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So I went ahead and checked that video out. Nice play through! What were your thoughts on balance? Too easy?
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Thanks for the video! I’m not in a spot where I can watch it yet, but I’ll make sure to check it out.
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Hello folks! It's been a while since I have posted anything here, as I've been trying to hone some of my mapping skills. I participated in RAMP 2023 which really really helped me get to grips with some things. As such, I have begun work on a small 3 map set, starting with this one as MAP 01. As the rest of the maps are finished I will be updating this thread so as not to clutter the forum up. This map is heavily inspired by classics such as The House of the Dead, Resident Evil, and of course, Doom. It is moderately challenging but shouldn't be too bad. Health is somewhat generous, but ammo is slightly tight by design. Format: UDMF Ports Tested: GZDoom Base IWAD: Doom 2 Freelok is allowed, and the map can be played with or without jumping and crouching. Currently this is only balanced for Ultra Violence, but as things are played by the community that will be changed in addition to bug fixes (only if needed, in the case of bug fixes). The map does not yet have a custom MAPINFO file yet, which will also be changed in the final release. Finally, LOADING OTEX TEXTURES IS REQUIRED. I'm still somewhat new to the finer points of using Slade, and got somewhat sick of banging my head against the wall. In the final release all of this will be a part of the WAD, but for right now just go ahead and load the textures with it. I would love to include the OTEX textures in this file but I can't due to the upload limitations and I haven't gone through and culled the un needed ones yet. Again, this will be in the final release. The Theme: Deep in the heart of a remote mansion, there is something sinister lurking. The owner of this place has long been interested in the occult, but this is something else; a fusion of the infernal and technological. This is my third ever map, so criticism is welcome! supernatural experiments.zip
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GnomeSatan changed their profile photo
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Yeah that was wild!
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Wow, that was in depth and extremely, extremely helpful. When I say “fall back on turret enemies” I generally mean “eh I have no clue how to add something interesting here, let’s toss a pillar on.” The part about making vertical areas that you can get to later in a natural way is also helpful and speaks to another weakness of mine, which is just general level lay out. But that’s a different topic :). Thank you again, this was really really helpful
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Thanks for the in depth response! I’ll check those maps out.
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Hey folks! I'm not totally sure if this is the right place to put this, but figured I'd throw it out there. I recently released my first map on here. it got some good reception, but definitely is not very good. I'm currently working on my second one, which is much larger and I'm trying to throw in some more interesting features. The main thing that I'm running in to is difficulty integrating verticality. I tend to fall back on turret enemies or lifts to get the player out of a pit or something, but for whatever reason I have editing block when it comes to anything else. I just can't seem to make it interesting. Does anyone have any suggestions for integrating verticality into maps in an interesting way?
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Thanks for giving it a play! I'm definitely learning a lot as i get better with just playing around on the editor. The map I started working last night is something I'm experimenting a bit with, adding more asymettric geometry and trying to incorporate more interesting traversal. Verticality is definitely a challenge, but I think i'm getting better. Thanks again for playing!
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After a couple days of work, I finally have something
GnomeSatan replied to GnomeSatan's topic in WAD Releases & Development
Thanks for the heads up, I finished the other post was different enough to warrant its own thing. I’m working on a different project now, so be on the lookout for that in a few weeks hopefully! -
Hell yeah! Thanks for playing man! I’m glad you enjoyed it.
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Thanks for the tips, that’s super helpful! I’ve only been mapping for a week so any knowledge I can gain is helpful. Thanks again for playing the map!
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Thanks for the feedback! If I may pick your brain for a minute, is there a good general size for arena style rooms? I want to make sure nothing is too cramped, but I do agree that they could be downsized a bit and flow somewhat better.