SonnyWad II

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Sonnyboy
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SonnyWad II

Post by Sonnyboy »

So I thought it would be good for everyone to know that while recently making myself look like a dick/idiot in the Editing, General, and Offtopic forums, I was doing something actually ZDooM related: this map.

Image

It's relatively short, so I'm only going to include one screenshot. I tried to make it fun, I included lots of little puzzles and scripted sequences, and I tried to make it look nice.

You can download it :!: here :!: , and if you do then please tell me what you do or don't like about it, if you find the time.
Thanks guys.

Edit: Forgot to mention, requires OpenGL, so play with GZDooM.
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Akira_98
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Re: SonnyWad II

Post by Akira_98 »

Well, since nobody has gotten around to it yet...

I found it to be a quick map, but enjoyable. Gameplay wise, it's very easy. I had to put it on nightmare to make it any more difficult than Doom 2 map01. Given the size of the map, it's not that surprising. Regardless, some difficulty settings would have been well worth the time. The puzzles were...alright, at best. Again, they were pretty easy, and that makes sense for what this level is (from how I see it, atleast). The only puzzle I didn't figure out immediately was the switch pair in the imp room, and that's only because my sound was off.

The layout is a different story. I found a few areas to be very constricting. The imp room is a great example. They aren't a huge danger, but I found myself fighting the imps from the outside of the room simply because of how little room there was. The blue switch bridge suffers from a different problem. It's just too high up, and you don't get a sense of where it really is in relation to the map unless you look for it.

The detailing and atmosphere is very good IMO. I never found myself stuck on the detail, or the fog making it hard to fight. Really, the map simply looks good. D_RUNNIN only brought it down for a moment, before I turned off the music and played Doom's E1M3 instead. :) My only real complaint about the detail, is the effect you used for the blue keycard. Having the key teleport away just to appear 10 feet behind me in another room was kind of obnoxious, even though it was a 2 second trip. If the key was in sight but out of reach, then it would have worked a lot better. Bonus points for expanding the imp room and keeping everything in there.

Overall, it's a decent map. It certainly works as the first map in a set (though missing the rest of the set). It has an almost Doom64 feel, which is just awesome. Not enough maps out there have that. I can't wait to see where it goes. :wink:
CaptainToenail
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Re: SonnyWad II

Post by CaptainToenail »

Ok, I just played through this. Here's my thoughts

The good:

-detailing was excellent
-it actually felt like a real base rather than a strange abstract environment
-nice use of 3d floors, the catwalk and water was a nice touch

The ok:

-sometimes it wasn't obvious where to go, despite the level being so simple. Took me a minute to realise that lowering the water level made the door at the start accessible
-the level was too easy, I probably lost only about 25% health the entire playthrough
-the puzzles were a nice change, they were simple, but frustrating. Everyone hates timed doors :P

The bad:

-The green fog was quite ugly, has the base sprung a gas leak?
-D_RUNNIN, argh :x
-the map was way too cramped and linear, there was next to no exploration and hardly any room to manuever
-the blue key trick was just silly, you frustrate the player by taking the key away, then surprise them with another seconds later? :|

Keep it up, for your next map, I recommend larger rooms, more exploration and more enemies :wink:
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Enjay
 
 
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Re: SonnyWad II

Post by Enjay »

I liked it too.

Detailing and puzzles (for the most part) were good and it did feel like a real place. The catwalk was very cool. The puzzle with the two doors where things change as you go through and you have to work out how to get things open was nicely done. The blue key teleport was unnecessary.

I didn't mind the fog and thought it gave the map a D64 feel.

Timed door puzzles (grrrr). Currently I have to play right-handed (due to an injury) but I a usually play left handed and I found it almost impossible to make the timed runs.

In contrast to others, I didn't think that the difficulty was too far off - provided this is intended to be the first map in a set. The current UV difficulty would be fine as the medium or easy setting with a bit more difficulty being added for UV. If it is meant to be a stand alone map, however, it needs to be tougher.

Oh, and there is a (empty?) map02 in the WAD that causes GZdoom SVN to crash.
http://forum.drdteam.org/viewtopic.php? ... 65&p=49449
I suggest that you don't fix this in the WAD download until the bug has been investigated.
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Sonnyboy
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Re: SonnyWad II

Post by Sonnyboy »

Hey thanks, guys.
I'm definitely not going to change the fog; I just like the way it looks. If I ever do decide to make this into a bigger project, I think it would be a good idea to mess with the blue key deal as well, like most of you said. I think I'll put some original music in it too.

@Enjay: It's actually my fault. I added an empty MAP02 and unfortunately never remembered to delete it. :oops:
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Unholypimpin
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Re: SonnyWad II

Post by Unholypimpin »

The detail in this wad was quite good tbh, and i liked your use of slopes and 3d floors. The difficulty was pretty easy, dispite some enemies being concealed by the unusual sector fading. I thought it was kinda silly putting a shotgunguy in the shotgun room,(i didnt play on higher skill levels so idk if you find shotgunguys before the shotgun room. The timed doors were extremely annoying and sort of unfun since you used quite a bit of them.

The major thing i didnt like was the really weird fog, it took out alot of detail to the map and made things annoying. The fog itself doesnt make any sense at all and in my opinion it was ugly fog. Like i said before the fog hides alot of detail in your map.

Also all the areas were really cramped and not alot of room to move around, but some rooms werent too bad.

overall i have to say the map itself is pretty good detail wise, but gameplay wise its a bit wonky. Keep up the good work though, you seem to have the detailing part down in mapping however you still need practice on the gameplay aspects of map making.
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