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Alaxzandarz

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About Alaxzandarz

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  1. Update: The map is now fully functional. I'm still working on balancing the fights, detailing and adding some structures outside the play area.
  2. I actually continued to work on it earlier today. I got totally burned out on doom and didn't touch it for like a half a year. I have a two week gap between jobs right now, so I should be able to finish it. I'm currently missing couple of fights and detail. Here's a screenshot:
  3. The basic structure of my map is finished. I'm currently working on the fights and I'm going to work on the detailing after that. I will post pics after all the fights are done. I think the February deadline is fine.
  4. Map Name: TeleError.wad Author: Alaxzandarz Music: N/A Resources: Doom 2 + patch edits Format: Boom Comments: The beginning for the second map in one of my oldest project, the other maps were never even started. Screenshots: Edit: the map actually has three patch edits (the brown and green vine patch alone and the metal background from the gargoyle switches alone)
  5. Platforming maps would also absolutely annihilate any sort of formula like this.
  6. DSDA-doom, pistol-start, UV e2m6 The map has this wonderful brutalistic concrete and steel style. The lighting is absolutely great. I like how tall but also crammed everything is. It also has a really good usage of the tan wormy guts texture. It's one of the hardest textures to make look good in my opinion. The map just looks really good. It also has some really cool secrets, especially the yellow key one. I like the strict ammo in this map, I like strict ammo in general, but the map has too many barons, so it becomes a bit annoying. The map looping back to the starting room, which is revealed to be a lift, is super nice detail. The progression is a bit confusing towards the end, at least for me. The ending area is also really cool looking. e2m7 This map has really well calibrated fights and it has especially good usage of barons. I wish the map gave me more chaingun ammo and less shells. The first half of the map has a lot of shotgunning groups of fodder and cacos, which sucks. The usage of the red textures is great, especially the usage of LITERED. I wish there were more landmarks in this map, the level looks quite samey. Not really a big problem, the map is quite small. I like how the outside area is thiss massive cavern and I also really like how you can see the cave walls through the windows really early on. Both maps were good.
  7. DSDA-doom, pistol-start, UV e2m4 Detailing in this map is a lot less interesting than in the previous maps. I wish the map leaned even more into the brutalistic concrete textures, as the map has some cool visuals done with it, like the long curved concrete stairway. The flow at the start is really good. Pretty basic map, not that much to say. e2m5 I like the undergroud ruins theme, but does feel like a weird outlier. The map has some really good detailing, especially with the brick textures. I like the crammed nature of the map. The fights, especially the last one are pretty hectic and fun and they utilize the crammedness pretty well. The secret exit feels nice to find. Nice map e2m9 I really really dont like the music in this map. The detailing is pretty basic and the combat is fine. Somehow this map just really annoys me, I feel really nothing else towards it. It's not bad but I didn't enjoy it.
  8. DSDA-doom, pistol-start, UV e2m2: Bigger map. Why is the crusher slow damage?? It could be fast and it would still be hazard, just not a fucking instakill. The progression feels confusing, don't know how, the map is pretty much linear. I love the hellish corruption, like the liquids on the ceilings and the scrolling spine on the one compscreen. The cacocloset that has water as floor, lava as ceiling and fireblu as walls is absolutely magnificient. I also like the viney areas. Grass is good. Crate rooms are generally boring, this map is not an exception. At least the crate rooms are short. I do like the crate climbing at the start. They could be interesting, atleast visually. Maybe adding grass and other greenery? The conveyor staircase is absolutely beautiful. The darkness and the red and blue that absolutely pop, just truly great. Why does the red key exist? the yellow key is super close to it and doesn't even have a real room, it's a closet. The combat is whatever. Too much doorfighting. Boooring. Why is the berserk in a secret? It doesn't make the map any better, you are just going to shotgun more. Maybe it's one of the restrictions. Also map feels like E2M2 tribute, but whatever. Still pretty good. e2m3: Music is the defenition of whiplash from previous to this. Still really good and fits the map. Green marble and water is good combo and should be used more. It's funny how in this map the marble doesnt feel like hell corruption, but like some corporate designer choice. Hipster corruption. The most fabulous usage of tech textures I have seen in a while. Especially SPACEW3. Just super fucking nice. The karaoke place super cool. Especially the dancefloor. Cool how the pinkies push you out of the starting area to find more ammo. I like how before this, maps have hold back with cacos and barons and this map has like a billion of both of them. Bigger fights in doom1 feel very similar to fights in heretic. There isnt really area denial, except shotties and the projectile patterns are very homogenic. And that leads to being able to just run in circles around pretty much all fights from the start. But fights here are pretty fun. I wish mappers gave me berserk before I have full rockets, so I could have a reason to use it. I thought the cacos and barons would be squished in the that one fight. They werent. Mayby they would be and I just didnt find the trigger. Good shit my favourite currently.
  9. DSDA-doom, pistol-start, UV e2m1 No shotguns! Hell yeah! I definitely prefere chainguncentric gameplay over shotgunning. The rocky outdoors are rendered in a very nice detail. The map is overall very atmospheric and the music fits it well. I don't really like how the secret is hidden, maybe there is more to it, but to me it just seemed like a missalligned texture. I wish the traps had a bit more bite to them, but this works very well for an episode opening. Nice map.
  10. DSDA-doom, pistol-start, UV e1m7: The lighting in this map feels really flat and makes the texturing look worse than it actually is. I like the very wonky and messy slaughteresque combat, but I wish the map gave you more chaingun ammo, you end up doing a lot of basic shotgunning. The secrets are really OP especially the one with medkits, mega-armor and soulsphere, and you get very few rockets outside of the secrets. I feel like this map isn't that great but I definitely enjoyed it. e1m8: The detailing is overall fine, but the lighting is really good and creates a great atmosphere. The music also helps a lot with the atmosphere. There are some texture allignement problems in the map, nothin major tho. I love the broken ceiling window, I generally just really like pseudo 3d stuff done with the sky. The ambushes on the second loop are a bit annoying, they tend to teleport monster right in front of your face and the monsters get cheap hits in. The final fight with all the barons is actually pretty good, it's not super easy to make the Doom 1 boss fights fun. Fun map. Overall the episode was quite fun and really easy. I like that it flows between maps that try to be realistic, creating real spaces, and quite a bit more abstract locales. The gameplay isn't super strong, but the episode had some pretty rough limitations, so whatever. My favourite map is definitely e1m6. It's beautiful, snappy and really fun to play.
  11. I have been replaying TNT Evilution and I'm having a lot more positive view on it than before. I actually really like the hitscan focused gameplay, it distinguishes the set form the other IWADs and I find the more slow, methodical way that it forces quite fun. I also like the massive empty areas (like the crater in MAP:12) and the claustrophobic tunnels (half of the wad). The empty areas give a sorta somber vibe that would be ruined by higher monster density and the tight tunnels are just weirdly comfy. I also like the often strange, occationally terrible new textures. I think that the first three maps in TNT are utterly terrible, they have made me stop a play through so many times in the past, so now I think I will just skip them in the future. Another maybe controversial opinion for me is that shotgun is my least favourite weapon. Pistol sucks more, but mappers don't make the player kill 100 enemies with in (unlike with the shotgun). If I'm given a shotgun and a chainsaw, I will chainsaw most of the imps, pinkies and rev and cacos and everything else I can get away with. It is so utterly weak and dull, I hate using it. I also wish that shotgunners dropped shells instead of shotguns, so it would be easier to make maps where you get only the SSG and not the shotgun. The only time the shotgun is fun is when ammo is super super tight, so you aren't using it constantly, maybe only as a support weapon for your melee.
  12. DSDA-doom, pistol-start, UV e1m5: I really like all the usage of the tech textures. Some of the ashwall used doesn't really fit the objects that it's aplied to (stairs in front of the blue key room). Overall the level looks good. The ambush by the soulsphere is well made, I like how large scale it is spatially. The diorama in the room locked with the blue key is nice. And the music fits the map well and is good. e1m6: I love the openness and the flow of this map. It just feels really good to play. The detailing is the best yet. I like how this project alternates between sorta realistic and more abstract maps. The map is centered aroud the chaingun, which I really like compared to shotgun centric maps and the ammo balance is really well done. The fights and the incidental combat is in general really fun, but the yellow key trap is absurdly underwhelming. This map is definitely my favourite up to this point.
  13. DSDA-doom, pistol-start, UV e1m4: The open-endedness works very well in this map and the way it's structured makes it very enjoyable to explore. I like the how the secrets were hidden in this map. The fights are pretty basic, but the incidential combat feels a lot more enjoyable than in the previous maps. The final fight feel quite anemic, as it has so much space and not nearly enough enemies. Good map!
  14. DSDA-doom, pistol-start, UV e1m3: The detailing is a bit less interesting than in the previous maps, but I really like how the sky is used. The combat is more of the same with a bit more interesting traps. The silver room with the yellow key looks strange, I like it. The map feels like it ends abruptly. Still, a nice map. e1m9: A big step up in the combat department. Fun fights, especially the red key fight (a really nice reference too). I also liked the usage of crushers. I feel like the smaller enemy roster in Doom 1 often drives mappers to use crushers and damaging floors more interestingly than in Doom 2. You can just run away from the last two fights which I don't like. Feels cheap. The lighting in the last room is great. Really nice map.
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