-
Posts
236 -
Joined
-
Last visited
About FireWarden1000
-
Rank
Junior Member
Recent Profile Visitors
1083 profile views
-
JustAthel, Artifice runs fine with the latest GitHub version of GZDoom, but will have compatibility issues with the Brutal DOOM mod: - Monsters are not able to teleport into the level, which prevents the player from reaching the Level Exit. - The monsters that appear in the WAD are not the same as the monsters in Artifice, which will unbalance the difficulty. (Kamikaze Bombers are replaced with Archviles). - The Secret Areas in the level look different. The main problem involved monsters not teleporting into the level which will prevent the player from reaching the Level Exit. Release what you are able to finish, and complete the unfinished content at a later time or even compile the content into a new project.
-
While the Brutal Doom Mod is playable with Artifice, progressing in the levels will not always be possible, or be able to achieve 100% Kills without activating cheat codes. I will not include an introduction or conclusion for the WADREVIEW, because there are levels in the WAD that appear to be unfinished. I completed Artifice with DOOM mods, and without DOOM mods. I admit writing the WADREVIEW for Artifice required multiple playthroughs, and took me weeks to write. MAP01 - COLLAPSE 70/100 MAP01 is a large sized, and empty level with minimal exploration involved, but will require the player to travel through the same areas in the level multiple times to progress in the level. There are numerous themes within MAP01 which will be present throughout the entire WAD, which will include a Tech Base theme, Gothic Castle theme, and Limbo theme. MAP02 - STAGNATE 68/100 MAP02 is a large, and empty level with well detailed outdoor environments noticeable throughout the level, but the interior locations are full of empty space. The Warehouse in the Starting Area is well detailed, but is relatively empty to explore, and the Factory Area is unfinished with completely empty locations as well as the Secret Areas. MAP03 - TRAVERSAL 78/100 MAP03 will feature more gameplay variety which takes place in indoor locations as well as outdoor locations, and will be the first level with 3 Key Cards. The best part of the level were the enemy ambushes, because the enemy ambushes were numerous, but the monster block Linedefs will be present in the level. MAP04 - TEMPORAL 62/100 MAP04 is the worst level in Artifice, because the level repeats, and the level is missing the Blue Key, which prevents the player from reaching 100% Kills. The build quality of the MAP04 level feels rushed out the door, and exploring the level is not necessary, because the Level Exit is accessible in the Starting Area. MAP05 - ARTIFICE 85/100 MAP05 is the best level in Artifice, because of the scale of the level, with multiple pathways to explore, numerous Secret Areas to find, theme variety, gameplay variety, level difficulty, and the level actually resembles Ultimate DOOM level design. The level is best described as being a large size maze, because the level layout will take time to understand where to go next while the player is being attacked by enemies in the distance. Enemy ambushes will catch the player by surprise, because the level design is dynamic, and the gameplay is very challenging with powerful enemies appearing throughout the level. MAP06 - IRISBOUND 85/100 MAP06 is the 3RD best level in Artifice that takes place in outdoor locations which involves the player to explore a cave system, and the level will have a resemblance to the original DOOM levels. The best part of MAP06 is the exploration, because the level design is open ended, the difficult increases with the presence of more powerful enemies, and the Secret Areas were well designed. MAP07 - ICARUS 85/100 MAP07 is the 2ND best level in Artifice featuring a very ambitious level design which will require the player to fight through large waves of enemies to unlock the gates that will lead to the level exit. While MAP07 is the grindiest level in the WAD, because of the number of enemies present in the level (over 400 enemies), the overall size of the level, and the amount of exploration necessary to complete the level is unmatched in comparison to the previous levels. The size of the level reduces the difficulty of the level, because of the amount of space the player is provided to avoid being overwhelmed by enemies, and the best part of the level is searching for the Secret Areas. MAP08 - THIS WAY COMES 80/100 MAP08 is the dramatic ending to Artifice with an emphasis on abstract level design, and will be the most challenging level in the WAD, because of the level design which will feature small size arenas full of enemies, and the Final Room will take place within an arena as well. The gameplay during the first half of the level will be relatively uninteresting which will feature mostly lower level enemies, and the level difficulty increases as the player progresses in the level. MAP08 is the most difficult level in the WAD, because the monster arenas will be more Random Number Generator based, with more by the numbers enemy encounters which decreases the chances of surviving the arenas to at least 50%, because there are no hiding locations in the arena, and you will have to dodge all of the enemies to complete the arenas successfully. In the Final Area in the level, the player will be within a close distance from the Boss Enemy, and the player will be required to sprint through the arena to survive the arena. MAP09 - STATIONARY 72/100 MAP09 is a Secret Level in Artifice, and will be a Slaughter Map featuring 2 Arenas with enemies teleporting into the area. There is plenty of room for the player to move around in the level which will provide the player an excess amount of resources to complete the level. The level will have no side locations to explore, but the level will contain well designed visuals, and the level takes place on islands consisting of both indoor as well as outdoor locations with a Boss Enemy appearing at the end of the level. FINAL SCORE: Artifice 76/100 GAMEPLAY: 74/100 GRAPHICS: 77/100 PRESENTATION: 77/100 NOTES:
-
Have the Linedefs around the teleport location facing out except for Linedefs that are walls, and do the same for the next location teleport, adding Teleport Exits to both teleporter locations as well as placing teleport Linedefs in these locations will provide the player with reusable teleporters.
-
The Battle of Imp Creek
FireWarden1000 replied to JadedFanatic's topic in WAD Releases & Development
I completed The Battle of Imp Creek BATTLE.WAD with GZDoom with Brutal Dooom v22 Beta Test 3 brutalv22test3.pk3 DOOM mod on Ultra-Violence, interesting DOOM2 level, 70/100. There are numerous graphic bugs present in the level, but the gameplay earns a higher score, because of the large level design, and the level is filled with various enemies. The main complaint about BATTLE.WAD is the presentation of the level, because the level will consist of large areas full of empty space with minimal detail in each area of the level. The graphics will need improvement, because you will be able to see through the ceiling in parts of the level, and the level is full of moving door tracks. The main compliment I have for the level is the gameplay length, because the level takes a long time to complete considering the size of the level, numerous switches to activate, the number of enemies present in the level, there are Secret Areas to explore, and the gameplay balance for Ultra-Violence is well balanced. The level is called "The Battle of Imp Canyon" instead of "The Battle of Imp Creek," and I didn't see a creek in the level unless the creek is the Lava Area. GRAPHICS: 60/100 GAMEPLAY: 85/100 PRESENTATION: 65/100 -
Dondlo, the props in the level are designed to a realistic standard (52MB. file size), and you removed the body armor in the Starting Area of the level. You should build Id Tech 3 levels compatible with GZDoom, and DOOM2.WAD.
-
desert base - boom format micro wad
FireWarden1000 replied to egghead07's topic in WAD Releases & Development
I completed desert base.wad with GZDoom with Brutal Dooom v22 Beta Test 3 brutalv22test3.pk3 DOOM mod, basic DOOM2 level, 52/100. The Starting Area is the best of the level with the player surrounded by enemies, and the level is filled with enemy ambushes, but the bland visuals with questionable level designs will reduce the level rating. Understanding how to proceed in desert base is the best part of the level, because the level is dynamic with a level that opens up when the player reaches a certain point in the level, but the ideas in the level do not connect very well which will leave the player in disbelief (random floor switches). The visuals, and the presentation of the level were the worst parts of the level, because all of the walls were the same texture, and there are no noticeable details in the level, which leaves the level as being very plain in appearance. The graphics are comparable to a Wolfenstein 3D level with level height. Recommendations (for people who are starting out), leave space between doors to prevent the player from activating the first door, add more texture variety to the level, only build switches relevant to completing the level, and place lifts in front of doors if the door is not accessible from floor level. GRAPHICS: 50/100 GAMEPLAY: 65/100 PRESENTATION: 40/100 -
If you made any mistakes with any DOOM level editor, you should be able to undo the action (CTRL+Z). Merge the Sectors then delete the Vertices (DELETE) on a Linedef 1 at a time if necessary to clean up the level.
-
A short demo of a wad I'm working on.
FireWarden1000 replied to Sentrygunner's topic in WAD Releases & Development
I completed Deimos.wad with GZDoom with the Brutal Doom Community Expansion DOOM mod, well designed DOOM2 levels, 82/100. Each level in the WAD was well designed, but the main weakness of each level is gameplay length, because the action ends as soon as the action begins, and the gameplay length of each level is relatively short in length. MAP01 - 83/100 MAP01 is a level that is made to scale which takes place within a tech base full of enemy ambushes with enemies waiting to take the player by surprise in believable environments. The level is atmospheric with dramatic lighting present throughout the level with varying environments spread throughout the level, and each area has a different appearance. The level difficulty is the main problems with the level, because there is a significant amount of space for the player to move around the level, which reduces the effectiveness of enemy ambushes. Place enemies behind objects, walls with openings or inside monster closets to ambush the player to increase the level difficulty. MAP02 - 78/100 MAP02 is the worst level in Deimos.wad with the least number of enemies present, no Secret Areas to explore, and the gameplay length of the level is very short. MAP02 is best described as a concept design of a level instead of being a full length level, because the level feels unfinished with areas of the level being completely empty. MAP03 - 85/100 MAP03 is the best map in Deimos.wad, because the level includes the most theme variety in the WAD, themes which will include outdoor locations, a Tech Base theme, and even Limbo themes. This level is challenging level with enemies appearing in larger groups, and more powerful enemies will appear in the level increasing the level difficulty. The level will have a resemblance to The Ultimate DOOM, and the presentation of the level will not disappoint, but the main weakness of the level is the short level length. There is excellent theme variety present in the level, but the action ends as soon as the action begins, and adding more enemies to the level will increase the gameplay value. GRAPHICS: 85/100 GAMEPLAY: 80/100 PRESENTATION: 82/100 -
Re-Hangar: A Re-Interpreatation of E1M1
FireWarden1000 replied to kinker31's topic in WAD Releases & Development
I completed Re-Hangar with GZDoom with Brutal Dooom v22 Beta Test 3 brutalv22test3.pk3 DOOM mod on Ultra-Violence, exciting DOOM2 level, 75/100. While Re-Hangar is based on E1M1 from The Ultimate DOOM, the level design is completely different, because the progression in the level is different, and the level will feature original gameplay. The main weakness of Re-Hangar will be the graphics, because the Tech Base is relatively empty with dimly lit corridors present in the level. The level is full of surprises, which will include monster closets, enemies hiding in the dark, and the Cacodemons were well implemented flying around the exterior of the building. The level will contain numerous areas to explore with switches to activate to progress in the level, and the level is filled with explosive barrels, which leads to explosions present throughout the level. The biggest surprise in the level were the Secret Areas, because the Secret Areas were well implemented, and have visual improvements in comparison to Hangar from The Ultimate DOOM. RECOMMENDATIONS Add more detail to the level to improve the presentation of the level such as employee offices, crates, computer equipment, furniture, etc. to increase the immersion of the level. Design the level to provide the Cacodemons the ability to fly through windows in the Tech Base to increase the suspense of the level as well as the difficulty. Gameplay: 85/100 Graphics: 65/100 Presentation: 75/100 -
[Doom2] Undeath Trenches - RC1 - single map
FireWarden1000 replied to alexsa2015sa's topic in WAD Releases & Development
I completed Undeath Trenches zaludtre.wad with GZDoom with the Brutal Doom v22 Beta Test 3 brutalv22test3.pk3 DOOM mod on Ultra-Violence, impressive DOOM2 level, 90/100. Prepare to be on the edge of your seat, because the level difficulty will be placed at the maximum level, and expect to survive complete uncertainty in a barren wasteland. The main complaint I have about zaludtre.wad is the level length, because I had to attempt the level numerous times, which increases the gameplay length to over 1 hour. This level is not a short map on Ultra-Violence, because the level will be filled enemies, and the level will be very restrictive on resources, which means the level is survival based. The level is made to scale, and the environments feels believable as I progress through the level in the well detailed environments with dramatic lighting values present in the level. The crates in the level were well implemented, hiding enemies as the player progresses through the level, and will act as ambush locations to traumatize unsuspecting players. Prepare to be surprised in every location in the level, because the level is filled with enemies, and teleporting enemies which means enemies will appear from any area in the level. Archvile traps are well implemented, because the Archviles will be resurrecting the dead enemies, and firing fire blasts at the player, which means the Archviles are extra aggressive. The best part of the level was the Cyberdemon, who is present throughout the level, and after destroying the Cyberdemon, the level becomes much easier to complete. RECOMMENDATIONS The second main complaint I have about Undeath Trenches is the name of the level, because I only see 1 trench in the entire level, and the trenches were nothing more than trenches. How about Undeath Canyon or Undeath Fortress instead? I didn't know Undeath was even a word, and what does zaludtre mean? The theme of the level was very underwhelming, a Tech Base blended with Limbo themes, and the environments resembled natural environments over anything else. Build a theme to improve the presentation of the level, a cultist theme would transform the level into a cultist base, and a cyberpunk theme will transform the level into a futuristic level. Provide the player more resources to complete the level, because I would run out of health or ammo as I progress through the level, considering the number of enemies in each area. As you increase the enemy count in an area of the level, you will need to increase the amount of resources available to the player in the same areas of the level. Secret Areas in the level were very difficult to find even with the Computer Area Map, and include more noticeable Secret Areas in the level with a higher chance of being found. -
Hell Revealed - WAD REVIEW PART I
FireWarden1000 replied to FireWarden1000's topic in WAD Discussion
I am going to rewrite this review, but the review will take time to write with a release possibly towards the end of the year. We will see when that day happens. -
I have completed Corporate Division with GZDoom with Brutal Doom v22 Beta Test 3 brutalv22test3.pk3 DOOM mod on Ultra-Violence, very gratifying DOOM2 level, 92/100. The main feature of this level will be the environment designs, because the environment is made to scale, and level is provided with an obsessive amount of detail. Here is the main weakness to Corporate Division, the level is not a small sized map, and the level took me 30 minutes to complete, unless I am only imagining everything. The level will be tight on resources for the player, which contributes to the difficulty of the level, and the gameplay value is tremendous with a level full of Secret Areas. This is an action packed level full of enemy ambushes that will catch the player by surprise, and one wrong move will mean you have to restart the level. The Lost Souls appearing from the air ducts in the offices, and the outdoor view of the level increases the immersion of the level, which were the best parts of the level. Build whatever you want to build in the DOOM level is the theme of the level, because that is exactly what you will see when you play Corporate Division. Spare no expense to build a level that comes to life with a dramatic ending to the level, which means the action doesn't slow down as you progress through the level. RECOMMENDATIONS Reducing the amount of detail in the level will open up the level, and will provide the player, as well as the enemies more room to move around in the level. Enemies with more room to move around in a level reduces the chances of enemies being stuck in the level, and reduces the chances of enemies attacking each other. Spread out the enemy placement in the level to reduce the chances of enemies attacking each other, and to increase the level difficulty. Provide the player with more health kits or even armor near the Starting Area of the level as well as extra ammo to reduce the difficulty of the level. The music is actually good which fits the theme of the level, and the author of the music track should be added to the Credits.
-
I completed noneed.wad with GZDoom with Brutal Doom v22 Beta Test 3 brutalv22test3.pk3 DOOM mod, I am not providing this DOOM level with a rating. The important part of the level is the fact the player is able to complete the level, and there are no real bugs in the level except for unaligned textures. The main problem with the level is the overall flatness of the level, and the level consists of only square shaped rooms with minimal detailing in each area. I will have to assume you do not usually build DOOM levels, because of the overall quality of this level resembles a speedmap, and everyone has to start somewhere. With the release of noneed.wad, members of the Doomworld Forums will provide you with advice to improve the level design, advice explained in much greater detail. RECOMMENDATIONS To improve the gameplay experience, build a larger map with more areas to explore, because the level layout is very linear. Consider increasing the size of each area in the level, and change the shape of each room (Tetris Pieces) to improve the gameplay experience. Add objects to every area in the level to improve the presentation of the level, because areas in the level are empty, and full of empty space. Adding more enemies to the level increases the level difficulty, because more enemies in a level extends the gameplay experience, and add enemies behind objects in ambush locations. For new DOOM level developers, I recommend placing items in a location accessible to the player before the player explores the next area of a level to balance the difficulty of the level. Why is Decino in the credits? Only include names in the Credits of your project only when necessary to avoid causing problems with people.
-
ObserverOfTime, you have provided excellent level design advice, because I always build the Secret Areas last in a level, and near the end of the development cycle of the level, adding Secret Areas to the level becomes a challenge without interfering with the level balance. Even though a level will contain empty space, the empty space is required to add Things to the level. DOOM levels that were in development for an extended period of time are not guaranteed to attract a large audience, and developers shouldn't feel they are not interesting enough. This is the reason why developers should set a due date for DOOM level releases, because of diminishing returns, and you only have enough time to release a certain number of levels a year.
-
There is a difference between Secret Areas, and the main pathway, because you will need space within an area to add Secret Areas. Developing the main pathway is more important than developing the Secret Areas, because you will expect every player to travel through the main pathway, and only a percentage of players will be able to find the Secret Areas. The main problem with adding Secret Areas to a level is gameplay balance, because there are DOOM level developers who will reduce the number of resources in a level, and place the resources in Secret Areas. This means the resources are only accessible by finding Secret Areas instead of playing the main pathway only, which will increase the level difficulty. You will have to decide when to add Secret Areas to a level, because you are the author of the level, and adding at least 1 Secret Area to a level will not hurt anyone.