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Vice Laboratory: One Level Wad for Doom II
LittleDuck replied to LittleDuck's topic in WAD Releases & Development
I really appreciate this specific combat advice, will make sure to use some of these in my future maps. Enemy design has always been my least favorite part of map design, I am more of a layout/texturing guy, so having this specific advice is going to help a lot. Thank you! -
Vice Laboratory: One Level Wad for Doom II
LittleDuck replied to LittleDuck's topic in WAD Releases & Development
Oof, now that I look at the map on doombuilder it is so painfully obvious how many misaligned textures there are. Should've spent more time on texturing instead of rushing it. Will check the texturing more carefully the next time I map. I am still fairly new to mapping yes. -
Hello! It has been 2 years since I have been on the forums, but I have been getting on and off of doom mapping over the past few months. I haven't made many finished maps in the last few months, but this map is mostly finished, so I'm gonna upload it. I did make this map for a megawad project, but I decided that it was too much to manage, so I ended the project. This is made to be a limit removed map, doubt it would work on pure vanilla due to visplanes but it doesn't add any new gameplay features. I am really happy with this map, but I want to see what others think so I can improve and stay motivated to map. IWAD: Doom II Map: Map01 Compatibility: Limit-Removing ports Custom Assets/Sounds: None Difficulty: Not super easy, but not super hard. Doesn't use many high tier enemies but uses a good amount of low tier ones. Difficulty implementation wasn't added yet, so all difficulties will have 140 enemies. (NoMo) Screenshots: Wad: ViceLab.zip
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Even though I have always hated pain elementals, I gotta respect them. They add a level of challenge to a level that no other enemy can accomplish, as pain elementals eat your ammo and can be dangerous if they spawn too many lost souls. Doesn't stop me from hating them, but it was a unique idea that added a new challenge to the game. Imagine if imps shot out zombies instead of fireballs, except the zombie is a fast flying skull and the imp is a big beefy cacodemon with arms. I feel like some of the placements id did were a little off, as in map15, where pain elementals are often placed in small tight spaces, where they are almost useless since there is no room to spawn any lost souls. Fighting pain elementals are more entertaining than fighting big cushions.
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Hello. I decided to start working on a Doom 1 episode, and this is map 1. It takes place in a demon infested factory, and I'll save the rest of the storyline for the episode's release. As expected in a first level, it'll be short and easy map. I'd like some feedback so I know what to do for the other maps in this wad. This is by no means my first level, I've worked in a community project recently. I haven't released any of my own works outside of that and one crappy map back in November though, so this will be my first single person project. IWAD: Ultimate Doom Map: E1M1 Map Name: Demons Incoming Compatibility: Limit-Removing ports Custom Assets/Sounds: None DosBox: Crashes due to visplane overflow in certain spots of the first room, has slime trail in first room and tutti frutti effect throughout map Chocolate Doom: Crashes due to visplane overflow in certain spots of the first room, has slime trail in first room and tutti frutti effect throughout map Crispy Doom: Works normal Doom Unity: Works normal PrBoom+: Works normal GZDoom: Works normal Screenshots (Taken while playing nomo, for clarification)
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Thanks people! I had to go to sleep, and woke up to a bunch of notifications... I'm planning on building a 9 map episode in Doom 1 format, which is why I was asking.
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I wanna make an 8 level techbase episode for Ultimate Doom, I can get everything else right when making maps, but I feel like my maps don't look very good. I wanna make good looking techbases, not crap boxy ones. What tips do you have for making techbases look good?
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Adding custom textures is driving me crazy
LittleDuck replied to LittleDuck's question in Editing Questions
I figured it out, I was trying to edit a new wad with the custom textures as a resource instead of just building the maps in the wad with the textures. Thanks! -
I'm using slade, and following the tutorials. What happens is that everytime I get to the part where you add the graphics to the patch table and textures, when the names of the patch table and textures goes red, showing I did something wrong. I tried to do the TX_START TX_END method since I was already planning on using mapinfo, but it still wouldn't let me use the textures in Ultimate Doom Builder. I have the textures wad as a resource, and I converted all my textures to doom format. It may be because I'm using doom in doom ii format, and not something more custom. But I need an answer.
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I've played your map in two different ports, vanilla and ZDoom. Considering that this vanilla gameplay, I don't know why the map breaks on the vanilla port that I played first. I switched to ZDoom and it was fine. I'm no expert mapper, so take everything I say with a grain of salt. I like the texturing of this map, reminds me of something you'd see in e1, and the outside area is pretty charming. My only real complaint is in the shotgun secret, because using the cracked yellow stone texture on the ceiling of the blue wall texture throws me off. In terms of gameplay, it was a pretty fun map, especially in the later half. I was not expecting to see an aranchtron (I know I spelt that wrong, I can't spell) in the final room. My only complaint with the gameplay is that it got bring in the first half, I felt a little more enemies could've done some good. Also, in the room with the yellow key I don't like how you have to open up a wall to get to the switch, just let me get the switch. The secrets I found could me more dynamic than opening doors. I didn't find the last secret, or the last two enemies. I hope to see more from you Cheers! quack