for you not being able to reach it and not because the corridor is just to small to get into. - Overall in the map there were some texturing mistakes (wrong texture at elevator, misaligned, ...) I hope this helps. SOme of these are nitpicks or more personal opinion but like I said you do with it what you want. I wish you a lot of mapping fun in the future :) thanks for the review. i really really appreciate the input on this i will definitely work on all of these. 1 Quote Share this post Link to post
Zesiir Posted April 9 A decent little Doom 2 map. Catchy music, and gameplay flows pretty well, even if you have to conserve on ammo. I avoided shooting the Caco's in the beginning and just dodged them, and used the pistol on the weaker monsters so once I had the SSG I did alright. Doors track textures are pegged, it'd be wise to check the Lower Unpegged box on them so they stick in place when the door opens. Second secret was a bit weird, it was just an open room where the Revenants were. You could put it in a wall or something. Other than that, not much to say really. I think it's pretty solid for a first WAD. Ran into a small HOM here due to a lack of texture, probably because the floor rises to the highest floor. It's easy to miss. Spoiler 0 Quote Share this post Link to post
Zahid Posted April 9 good map....visuals and design is interesting and innovative.....fights are tricky as ammo is strict but that add challenge and i got no complain my prboom cl9 uv fda popi9.zip 2 Quote Share this post Link to post
Telehack Posted April 10 thanks for all the reviews vids and demos! 0 Quote Share this post Link to post
MattFright Posted April 11 Very good for a first release!! Here's a demo: danger-mattfright.zip A few positives: -The encounters and rooms were pretty varied!! -Rooms all looked distinct, pretty impossible to get lost -Different texture schemes for each area without looking like a disjointed mess Points of criticism: -If you watch my demo you'll notice that i ran out of ammo around the mid point just before the red key and had to punch out a revenant and an imp (without berserk!!). I'd add a little more ammo in the corridor with the barrels to make up for the revenants being there. -In the dark berserk room there could be just a few more points of reference to navigate in the darkness (like a lit up wall or ceiling light, nothing wrong with the room itself being dark) All in all i enjoyed it, nice job :) 2 Quote Share this post Link to post
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