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New E2MX - Looking for a slot...


Xindage

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First see,







Well if you still dont recognize thats the old e2m1 from stable freedoom (0.8) i reworked on them and they are only for explore or play at deathmatch, the outside area is exclusive for dm, i'll finish they later adding monsters and more stuffs, i want your opinion about the layout, is good, fine, bad or need changes, please feed back me.

Download link: https://www.sendspace.com/file/8xka2m

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As no-one has replied to this in over a week, I decided to have a look at it. Consider it returning the favour for the feedback you gave my map. ;)

I played this and the original back-to-back, and you've done a good job distancing the map from Doom's E2M1.

Overall, I like what you've done. It has good progression, and I think it should be fun when filled with a few monsters. The only problem I noticed is that the start room is a bit of an assault on the eyes. It would look better if GREYVINE was used more sparingly, and with some more light variation.

I couldn't get in to the Orb Monster (cacodemon) room, but I'm guessing that's because the map's not finished.

I like the idea of using the outside area as a deathmatch arena. I didn't bother when I did MAP10, and just slapped Deathmatch starts where I saw fit, as I figured DM players would just use FreeDM. :P
I like that you took the time and effort to do that, though. It's a nice touch :)

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Jewellds said:

As no-one has replied to this in over a week, I decided to have a look at it. Consider it returning the favour for the feedback you gave my map. ;)

I played this and the original back-to-back, and you've done a good job distancing the map from Doom's E2M1.

Overall, I like what you've done. It has good progression, and I think it should be fun when filled with a few monsters. The only problem I noticed is that the start room is a bit of an assault on the eyes. It would look better if GREYVINE was used more sparingly, and with some more light variation.

I couldn't get in to the Orb Monster (cacodemon) room, but I'm guessing that's because the map's not finished.

I like the idea of using the outside area as a deathmatch arena. I didn't bother when I did MAP10, and just slapped Deathmatch starts where I saw fit, as I figured DM players would just use FreeDM. :P
I like that you took the time and effort to do that, though. It's a nice touch :)


in the same way of you say i'll awsner all

1st: much thanks for this :D

2nd: heh that was of i was really trying to do, i dont like of some maps be trashed up so thats not the only of i'm trying to bring back, i find a old map31 (30) in attic (deposit of unused recoucers) and i'm reworking in this map too ;)

3th: I noticed is that the start room is a bit of an assault on the eyes. It would look better if GREYVINE was used more sparingly, and with some more light variation.
huh!? sorry but my bad inglish dont make i stand it all...

4th: no! the map layout is done, this secret is hard to find but if you look right near the 1st key (red i think) on the stone wall you'll spot a small green square in the wall press it and it will open, only to you know why this map has orb monsters is because i re-begin this map from his secret plasma area :P that was the only monsters not removed.

5th: the deathmatch room is only a secret exit that fits a good dm :P

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That switch is tiny! I spent a while looking for it but had to look in a level editor. It's a nice place to hide a secret, but I think the switch should be a little bigger, as it's almost impossible to see. :P

Sorry you didn't understand, what I meant was the start room would look better if you didn't use the GREYVINE texture so much, because the room looks a bit too grey.

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