Aftermath [BETA]

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hugoroy
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Joined: Tue Aug 23, 2011 4:59 pm

Aftermath [BETA]

Post by hugoroy »

What is this?

Aftermath is a level pack I've been working on a while back. I lost motivation on it about 1/3 through and left it alone. Recently encouraged by a freind I revived it, cleaned it up a bit, and decided to release a beta here.
It's not much special, just levels I had fun making and I hope you enjoy playing!

Features

Aftermath features 3 chapters (1 of which is done so far) with 6 levels each, new monsters, and a unique mapping style (or just a crappy one :? ).

Screenies

http://imgur.com/a/vIGuY#0 (imgur album)

Progress
Spoiler:
Download

http://files.drdteam.org/index.php/file ... /am-b1.zip

Any sort of criticism is helpful and needed.
Thanks for taking your time to try this out :)

EDIT: sorry for no credits, I'm going to put them in a readme in a later version. Thanks a ton to anyone who made the things I used in this!
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hugoroy
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Re: Aftermath [BETA]

Post by hugoroy »

Sorry for bumping this, but it seems to have gone un-noticed and I could use a bit of motivation to continue it and some advice on how to improve.
Again, sorry for the bump
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CruX
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Re: Aftermath [BETA]

Post by CruX »

Well, they deliver a challenge for being relatively simply-designed maps, though it tended to be more aggravating than anything else (I kinda rage-quit halfway through the third level). You often times wind up having to fight heavy hitters (revenants especially), with virtually no room to avoid their attacks. The maps themselves are okay (Fortress of Discord seemed the best), but there's a lot of big, simple/squarish rooms with absolutely nothing in them other than ammo and junk to spend said ammo on. I don't know the ins and outs of map design when it comes to Doom, but some borders or trimwork or something would go a long way. Also seemed like there were a couple of walls that were blocked for no logical reason.
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hugoroy
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Re: Aftermath [BETA]

Post by hugoroy »

Alright, thanks for the reply.
What do you mean by there were a couple of walls that were blocked for no logical reason?
Thanks again for the reply, sorry you didn't enjoy it that much :)
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CruX
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Re: Aftermath [BETA]

Post by CruX »

hugoroy wrote:What do you mean by there were a couple of walls that were blocked for no logical reason?
The very first two rooms. The bridge is blocked off on either side which is understandable since there's no reason for the player to walk off of it, but the blocking itself seems arbitrary when all you have to do is make a lift for the player to get back up. The next room has that big elevated centerpiece with a few imps on it. Again, there's no reason for the player to go up there, but the walls don't need to be blocked off just because of that. Hope I haven't been harsh or anything; I'm not saying it's terrible or anything and if it's your first maps, it could be way, way worse, I just can't find much to praise, either.
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LkMax
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Re: Aftermath [BETA]

Post by LkMax »

Hi, I just played your episode and I can say it was challenging and fun at the same time in my opinion, which is good, but I have some remarks to do.

The mod is not much more difficult than "Thy Flesh Consumed" or Doom 2, but some things are unbalanced, specially in "The Gatewatcher" level. Starting the map with two of those monsters with the Cyberdemon toughness, large attack radius and high rate of fire in a so closed area is pratically impossible to beat, specially if you just come from the last map with low health. Try 'opening' it more or removing one of the "bosses". (edited: I managed to beat this map, but still...)

For now... I think that's it. I'm kinda new into doing reviews. :lol:

I liked the use of new monsters as well as some "traps". Hope you finish your mod. :)
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hugoroy
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Re: Aftermath [BETA]

Post by hugoroy »

Globe wrote: The very first two rooms. The bridge is blocked off on either side which is understandable since there's no reason for the player to walk off of it, but the blocking itself seems arbitrary when all you have to do is make a lift for the player to get back up. The next room has that big elevated centerpiece with a few imps on it. Again, there's no reason for the player to go up there, but the walls don't need to be blocked off just because of that.
Ahhh, ok. I see what you mean. The reason the second one was blocked off was because I just didn't want the player going up there, as he could use it to avoid the demons (just a paranoid oversight) I'll probably fix these in the next update
Globe wrote: Hope I haven't been harsh or anything; I'm not saying it's terrible or anything and if it's your first maps, it could be way, way worse, I just can't find much to praise, either.
Not at all not at all, it was more helpful than anything. I just didn't understand what you meant about the wall being blocked off. I understand that it wasn't really your cup of tea and I'm glad that you took the time to write about it. :)
LkMax wrote: The mod is not much more difficult than "Thy Flesh Consumed" or Doom 2
I'm not really too good at doom myself, and usually have to play on HMP instead of UV, so one thing that probably messed up the balance a bit. What difficulty did you play on?
LkMax wrote: I liked the use of new monsters as well as some "traps". Hope you finish your mod. :)
Thanks, I hoped you enjoyed playing it :)
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LkMax
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Re: Aftermath [BETA]

Post by LkMax »

Sometimes I play on UV but if I remember correctly I played the mod on HMP, witch now makes me wonder one thing: there may not be enough ammo on the maps if you play on UV. An easy way to test is playing on UV, then typing iddqd to enter god mode. Also, I think there's a bug on MAP06: when you defeat the mecha-like-demon and proceed to exit sometimes you die and have to reload and other times you die and just proceed to the next map.
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hugoroy
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Re: Aftermath [BETA]

Post by hugoroy »

I think I added extra ammo for UV players, but I'll go in and check

Also, I'll have to look into why you have to reload sometimes instead of proceeding to the next level, thanks for the help.
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