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NenapoMinayuChtchiyasya

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About NenapoMinayuChtchiyasya

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  1. A really praiseworthy WAD. The first three levels seemed routine. Some places were questionable, like just leaving one archvile alone, which is easy to avoid on the last maps. As well as a bunch of crowds of monsters that can cope on their own by smashing each other, sometimes I just ignored them, so as not to waste health, ammo, and time. Most of all I liked the last map, although I still did not really understand what kind of pipes I was lifting or what was happening in the rooms with one button. But in general, the last map deserves special respect, it really impresses and fascinates with its chaos and hellishness. That's what I'm talking about. Update: To be honest, I'm a little shocked by the complexity of the construction using portals, oblique planes and all that. I can't do anything like that yet. It doesn't look like the usual baby's first WAD at all.
  2. I don't know how many maps there were last year, but congratulations on the 200th! πŸ₯³
  3. There's a treasure trove of basic map-making mistakes here: - one ceiling height for the entire map - one brightness for the entire map - no vertical gameplay / floor height does not change much / weak variety of sector levels - non-returnable locations - repetitive wall-humping secrets - repetitive type of traps - square rooms - excessive symmetry - only implementing UV - repetitive texture usage I'm not saying that they all need to be followed, it depends on style and taste. Just my advice to make it better πŸ€—
  4. I came across this video once before. But I no longer remember what it was about, and after rewatching it, I want to agree with its author. Really useful tips or creating maps.Β You should avoid:
    - Ultra thin halls (with mosters)
    - Excessive symmetry
    - Inescapable traps (yes, I can’t stand them, since I rarely save)
    - Only implementing UV
    - Ugly, repetitive texture use

    https://www.youtube.com/watch?v=csWgZWI1IpA&ab_channel=Doomkid

  5. I only completed the first 6 maps. I can only say that these are really big and monstrous in the embodiment of the maps, they will eat up as much time as possible. Sometimes the level goes on and on and you are already tired of it, but it still does not end. Why, for such a scale and grandeur in its imagination of the level, fights, and in general, caused me such fatigue from them? I will tell you why. You really need to pay tribute to such a work done, passing even such a small number of maps can take you more than one evening. So why did it impress me so much and still make me stop playing it. There are many reasons, but all of them are insignificant, the only thing that greatly affected was the monotony of the level design. There are two types of monotony: 1) level design - either the maps are angular in everything, as if I were playing Minecraft again, cubism in all its glory, or the maps are as if created by water itself and there are not even hints of any square object; 2) very low variety of textures. It feels like any map, grand in its scale, which can take 15-20 minutes to complete, is made in some unique design but using only one wall texture. The eye gets tired and blurry. Otherwise, it plays great, you can see a lot of effort was put in, the combat does not get boring and is done at a fairly good level. The gameplay as a whole does not break your brain, and the puzzles, if I may say so, are done well enough that they do not break the flow of the game.
  6. I don't know for what purpose such maps are made. 🀷 Everything is visible on the screenshot, this is the whole map. Literally one corridor stuffed with barons who are stuck and rubbing against each other, at this time the player simply holds BFG and invulnerability in his hands and simply smears them. The game takes a couple of minutes and one click and hold of the mouse. 🀷
  7. A really well-made map at a fairly high level. I wouldn't say it's top tier, but closer. I think there will be many more laudatory speeches, but let's talk about what would make it even cooler. What moments caught my eye that prevented me from really enjoying the map: - the same ceiling heights throughout almost the entire maze - the map seems flat despite the fact that there is another level down; no verticality in the gameplay - there are a lot of compartments, rooms, and niches in the maze, but they are all made with almost the same palette of textures and design; monotonous room design In general, the game can nevertheless bring some pleasure. The logic of the gameplay is quite simple, the brain does not break too much, the only obstacle is only that it is a maze with a uniform design. It's okay to play for an evening, it won't be boring πŸ‘
  8. It's hard for me to comment as it's not really my genre, I'm a big fan of rummage around, searching, thinking, mixed with measured obstacles in the form of monsters. I just decided to try slaughter genre, just because it usually does not last long, and I can just have fun and move around without letting go of the mouse click. In those situations I still use ITYTD to keep me less stressed. Such maps of course can be filled with detail, but they are absolutely unnecessary, as not at all to how the map looks, especially if you use mods with gore. Therefore, your map as a whole is done at a decent level. I can't say which area I liked the most, they are all good for their genre, the only thing that probably confused me was how to get back, since the door to the last room locks behind my back. Well, a mountain eagle is no friend to a bug (Amonbofis), so I didn't see the point in looking for the remains, although it seemed to me that all the rooms were clean behind me, and in general it is difficult to somehow hide in them and remain unnoticed.
  9. I think it issue with spawners in the area with yellow key. The monsters after the second act - dirty dancing in the pool with cyberdemons - were very reluctant to teleport into the room. Maybe the problem is something else, I don't know. Gzdoom
  10. I completed the game in 15 minutes (0.2.1 version), even found a few secrets. Moving through pipes is a cool idea and at the same time it causes a little spatial discoordination in the map. What, where, what is happening and where did I end up - very often occurs when playing these maps. Almost always unexpectedly found the exit of the map, and it was too late, so the map is finished, and I even seem to have missed a lot. There were even some buttons and doors with keys that I wanted to find, but in the end I came to an unexpected ending. In general, everything is very cramped and claustrophobic, maybe it was intended, but pinky toe does not agree with this decision. In places it is so cramped that the monsters just scratch the lime of the ceiling behind the textures. The weapon seems a bit OP. Overall, the author tries and approaches the creation of his game with taste, albeit extraordinary, so we must give credit to him for his zeal. We will not be offended if you abandon this project and switch to something else, the main thing is not to stop in your development and perfection. Keep it up!
  11. Super Short Small map. It seems to me that the author, as they say, overdid it with detailing, but nevertheless tried very hard, and it is noticeable. There are a lot of flaws with misalignment and cluttering textures as much as possible in a room, which turned out chaotic which, on the contrary, kills authenticity and ambiance. One of the logics with getting the key is broken. There is a platform that needs to be activated in another room, but what's the point if you can just jump off the stairs and take the key. In general, the mapper did quite well, I wish him more perseverance and use as much time as needed, the main thing in this matter is not to rush, we'll wait. PS.: My little advice, compress your images and upload them sparingly, as doomworld has a limit on file placement per account, and at this rate it can be used up quickly.
  12. I tried to do as you showed. It changed to "1024: Unknown" and.. it worked! Yay!πŸŽ‰πŸ™ŒπŸ₯³ Thanks a lot! I would never have guessed!
  13. I realized that the catharsis in the map should be the exit, and it was at the moment when there were no unvisited places left (with the rare exception of secrets of course) and most of the monsters fell. When you can just turn around and walk calmly to the exit. I do not like when at the exit necessarily someone crowded and trying to block the way, I just leave them alone and bypass them on the way out.

    1774797682_.png.938882e80cdd877f3365b2b22d58b709.png

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