FanTazTiCxD Posted February 4, 2019 (edited) 39 minutes ago, HAK3180 said: @FanTazTiCxD, Basically all I'm saying is you may be limiting the number of people who play your map because some people don't want to or even cannot run GZDoom. So the thought goes, "If it theoretically could run on something less, why not test it on something less?" And this is not determined so much by the iwad and the textures, but by which game configuration you used: Doom 2, Boom, UDMF, etc., which you select here: Oh okay! I choose "Doom 2" as highlighted there. I'm very sure my map can be run using any engine, not just gzdoom Edited February 4, 2019 by FanTazTiCxD 0 Share this post Link to post
Steve D Posted February 4, 2019 26 minutes ago, FanTazTiCxD said: Oh okay! I choose "Doom 2" as highlighted there. I'm very sure my map can be run using any engine, not just gzdoom Not quite. Even when you map for GZDoom in Doom 2 mode, things can still go wrong in PrBoom and other ports, but I'll concentrate on PrBoom. Your map can become unplayable in PrBoom if you place items such as weapons, ammo and health too close to platforms and ledges. In PrBoom, these items can "levitate" and become unreachable for players. Trust me, the most experienced mappers sometimes make this mistake. This is but one of many issues that have become known as "ZDoomisms." As mentioned above, PrBoom retains the infinitely tall nature of Things from vanilla Doom. This means that your map may have pitfalls, such as a tendency for monsters to cluster below a ledge a player is supposed to jump from. Not only will the infinitely tall monsters make the jump impossible, they will inflict damage on the player above them. Flying monsters are also infinitely tall, but in this case, it means they block players below them, which doesn't happen in GZDoom. This may make it impossible for players to get past these monsters and finish the map. Another ZDoomism is an issue discussed above, where you can hit a monster on a pillar and knock it to the edge, where it becomes stuck and helpless. This can be to the player's advantage, because it makes the monsters easier to kill, but it will weaken your encounter design. You can fix this ahead of time by flagging the edges Block Monster -- which will also prevent them from being knocked completely off in GZDoom -- but chances are most mappers forget to always do that -- raises hand -- so running the map through PrBoom will help you fix those problems. Yet another issue is that in GZDoom, you can put a trigger line in front of a door or even within the door sector, but in PrBoom, you can't. The trigger has to be at least 16 or 32 units away from the door, or the door will lock and make it impossible for the player to finish your map. Making sure these problems don't happen is as simple as downloading PrBoom-Plus 2.5.1.4 and giving your map at least one pass in this port before sending it up for testing, and especially before an official release. Why is this important? Doomworld is primarily Boom-occupied territory. For various reasons, including the creation of demos by speedrunners and map testers, PrBoom is the king here. Among other things, this is what @HAK3180 means when he talks about limiting your audience. It may not be a huge issue for you, but it's nice to know that if people want to play your map on their chosen port, they can do so. I wouldn't say you need to test your map on every port, but IMO it is necessary to test it on PrBoom. People who prefer to play in Zandronum, Risen3D, Eternity or Skulltag should be listened to if you make a thread for testing your map, but if you can write that you tested in both GZDoom and PrBoom in your textfile, you'll have most of your bases covered. 1 Share this post Link to post
HAK3180 Posted February 5, 2019 @cambreaKer Doomworld forum topic The visual style and the flow to some extent is definitely E1. This could be a decent M1 replacement in a mapset, but it’s a little too easy as a standalone. It did have some cool elements here and there. Bottom line: a fairly generic but not poorly done Knee Deep in the Dead homage 1 Share this post Link to post
cambreaKer Posted February 5, 2019 9 hours ago, HAK3180 said: @cambreaKer Doomworld forum topic The visual style and the flow to some extent is definitely E1. This could be a decent M1 replacement in a mapset, but it’s a little too easy as a standalone. It did have some cool elements here and there. Bottom line: a fairly generic but not poorly done Knee Deep in the Dead homage Thanks for the review! Also, the map is supposed to be the first map in a e1 replacement. 0 Share this post Link to post
HAK3180 Posted February 5, 2019 @FanTazTiCxD Doomworld forum topic This thing is well designed for the most part and looks good with a lot of detail, though there are some odd alignments in many places. I got really confused by the icon of sin door. I have no idea when it opened. I also did not find the blue key puzzle enjoyable. Perhaps I missed another part of the map where the same setup is used with visual cues (like TNT map 30). I thought the combat was simultaneously really good and not good. The good comes from a great Doom 1-ish feel and lots of enemies placed in interconnected rooms so that you really have to keep your position in mind. The barrels were a great touch too. But the bad was simply the severe ammo and health shortage early in the map. It was, in my opinion, much too unforgiving for so many hitscanners. Bottom line: Well on its way to greatness but definitely some noticeable faults 0 Share this post Link to post
FanTazTiCxD Posted February 5, 2019 Thank you for playing my map! I appreciate all the time you took to do this, and I watched the whole video! My response to your review includes some spoilers, so open the spoiler below to keep reading: Spoiler I have previously watched another person playing my map doing better than you, and having no struggles with health and ammo - probably also due to his ability to find several more secrets. But also because I could see you were using your keyboard instead of a mouse to aim, like you did in the good old doom days. I admit, I didn't consider how much harder it would get if you choose to play like this. I could have added an easier difficulty with less monsters or more health for those playing my map in the old school way, like you did. I should have thought about that. All the 'things' in my map are marked with both "easy", "medium" and "hard". I have come to realize also, that I should have added a chance for the player to understand how the blue key puzzle worked. Here's an explanation: Platform number 2 and 7 (from left) activates the two floors to move up and down. The rest stops their movement. I didn't add any clues to this in my map, which I should have done - or at least a bunch of radiation suits to give the player more chances of trying it out. So you didn't miss any visual clues, because I simply didn't add any - and I should. The 'icon of sin' door was opened when you flipped the big skull-switch in the end of the stairway tunnel with the arch-viles. It was guarded by a revenant. However, the big skull-switch was blocked by poles that would only lower after you'd flip another switch, which is the small skull-switch that you flipped even before encountering the poles that would have blocked that area. I should have added some arrows to help the player know where the switches were, and what they were activating. I see, that I gave the player too much time wandering around being confused of where they needed to go... I am not planning to edit my WAD for now, but I appreciate the time you took to review my map, hearing about the things you liked, and receiving your constructive criticism as well. Notes have been taken for the future, whenever I decide to try mapping again. For now, I'll focus on being more social ;D I've been quite stuck in this whole doom-mapping universe while making this map, so it's time for me to breathe some air 1 Share this post Link to post
HAK3180 Posted February 5, 2019 @xdarkmasterx Doomworld forum topic This map turns from excellent to pretty bad very quickly. Basically, where the logical end point would be is a teleporter to a few more sequences that aren’t very high quality and are nothing like what the level has been so far. So I’m just going to talk about the first 70% or so, which is great. It’s another collector map where you can get the keys in any order. It has a rough start and lots of roaming monsters. It’s very well designed and looks really cool with a bunch of color-modified stock textures. The keys all come with a different big fight, and they’re all pretty fun. This is one of my favorites by this mapper (until the last section). Bottom line: Ignore the end part and this is quintessential xdarkmasterx – high quality gameplay and always slightly improving visuals. 0 Share this post Link to post
HAK3180 Posted February 8, 2019 @MCarsten (At one point in the map I get stuck and cheat. I eventually realize it has to do with a compatibility setting on GZDoom, so I don’t think the map is broken.) Doomworld forum topic It’s an interesting map. The way that the difficulty sneaks up on you is pretty well done. You start with plenty of ammo and not much challenge. The encounters gradually become much more difficult and the ammo abundance deteriorates. Visually, there are good things here and there. Overall it’s a little bit crude and the layout is a little bit compartmentalized; you sometimes feel like each new area is totally discrete, but the opening part and a couple other areas are not that way at all. Bottom line: This map ends up being a lot better than the first few minutes would suggest 1 Share this post Link to post
xdarkmasterx Posted February 20, 2019 hello iv'e complete finished another map for real this time (it was old) but you could play this any way? ty :) https://www.doomworld.com/forum/topic/101379-toxic-community/ 0 Share this post Link to post
HAK3180 Posted February 22, 2019 @xdarkmasterx Part 1 (this map is not that long; I just didn't have the time when I started) Part 2 Doomworld forum topic On easy there was an abundance of ammo but scarce health – interesting combo. Overall it was pretty hard. I usually do much better on this mapper's maps when I play on Hey, Not Too Rough. But as usual, it's never an unfair or cheap hard, nor is it a boring grind at all. Mostly good visuals if you ignore some massive plain undecorated straight walls. You only end up needing one key and although I killed everything without necessarily trying to, I’ll bet you can beat it fairly conventionally with only ~85% kills. Bottom line: A slight deviation from xdarkmasterx's signature style, this is another good map 0 Share this post Link to post
Mister Xiado Posted February 22, 2019 Care to give this abomination a look over? It's what happens when you're experienced in Quake II mapping, but then try to make a DooM map with no plan. Thanks in advance. 0 Share this post Link to post
HAK3180 Posted February 26, 2019 @Mister Xiado Doomworld forum topic There's good and bad. There's a lot of attention to detail in some places, but others are extremely bare. I think the overall progression walks the line nicely between confusing and integrated, and I do like what's done with the yellow keys. Probably the biggest issue is that the combat is simplistic. Almost every encounter is grindy and/or allows way too much space to maneuver. Bottom line: Pretty good layout and visuals, monster placement needs work 1 Share this post Link to post
HAK3180 Posted February 27, 2019 (edited) It's been a year! By my count I have recorded 425 videos. Honestly, a year ago I would not have been surprised to see this thread fade away within a couple weeks. It has faded a bit recently, but that's okay. If it's served its purpose, so be it. But I thought I'd make my own list of awards for maps I've recorded for this thread: the HAKawards, if you will. Maps I Really Liked (I had about 20 maps and decided to narrow it to twelve - no particular order) Spoiler Strike on Hectic Castle by @The Mysterious Moustachio terrific map in what's shaping up to be a terrific set. It's relentless action in a wonderful vanilla setting map for Mayhem Purple 2018 by @AD_79 this is just an overall showcase of mapping expertise UAC Invasion: The Supply Depot by @DooMknight A brilliantly put together massive map Bury My Heart Knee Deep by @Ryath another huge map with excellent, innovative gimmickry - one of my favorite Doom things ever Eternal Damnation E3 map: Cocytus Realm by @DMPhobos My favorite of the set, which is basically a terrific abridged Ultimate Doom Travelling to the Moon by @Yugiboy85 a slightly more guided huge map with great visuals Wild Dog by @NuclearPotato from Pigeon Speedmapping 5 This map is really nothing special, but I just really enjoyed it and think it's a great speed effort Deadlock by @Steve D a wide-open map with lots of action Regnum Damnatorum from Retribution Trilogy by @DooM_RO There are better epic maps on this list, but this one also features a stellar layout and fair but challenging gameplay throughout Inside the Feared Madness by @Marlamir just a really good layout Wyrmwood Map 10 Eruption by @meapineapple I really enjoyed the overall atmosphere in this one Port Glacia by @an_mutt Hard not to admire and appreciate the objective quality on display here Mapsets Deserving of Mention Spoiler Doomed in Space by @Doomkid et al. my idea of a good conversion project. The Doom gameplay is mostly intact but all the monsters and weapons are different. Simultaneously everything is different and nothing is different. Sucker Punch by @Rook high quality maps in various styles Nanopineapple by @meapineapple How can you not appreciate the effort? Good Morning Phobos by @sincity2100 This set became a staple of my week. I would always look forward to recording my next GMP video because, of all the things I played, this was such a good combination of quality and nostalgia. A Nod to a Few Mappers Spoiler @Deadwing Having played both Ozonia and Exomoon, Deadwing became quite possibly my favorite mapper. Without fail, you get amazing combat in fun, exploratory atmospheres. Ozonia and Exomoon maps could have dominated the list above. @Jaska Only a couple maps in this thread, but the Lost Civilization project is outstanding @xdarkmasterx He can throw some duds at you, but when he's at his best, you get incredibly well thought and challenging gameplay. This is the most underrated mapper I know of. Whether this goes on for another year or more or I never record another video, it's been a pleasure. Edited March 1, 2019 by HAK3180 formatting 22 Share this post Link to post
meapineapple Posted February 27, 2019 (edited) @HAK3180 I've been slipping too, haven't recorded a "Let's Doom" in at least a month. I gotta get back on top of that. And, !! My very first Doom mapping award! I'm honored and I'm glad that you enjoyed Wyrmwood and Nanopineapple so much. I hope to still be posting more wads in this same topic in the future and watching you overcome them. Edited February 27, 2019 by meapineapple 4 Share this post Link to post
Moustachio Posted February 27, 2019 @HAK3180 Hell yeah, man. Glad you liked Hectic Castle! 1 Share this post Link to post
Marlamir Posted February 27, 2019 @HAK3180 Oh thanks buddy, glad you liked that map. 1 Share this post Link to post
DooM_RO Posted February 27, 2019 @HAK3180 I'm honored that I am mentioned on that list! I put a ton of effort in that map and I am quite relieved that it came out right. 2 Share this post Link to post
holaareola Posted February 27, 2019 @HAK3180 Just want to say thank you. I've enjoyed watching your videos and I bet the mappers really get a lot out of it. Thanks too for putting the list together, not played most of these-- more additions to the neverending to-play list. And totally agree on @xdarkmasterx! I can see the style being a little divisive, but I find them a really distinctive mapper. 2 Share this post Link to post
Moustachio Posted February 28, 2019 Hey, @HAK3180, would you want to take a look at Map17 from Interception II? It's one of the collaborative maps we did for the set, and it's also one of the more polished currently. The Map was done by myself, @stewboy, @Pegleg, & @DerFurer'sFace. Screenshot: Spoiler Download links: WAD Textures Music not final. 1 Share this post Link to post
HAK3180 Posted March 1, 2019 (edited) @NaturalTvventy Part 1 Part 2 Doomworld forum topic Really good map. Just a few potential negatives for me included some trickiness in navigation (but that’s always a risk in a larger map) and a somewhat underwhelming grand finale. The ending was really fun, to be sure, but the amount of supplies suggested a trio of cyberdemons or something, so I don’t think the monsters need to change, just the supplies. Other than that great stuff. The map is very cohesive, yet offers a variety of loci, visually and navigably, so your combat is never stale or static. In fact, quite the opposite is true. The map’s combat is engaging from start to finish. It’s very hard to find a quiet corner to look at the map, for instance, but you never feel like you’re just grinding. Bottom line: maybe a little bit confusing, but a memorable map of high quality Edited March 1, 2019 by HAK3180 3 Share this post Link to post
Deadwing Posted March 1, 2019 Thanks a lot, HAK! Very nice write-up! I'm glad you've enjoyed my last releases! Unfortunately, I didn't get much time to continue on Ozonia, but I'll do as soon as possible in the future :) 2 Share this post Link to post
NaturalTvventy Posted March 1, 2019 Thanks for playing BoomSITM! It was fun to watch you play another of my maps. Heh those three stacked blue armors near the end are a mistake; I barely tested on anything but UV. Good to hear the compliments and the criticism. I’m glad you enjoyed despite the wandering at times - a common occurrence on many of my maps for a lot of folks. 1 Share this post Link to post
Steve D Posted March 1, 2019 @HAK3180 -- Thank you very much for the HAK Award, and here's hoping you keep this up for another year, though if you're hitting burnout, I could certainly understand taking a break. You've done us all a great service by playtesting our maps and giving us your incisive commentary. May it continue as long as you want it to continue, which I hope is quite a while. ;) 1 Share this post Link to post
HAK3180 Posted March 2, 2019 @The Mysterious Moustachio, @stewboy, @Pegleg, @DerFurer'sFace Doomworld forum topic (project) This map features all the hallmarks of a great part of a megawad. Its length is just right, making the map cohesive while offering some distinct areas. These areas and how they are connected make this map wonderful to travel around in; the layout is such that you could play it different ways. Its difficulty is overall medium-ish but varied throughout the map. And visually, it’s classic and fresh at the same time. Bottom line: I’ll be looking forward to this release 2 Share this post Link to post
MAN_WITH_GUN Posted March 2, 2019 (edited) Hey there, can you play my map from unfinished RDC project? I'm glad if you'll try it on UV, cuz map is not too hard as well :P IWAD: Doom 2 Port: Boom Map: 22 Name: Cold Blood Edited March 2, 2019 by MAN_WITH_GUN 0 Share this post Link to post
HAK3180 Posted March 3, 2019 @MAN_WITH_GUN Doomworld forum topic (project) The appearance is a simple elegance that hints of realism. The layout is pretty good for the most part, allowing you to prophesy how it will unfold. However, the exact progression was unclear a couple times with switches out of sight of their results. I also found the combat a little weak for two reasons: (1) a number of one-directional threats while you stand back in the other room or on a teleporter and (2) nothing better than a shotgun and not enough ammo for it. Bottom line: This thing not being properly released yet, I think pretty simple changes can make this into a solid map 0 Share this post Link to post
DJVCardMaster Posted March 4, 2019 (edited) I have my submission here for Interception2, MAP13, I just want to see if is it right or needs a little bit more polish in gameplay or layout. At the moment detailing is probably going to change by the way.Download Link You should use the same texture pack provided by The Mysterious Mostachio above Edited March 4, 2019 by DJVCardMaster 0 Share this post Link to post
HAK3180 Posted March 5, 2019 @DJVCardMaster (I totally screwed up and had my secondary recording channel the same as the first one instead of my mic, so there's only game sounds, and they are "doubled") Doomworld forum topic (project) Since the video lacks spoken commentary, I'll expound a bit here. This map reminds me of TNT, and I like TNT. Visually, it has a simple, clean, techy elegance. I think many would find it lacking in detail, but others would think it’s good as is. Apparently, there's more detail to come. The path I took initially got me wrecked, but it seemed to be the perfect combination to get myself screwed, as there are actually plenty of weapon and ammo pickups, just not where I went. It's an interesting debate perhaps: in such an open map, should there be some possible combinations that screw you over or should there be sufficient supplies every possible way you could play it? I was troubled by the lack of ammo/weapons at first, but I eventually came to be fine with it because it really did seem that I just got very unlucky in the path(s) I chose. I did had a few minor issues with the gameplay. I thought the cyberdemon could be entirely eliminated without losing much. It was just the one monster in a backtracking area, and I had very few cells, so it seemed quite obvious to me just to skip that fight. I thought perhaps the final area could use a cyberdemon or spiderdemon because although there's a lot of opposition, it's pretty sure to become a big infight that you can just circle around. I also had a bit of an issue with the one switch that remotely opens the door to one of the key paths. This map is big and open, so, although I didn't, it's entirely possible to get to that switch well before even attempting to open the door it opens. And that could leave you wondering all map what it did. Plus, given the location of said door, it really feels like you will end up opening it from the other side. Other than that I rather enjoyed the map. There was a nice mix of incidental combat with good use of roaming monsters and more specific traps and signature fights. Bottom line: fun open layout, slightly underdetailed (for now), mostly good, varied combat 1 Share this post Link to post
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