Storage Hangar

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Orangewaggs
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Joined: Sat Dec 01, 2007 9:03 pm

Storage Hangar

Post by Orangewaggs »

This is my first map made...:)
Give it a try and give any hint to make it better(or send me a message if you want to place the Things yourself)
Orangewaggs Map.zip - 3.15MB
Spoiler:
Credits:
Eriance for the Textures and for his Demon Eclipse Maps(which I used as a Reference For the Polydoors),
Enjay and Morpheus for helping me with a slope problem
Vader for the Chainguin Major,Shadow
Dutch Devil for the Slime Imp
Tormentor667 for The Rapid Fire Trooper
and (cheesy I know my friends for giving comments as well)

Edit:
New Things!
-Fixed Textures
-Fixed the Level Name(Thank you Xaser)
-Changed Monster Placement
-Added PolyObject Slide Doors
-Added Portal Sectors
-Added An Exit Sign
-Fixed The Secrets(hopefully...)
-Added The Second Map(It's Unfinished but you can see the Progress... :) )

Tell me yur opinion
Last edited by Orangewaggs on Fri Oct 30, 2009 12:13 pm, edited 3 times in total.
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edward850
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Re: Storage Hanger

Post by edward850 »

I can see effort in your detail. Good for a first map.
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ProjectAngel
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Re: Storage Hanger

Post by ProjectAngel »

Not bad for a first-timer. :3
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Orangewaggs
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Re: Storage Hanger

Post by Orangewaggs »

I actually should say this is my first Hexen format map,
I've been working on a Zdoom in doom format map(one of which i can't release due to it being based off of doom 2)
so I guess this wouldn''t be my First map ever.... :wink:
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Xaser
 
 
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Re: Storage Hanger

Post by Xaser »

This doesn't look half-bad for a first-ish map. Haven't had a chance to play it yet but keep it solid!

I must protest one thing though...
"Hanger"
Image

;)
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Orangewaggs
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Re: Storage Hanger

Post by Orangewaggs »

Sorry a typo easily fixable :lol:
thanks i'll make sure ti fix it and thanks for the comment :D
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NovaDragon
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Re: Storage Hangar

Post by NovaDragon »

I must say I just tested this level out today and I must say perfect! Detail level is good, and the whole theme of the level was just like a storage area so I have no complaints over the theme, detail, or any of those things. Difficulty was just right. I can't say it was way to hard, or too easy. For some reason the hitscanners kept owning me or at least keeping my health low throughout but I never died and I think I was just a little too careless. The balance of health and ammo was perfect as I never had too many shells or bullets or was never running out either. Health was good too although due to my carelessness I was always around 40% on average. Custom monsters = lots o' points from me :wink: . The fact they were implemented well just made this level very fun to play. The shadow trap at the end with the 3 rooms opening up scared me but I just got them as they came through the small corridor. Honestly this was an overall perfect level especially for a first (or nearly a first) mapping attempt and keep up the great work. I really hope to see more from you in the future!

10/10 from Nova :)
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Orangewaggs
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Re: Storage Hangar

Post by Orangewaggs »

thanks i know that im heading in a decent direction....
im working on the second map now so hopefully thatll be faster... :)
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Matt
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Re: Storage Hangar

Post by Matt »

I like this! Lots of little surprises, very E1 without, you know, being too E1. :D

Great use of the shadow imps (don't recall if that's the proper name), though I'm not sure what the deal is with the green guys.
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Orangewaggs
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Re: Storage Hangar

Post by Orangewaggs »

Vaecrius wrote:Great use of the shadow imps (don't recall if that's the proper name),
Those are Shadows :wink:
Vaecrius wrote:though I'm not sure what the deal is with the green guys.
Slime imps? That area leads to the sewers/waterways (thats the next level) so i thought it was appropriate for that area( slimy, mold, green, water...)
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NovaDragon
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Re: Storage Hangar

Post by NovaDragon »

Cool that sounds like an awsome idea for map 2!
Im wondering if eventually there is gonna be a megawad? I know thats asking alot (a hell of alot lol)
but figured I would ask :wink: Keep up the great usage of the beastiary monsters as well. Im hoping to see a wide variety
that are used well without killing they're purpose. (like in the first map you made)
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Orangewaggs
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Re: Storage Hangar

Post by Orangewaggs »

thanks im glad some people are looking forward to more
although regretably enough the next lext level is heavily inspired by MAP 02 on Doom2 so it may look a little familiar in some concepts but will be different nonetheless :D
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Ixnatifual
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Re: Storage Hangar

Post by Ixnatifual »

I thought this was quite good for a beginner's effort, and I wouldn't have considered it bad at all had it been done by an experienced mapper either. I played through it on Hurt Me Plenty and didn't have any problems with ammo or health. In fact I think the health is somewhat overabundant. There were loads of medikits and stimpacks that I didn't need, and I don't think playing on UV would have made much of a difference there. I had a good amount of surplus bullets, but those are probably needed on UV, so I would guess it's not a problem.

I noticed that all the little health and armour pickups scattered about on the crates always had little "stairs" leading up to them, so I was unsure if I was allowed to jump, although in hindsight it doesn't look like it would matter if I did.

There's a lot of detail in the map, although sometimes I think it's a little too excessive. I think some of the rooms could look better with a bit less, more tastefully applied, detail. But overall it was quite pleasing to
look at. The shadow monsters seemed to fit in well, although I'm not sure if those green imps at the end ere supposed to be some sort of "mini boss battle", because they were easily disposed of. I'd suggest to replace them with a larger group of normal imps and save the green imps for the next level, as they felt a bit out of place with just two of them near the end of the level. They seem more suited for being used throughout a level rather than as an "end battle", due to how weak they are. The finish was rather anticlimactic because of this, and perhaps a regular Imp ambush near the exit would be more interesting. Say when you attempt to open the exit, walls on either side open and Imps are upon you. In one of the openings a switch would open the exit door.

Speaking of the exit, an exit sign would be cool so it's clear that it's the exit. A player might accidently walk into the small exit room without realising it's an exit, which would be annoying if he'd planned on searching the level for any missed secrets or other stuff before leaving. And speaking of secrets, I wouldn't have minded maybe one or two extra, minor secrets. The secret in the room with the red Duke button where shadows come out from three sides was also easy to spot using the automap. You can avoid this by flagging the linedef as "secret". I think the difference in the texture on the wall compared to the other two shadow closets is clue enough.

The gameplay kept me interested, so in summary I'd say it was a short and sweet level with a decent amount of eye candy.

I recorded a demo of my play through the level. I used GZDoom 1-2-01 to record it, so you'll need to use that if you want to have a look. See attachment below for the demo file.

Looking forward to more levels from you.
Attachments
storage_ix01.zip
First run through Storage Hangar - HMP
(26.33 KiB) Downloaded 41 times
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Remmirath
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Re: Storage Hangar

Post by Remmirath »

Honestly, i didn't think that i'd have been put in the credits for so few help. :o

Glad if i've been of any help, though. :)
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Orangewaggs
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Re: Storage Hangar

Post by Orangewaggs »

Im glad people didnt find this too hard :) ,
I was afraid I made it to hard... but I guess it was good
The Slime imps where there for purposes I really cant explain except for that
they will be in the next level and the where advancing to other areas....
maybe ill put a Chaingun Major....
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