bsharp Posted June 2 (edited) tl;dr doom2, complevel 9, kinda hard, play on uv, 1 map!, tested on dsda&woof&nugget, ~20min playtime to max? download : link to wad (updated 2024/08/06: minor adjustments to final area) i turned 14 recently, so i wanted to celebrate by making myself a map. it took a few weeks, but it's done ! id like to thank stephyesterday, ilker, beeswithchainsaws, numsoic, and anothernameforsnow for playtesting this on the entryway discord server. y'all rock was inspired by 10x10 map01 visually, and uses only stock d2 textures. thanks adrian combat is a little frenzied, and not particularly easy. i havent balanced this on hmp or lower as of current, so for the best experience play on uv. dont play this on nightmare lmfao not my *first* map, but this is my first public one! (besides that one mega-beginner thing i uploaded to idgames for some reason) no jumping or crouching, silly midi is "Grosstown Traffic" by zan-zan-zawa-veia. you should check out their stuff more screenies : Spoiler (bigger versions of first two:) updates: Spoiler 2024/06/08: fixed minor texture alignment issues moved around the imps by the rl switch made the rl lower faster 2024/06/02: release Edited June 8 by bsharp updated map 33 Quote Share this post Link to post
Breezeep Posted June 2 Very solid map for a first release! And Pretty crazy skill on display for your age. I initially tried to play this on HMP and I noticed that the rocket launcher doesn't appear in that difficulty. Died a handful of times before I finally beat it. Good stuff and happy belated birthday. 2 Quote Share this post Link to post
Zahid Posted June 3 great effort esp like the dynamic gameplay with balanced ammo and health to keep player on toes design and progression is smart too but some areas feel similar died a lot esp at start until i able to max it on 26 mins prboom cl9 uv demo semi fda as i was aware of map till first key door but later half was blind popi9.zip like the gimmicky secret too 2 Quote Share this post Link to post
Shepardus Posted June 3 I really like the lighting in this! The second screenshot in particular (last under the spoiler tag) makes me think of something I'd see out of a raytracing experiment. 1 Quote Share this post Link to post
bsharp Posted June 3 thanks for the kind words everyone! :D i'll probably adjust the map a bit more sometime. appreciate your feedback !! 4 hours ago, Breezeep said: I initially tried to play this on HMP and I noticed that the rocket launcher doesn't appear in that difficulty. ah, i'll have to look into that ^^' might have to just get to difficulty balancing the whole map 2 hours ago, Zahid said: prboom cl9 uv demo semi fda as i was aware of map till first key door but later half was blind popi9.zip like the gimmicky secret too interesting to see how youve approached the fights here. i might adjust them an inch just to make them slightly less leave-able. thanks for playing ! 24 minutes ago, Shepardus said: I really like the lighting in this! The second screenshot in particular (last under the spoiler tag) makes me think of something I'd see out of a raytracing experiment. appreciate it! im honestly pretty proud of that part, even if it isnt that big of a sight to see 1 Quote Share this post Link to post
ivymagnapinna Posted June 3 I love this map! I'm a huge fan of intentional, focused texturing and you did a great job of that here, and there's some insanely good lighting and geometry to match. (I especially love the floor patterns and how the switches are labelled.) I'd say you're in the same league as your inspiration when it comes to usage of stock Doom 2 assets. Combat and layout is solid too, having to juggle AV sightlines with big walls of enemies you're ill-equipped to kill was fun and also reminds me of how lunchlunch does things. Overall really great work for a first published map. Excited to see what you'll make in the future and happy belated birthday! 2 Quote Share this post Link to post
LadyMistDragon Posted June 3 (edited) This was great! It took forever to find the rocket launcher switch considering the seriously heavy fire (slaughter-number Imps by the switch? really?) but this was thankfully not just a slaughter map, even if it was difficult enough to match! Maybe things weren't quite smooth-sailing after that (still lots of Arch-viles!) but at least things didn't seem quite so grindy. PS. Sorry about the lack of video but visually speaking, it's very polished! Kind of feels like a Cannonball map tbh. Edited June 3 by LadyMistDragon 1 Quote Share this post Link to post
Maribo Posted June 4 Happy belated birthday, you did a very good job of applying the 10x10 Map01 aesthetic to a series of "wake things up and see what happens + hope you like turret viles" setups. Would consider adding or double-checking that monster block lines are applied to all of the turret monsters' sectors, unless you don't mind if they can be knocked off, because the size of their platforms make it very easy to nudge them off and turn them into extra roaming monsters. bw-maribo.zip - DSDA-Doom v0.27.5, UV. 5 Quote Share this post Link to post
bsharp Posted June 4 5 hours ago, ivymagnapinna said: I love this map! I'm a huge fan of intentional, focused texturing and you did a great job of that here, and there's some insanely good lighting and geometry to match. (I especially love the floor patterns and how the switches are labelled.) I'd say you're in the same league as your inspiration when it comes to usage of stock Doom 2 assets. Combat and layout is solid too, having to juggle AV sightlines with big walls of enemies you're ill-equipped to kill was fun and also reminds me of how lunchlunch does things. Overall really great work for a first published map. Excited to see what you'll make in the future and happy belated birthday! woah, thanks a ton for playing! actually kinda flattered to be put alongside lunch here lol, really do appreciate it. glad someone noticed the switch labels! ^^ and the floor patterns ! ^^ 2 hours ago, LadyMistDragon said: This was great! It took forever to find the rocket launcher switch considering the seriously heavy fire (slaughter-number Imps by the switch? really?) but this was thankfully not just a slaughter map, even if it was difficult enough to match! Maybe things weren't quite smooth-sailing after that (still lots of Arch-viles!) but at least things didn't seem quite so grindy. PS. Sorry about the lack of video but visually speaking, it's very polished! Kind of feels like a Cannonball map tbh. ^^' yeah, for some reason i thought those imps would be gone quicker than they usually do. i guess the rl is reward enough, but i'll likely space those imps out across the area when i do come back to this. very happy to have made non-slaughtery combat for once! (re:p.s. i dont mind lmao) 51 minutes ago, Maribo said: Happy belated birthday, you did a very good job of applying the 10x10 Map01 aesthetic to a series of "wake things up and see what happens + hope you like turret viles" setups. Would consider adding or double-checking that monster block lines are applied to all of the turret monsters' sectors, unless you don't mind if they can be knocked off, because the size of their platforms make it very easy to nudge them off and turn them into extra roaming monsters. bw-maribo.zip - DSDA-Doom v0.27.5, UV. thanks for playing ! i was notified of the knock-offable avs initially, but i decided to keep them for fun. in the off-chance they do become roaming monsters, the fight gets a bit more energetic, which im alright with :) demo tells me rocket switch imps might need a little taming 3 Quote Share this post Link to post
fefor Posted June 4 Knew I had to try it out after seeing that last screenshot which is one of the coolest Doom screenshots I've ever seen. Great map, love the texturing, architecture and lighting. Died a lot but managed to always have enough ammo to deal with the enemies, got all kills but missed the secret. I thought the archviles being able to fall to be fun, had some "oh shit" moments thanks to that, also I've always been a fan of going into rooms that have all of the monsters facing the other way where they can't see you so you can decide where to start the fight from. This is a seriously impressive effort for a first release and being that young, you have a bright mapping future ahead of you so I hope you continue to pursue this hobby. 2 Quote Share this post Link to post
bsharp Posted June 5 6 hours ago, fefor said: Knew I had to try it out after seeing that last screenshot which is one of the coolest Doom screenshots I've ever seen. Great map, love the texturing, architecture and lighting. Died a lot but managed to always have enough ammo to deal with the enemies, got all kills but missed the secret. I thought the archviles being able to fall to be fun, had some "oh shit" moments thanks to that, also I've always been a fan of going into rooms that have all of the monsters facing the other way where they can't see you so you can decide where to start the fight from. This is a seriously impressive effort for a first release and being that young, you have a bright mapping future ahead of you so I hope you continue to pursue this hobby. thank you so much for the kind words! glad you enjoyed it; ill be doom mapping for a while, probably until i die !!!!!! 0 Quote Share this post Link to post
Kinetic Posted June 5 Hello, awesome username btw. I gave the map a runthrough blind on UV. Overall I thought it had some super strong lighting and texture composition, and I particularly loved some of the LITE3 light cones and the shadows some supports cast. I also liked the 2nd arena's twinkling 242 sectors. Combat in this map was actually fairly open in each individual arena, and in the final arena you can open a door to head back to the start, so it is a nice camping opportunity if a player wishes to run away from it all. On the RL pillar, it lowers very slowly from the switch that lowers it, so a player can grab it before the pillar lowers all the way. Thus, the ambush the RL is meant to trigger may not trigger since it is reliant on the player running over the small square that comprises the pillar the RL was sitting on. Might want to have the switch that lowers the RL reveal the ambush instead, but perhaps you dont want a lot of rigidity with triggers and encounters like that, having some players not trigger it accidentally might be part of the fun to you. I liked the secret area a lot, very creepy until I saw the health bonus. 1 Quote Share this post Link to post
bsharp Posted June 6 4 hours ago, Kinetic said: Hello, awesome username btw. I gave the map a runthrough blind on UV. Overall I thought it had some super strong lighting and texture composition, and I particularly loved some of the LITE3 light cones and the shadows some supports cast. I also liked the 2nd arena's twinkling 242 sectors. Combat in this map was actually fairly open in each individual arena, and in the final arena you can open a door to head back to the start, so it is a nice camping opportunity if a player wishes to run away from it all. On the RL pillar, it lowers very slowly from the switch that lowers it, so a player can grab it before the pillar lowers all the way. Thus, the ambush the RL is meant to trigger may not trigger since it is reliant on the player running over the small square that comprises the pillar the RL was sitting on. Might want to have the switch that lowers the RL reveal the ambush instead, but perhaps you dont want a lot of rigidity with triggers and encounters like that, having some players not trigger it accidentally might be part of the fun to you. I liked the secret area a lot, very creepy until I saw the health bonus. hello!, thank you for playing the map :) the trigger for the ambush is actually a small square around the rl pillar: if you missed the ambush, you mayve probably linedef-skipped or something ^^' still though, thanks for pointing this out 0 Quote Share this post Link to post
Kinetic Posted June 6 (edited) the lines being around a pillar doesn't change it actually, I was just saying that once the pillar lowers enough, the player can grab the RL without going over the trigger. If you do not wish for players to skip the ambush, I would suggest increasing the speed of the pillar lowering to Turbo or at least Fast. This way, the pillar will fully lower to the point where the player is forced to run over the trigger to grab the RL, rather than being able to camp at the bottom and pick it up without running over the trigger. Edited June 6 by Kinetic 2 Quote Share this post Link to post
bsharp Posted June 6 (edited) ah, i see; apparently, im misremembering, and i didnt put trigger lines around the pillar. ill update the wad later today to fix 🫡 edit: updated. lowers at turbo speed now Edited June 8 by bsharp updated map 1 Quote Share this post Link to post
NenapoMinayuChtchiyasya Posted June 7 Much has already been said, so I will add that I liked the idea of a gradually descending platform with a key. Despite the fact that this mechanic was repeated twice in a row on the map. I will only say that I suffered in this map, I do not know how others survived, but I was chronically short of ammo and health. 1 Quote Share this post Link to post
bsharp Posted June 8 12 hours ago, NenapoMinayuChtchiyasya said: Much has already been said, so I will add that I liked the idea of a gradually descending platform with a key. Despite the fact that this mechanic was repeated twice in a row on the map. I will only say that I suffered in this map, I do not know how others survived, but I was chronically short of ammo and health. thanks for playing :) i repeated the mechanic twice here mainly to get the player to stay in the final area for longer lmao apologies for the lack of difficulty balancing ^^' this map is p hard 0 Quote Share this post Link to post
DynamiteKaitorn Posted June 14 A visual delight to look at! I enjoy the nice usage of lighting and this only being vanilla textures works surprisingly VERY well! :D That being said I read the description after playing it (my fault, should've read it XD) and yeah... HMP is seriously unbalanced. By the time I got through the yellow key door I was already down to just my pistol and after surviving the chaingunners I wasn't going to tackle a second room of chaos with ~40-ish HP... Honestly though, PLEASE play this WAD! It is WONDEFUL! :D 1 Quote Share this post Link to post
bsharp Posted June 14 5 hours ago, DynamiteKaitorn said: A visual delight to look at! I enjoy the nice usage of lighting and this only being vanilla textures works surprisingly VERY well! :D That being said I read the description after playing it (my fault, should've read it XD) and yeah... HMP is seriously unbalanced. By the time I got through the yellow key door I was already down to just my pistol and after surviving the chaingunners I wasn't going to tackle a second room of chaos with ~40-ish HP... Honestly though, PLEASE play this WAD! It is WONDEFUL! :D thank you so much for playing! i do agree that i shouldve definitely gotten around to difficulty-balancing this better; will absolutely do that better next time around. but really, thanks for the praise!! really motivating :) 1 Quote Share this post Link to post
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