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kos

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  1. That is a funny coincidence! Choose your battles with care. Really no need to waste ammo on the spectres. Have fun and good luck!
  2. Thanks a lot! - I a wrote bigger post about the feedback earlier. I am really impressed with the time you finished the map in! It is also nice to hear that the trick with the "moving door" worked! Seeing the level in project brutality was also a blast - I wouldn't say it is necessarily the intended way of playing the level but on the other hand I have never played that mod myself. Building a level you know you have all of these ideas of how you want it to be percieved, and then someone goes and does something different with it but It still works. That is great!
  3. Delisk and Clippy & all you other guys Short version: Thank you so much for submitting videos of playing the level! Though I understand there were some mixed reviews it did make my day watching those vids. I think the feedback and criticism from you guys was totally fair and nuanced. I also think I learned a lot from watching your playthroughs. Also fun to see Project Brutality applied. Long version: I have only received written feedback about the level before posting the wad and now I wish I had waited a bit to do so. I am a little new with doom world and as some of you have pointed out I should have done more play testing before releasing it. Also I want to apologize because now it feels like I suckered you guys into actually doing the play testing and that was not my intent. I am sorry for this. Some parts of the level are still just raw I realize now. It is only now I understand how crucial it is to actually see someone else play testing when creating a level. Now about the level: My first goal was to make this looping level that kind of breaks down on itself while playing. Though I think I pulled off some of those intents in this level but I simultaneously realize I did bite of more than I could chew as a level designer. My second goal was to try to force a little more restricted playstyle on the player than usual. I was trying to find a way to guide the player not to engage in battle with every moster. I was trying to use the spectres almost as an environmental hazard rather than anything else because they only move around in the periphery, in the shadows. It is not necessary to engage with them in order to proceed. I was trying to create a sense of dread. Don't get me wrong, I know Doom is basically about plowing through hoards of enemies. I was just playing with the idea of putting the player in some situations where that is not a viable strat. To force the player to choose his/her battles rather than run into each room with guns blazing. Seeing how the last arena was played by both of you I realized that I did not make that happen as intended. I feel like the final area is not good, not enough space, not enough cover and the gameplay is also relying on that you find the secret right before the teleport to max out on cells. That "secret" definitely should have been way more obvious. Also the switches in that arena are too hard to find, and it is not clear what they do and even worse is that the end of the level is not so easy to spot... I could go on for a long time about this area. Textures might not have been the best choice and so on. That part needs a total overhaul. I could go on for a long time about this, but I think I'll end here for now. It has been a lot of fun making it! Certainly took a lot longer than I had anticipated. PS I am truly sorry about the stealth monsters.
  4. Yes. I know that is an unusual approach. You are ment to clear that arena without necessarily having to worry about the specters. They lurk in the shadows, just like in the warehouse earlier. The specters cannot enter the main arena, they are more ment to be like spec(ter)ators.
  5. OK! Well that is a bug something my test group has not found... Thanks - I will definitly consider a bigger testing before releasing any maps in the future! So sorry about that.
  6. oh crap! Sorry! https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/lt_wad
  7. Hi so I have finally uploaded the updated version of this map and it is available. Look for lt.wad Here is a forum post with some screenshots: Thank you all again for the support of making this happen!
  8. Name : Looper Trooper Map Format: ZDoom Ports Tested: ZDoom 2.8.1 IWAD: Doom 2, Map: MAP01 Gameplay: single play Difficulty Settings: Yes Multiplayer Placement: No Requirements: No Jumping, No crouching Build Time: About a month "Stuck in a base of sorts. Strange things are happening. It seems you are caught in some kind of loop! Gotta find a way out before reality itself breaks down!" Word to the wise: Choose your battles with care! This is doom2 with a tad of survival shooter and a twist of non-euclidian geometry. Map has been "disabled" through all hidden sidedefs. Secret areas are not tagged as secrets to avoid that annoying immersive breaking text and sound. There are plenty of carefully crafted secrets though. Hopefully they translate the feeling of being in secret areas anyways. Hope you enjoy playing it. Good luck and have fun! This is my third map ever made. I appreciate all comments and thoughts. https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/lt_wad
  9. I really appreciate all the help from all you guys! Map will be done quite soon, I,ll call It "looper trooper" or "multiport" or something. Ill post it on doom world when it is done. I've tried to give a certain twist to a regular singleplayer level with basic assets and tools from db1 and doom2. It is a non-euclidian geometry level with a twist of "find-the-actual-exit" type of vibe.
  10. Well yup that seems to be it. Multiplayer was checked. But I could have sworn I cycled through those settings trying of find out what's wrong - thank you so much!
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