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Murderous Owl

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  1. Yeah the skull on the back opens up a secret switch in the room with the exit door to find the last secret. It just gives you extra ammo though, so it's not that big of a deal if you end up missing it
  2. I actually didn't start making levels with Doom, so I did have a little experience with level editors such as Hammer for Source, which helped my map not be absolutly terrible. However, this doesn't mean my first Doom map was good, and I created a generic UAC base that was very square, and ended with a sewer maze.
  3. Guess what, I'm back from the dead! Anyways, I sorta just took a long break from mapping because I didn't learn from my old mistakes, made a big project, and gave up on it. But recently I found a map from it that I was (and still am) really proud of, so here it is! Cold Welcome is a map that isn't too difficult, at least for me, and probably would take 5-10 minutes, assuming you're not speedrunning and don't die too much. As for the story, Doom Guy has finally returned to Earth and was teleported in some strange factory, and must make it out, however, the demons seem to have followed Doom Guy, and locked the main exit. How will he ever get out? Oh wait, there's a shotgun, maybe it won't be so difficult... Download: Cold Welcome.zip
  4. I was just curious if I were to take a 15 second video into a gif, then convert that gif into images, and then took the audio file from the video, would I be able to put it into a Doom map as an Easter egg?
  5. Recently I've been having some artist block for mapping/mapping block. I haven't really been able to think of any new Doom levels, so I was just curious how others deal with this and how people get ideas for maps when they aren't able to think of anything new.
  6. I think the reason you got stuck in the chess secret might've been because either the cacodemon (which took the place of the king) wasn't considered dead (which opens a hidden door) or because the tags got messed up. Tbf this was my first map after I had gotten used to how the level editor works, so I probably didn't do the scripting completely correctly
  7. I'm looking for Doom WADs to play and I really like classic Doom maps, so I was curious what are some of people's favorite maps (or just good maps in general) made in the 90s or styled after 90s maps. You can recommend your own maps too, btw, I just wanna play some classic wads tbh.
  8. I'm working on a map and was wondering how would I do that one thing from episode 1 m1 where you press a switch and the floor raises, changing texture. I looked in the the map file but since I'm using the ultimate doom builder format it's a different line action.
  9. So while testing some of the levels I have done in my megawad I noticed that while the maps are balanced for pistol starts, when the player has items from previous levels it's somewhat easy, and while for earlier levels it's no big deal, but once the player gets more powerful weapons like the rocket launcher or the plasma gun, it gets super easy. While I don't want to necessarily have the wad be difficult I also don't want it to be too easy, what are some ways I can keep the gameplay from getting too easy even when the player has powerful weapons, while still also allowing the player to complete it with a pistol start?
  10. So I am working on a Doom map for my Megawad in which the player returns to Earth and is inside some sort of factory. While making it, I realized that since it's set on Earth, I wanted to make sure players could actually tell what the locations are meant to be. While factories might be able to be excused at being less realistic, I plan on making cities/neighborhoods, so I was just curious what are some tips in making locations that players would be familiar with in their real life. I'm going for a more 90s classic Doom style, so I don't want to go overboard with the realistic-ness, but I still want to make sure that players can actually tell where they're meant to be. What are your guys methods for making locations like this?
  11. So I'm just curious what's the "right" way to make secrets? What are some good ways to have indicators without it being obvious, and how do you gage how difficult it'll be to find a secret? Are there any major dos/don'ts when it comes to making secrets? I already know that secrets shouldn't just be a random wall that's openable, and that there should be some secrets that are their own extension to the map instead of just being a small room with items, but that's about it.
  12. I'm currently working on a Doom 2 map and want to add a church, however I need to make a stained glass texture, and I'm unsure how to get it to fit in with other Doom textures. Obviously I know I need to make sure it matches the color pallet, and I also know that often times in the 90s game creators would photo scan images into the game, but that's all I really know. What are some tips to make textures fit in place with other Doom textures?
  13. I'm working on a 32 map mega wad (although depending on how the project goes I may decrease the amount of maps) for Doom 2, since I thought it'd be fun, and I wanted to have a way to get lots of practice for making maps. However, I've never made a wad with more than 1 map, so while I have the basics of making individual maps, I am not as experienced with multilevel wads. What are some tips for making sure the gameplay is balanced throughout the wad?
  14. I must've not noticed that while testing, I'll go back in and fix it, thanks for letting me know about it!
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