[MAP RELEASE] Monolith

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Breezeep
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[MAP RELEASE] Monolith

Post by Breezeep »

Hi all, this is probably the first map I have ever released. Just to let you know, It works in Zdoom and Zandronum and you need to play this in Doom 2 for everything to work properly.

-----SCREENSHOTS----
Spoiler:
-----DOWNLOAD-----

Mediafire Link

UPDATED VERSION HERE

-----CREDITS------
Spoiler:
Last edited by Breezeep on Sat Apr 12, 2014 8:40 am, edited 5 times in total.
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The Zombie Killer
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Re: [MAP RELEASE] Monolith

Post by The Zombie Killer »

I haven't tried the map yet, but just have a little bit of advice here: don't use "Realm667" as the name you credit a resource for. Realm667 is merely the site it is hosted on, it's like crediting Mediafire for a resource because that's where you got it from. Realm667's resources have a "credits" tab, and that's where you'll find the names to credit.

Map looks pretty nice, I'll definitely give it a look when I get the chance
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Enjay
 
 
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Re: [MAP RELEASE] Monolith

Post by Enjay »

Oooh, I really like this map. I wish that my first releases could have been of this quality. The gameplay was just right for me. The balance of enemy types and difficulty was very nice for a reasonably casual play through on medium difficulty. I really liked the progression, connectivity and logic of the map and it looks great. The lighting in particular deserves a mention.

A minor logistical point:
By the blue key...
Spoiler:
From that platform you can easily do a jump (just a regular vanilla running jump) of a distance that takes you to the fence/bars. The "problem" is even more obvious if you jump across to the crates. Once you are on the crates, visually there is no reason why you shouldn't just be able to jump over the side and into the nukage to get the blue key. However, the impassable line stops you. I know that the blocking needs to be this way for the map logic to work and I know that we are all familiar with this kind of thing in Doom maps (and other games for that matter) but, if you can avoid situations where it looks like you should be able to cross something but can't, it helps to make things better IMO.

Other than "do some more" I really don't have much more to say.

I do have one tip, however. I noticed in a few places misaligned textures above and below wall alcoves.
Spoiler:
Given that you are a relatively inexperienced mapper, I'm going to guess that you don't know about how upper/lower unpegging can be used to fix this. If you have an alcove like this, set the line with the upper/lower texures above/below the alcove to have the upper and lower unpegged flags. Then make sure that the side def has the same Y offset as the 1S lines either side of the alcove and then X-align as normal. It was years before I found about about that.

Other than noticing one or two other slight misalignments and one door where the doortracks moved, everything was really pretty sweet and even the "problems" that I mentioned are very minor ones.

[edit] Oh yes, and ZDoom supports ZIP files natively but not RAR files. If you upload a zip, people can play it without extracting the WAD.[/edit]
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Breezeep
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Re: [MAP RELEASE] Monolith

Post by Breezeep »

Thanks for the advice guys.
The Zombie Killer wrote:I haven't tried the map yet, but just have a little bit of advice here: don't use "Realm667" as the name you credit a resource for. Realm667 is merely the site it is hosted on, it's like crediting Mediafire for a resource because that's where you got it from. Realm667's resources have a "credits" tab, and that's where you'll find the names to credit.

Map looks pretty nice, I'll definitely give it a look when I get the chance
Updated the credits.
Enjay wrote:Oooh, I really like this map. I wish that my first releases could have been of this quality. The gameplay was just right for me. The balance of enemy types and difficulty was very nice for a reasonably casual play through on medium difficulty. I really liked the progression, connectivity and logic of the map and it looks great. The lighting in particular deserves a mention.

A minor logistical point:
By the blue key...
Spoiler:
From that platform you can easily do a jump (just a regular vanilla running jump) of a distance that takes you to the fence/bars. The "problem" is even more obvious if you jump across to the crates. Once you are on the crates, visually there is no reason why you shouldn't just be able to jump over the side and into the nukage to get the blue key. However, the impassable line stops you. I know that the blocking needs to be this way for the map logic to work and I know that we are all familiar with this kind of thing in Doom maps (and other games for that matter) but, if you can avoid situations where it looks like you should be able to cross something but can't, it helps to make things better IMO.

Other than "do some more" I really don't have much more to say.

I do have one tip, however. I noticed in a few places misaligned textures above and below wall alcoves.
Spoiler:
Given that you are a relatively inexperienced mapper, I'm going to guess that you don't know about how upper/lower unpegging can be used to fix this. If you have an alcove like this, set the line with the upper/lower texures above/below the alcove to have the upper and lower unpegged flags. Then make sure that the side def has the same Y offset as the 1S lines either side of the alcove and then X-align as normal. It was years before I found about about that.

Other than noticing one or two other slight misalignments and one door where the doortracks moved, everything was really pretty sweet and even the "problems" that I mentioned are very minor ones.

[edit] Oh yes, and ZDoom supports ZIP files natively but not RAR files. If you upload a zip, people can play it without extracting the WAD.[/edit]
I'll look into Fixing that.
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Enjay
 
 
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Re: [MAP RELEASE] Monolith

Post by Enjay »

You replied too quickly. :P

Here's a screenshot of the unpegging effect in action:
Spoiler:
The alcove on the left does not have the upper/lower unpegged flags set. The one on the right does. Other than that, the two alcoves are much the same.

You can, of course, only set the upper or lower if, for some reason, you only want one of them to align. Further, in UDMF, it is possible to set the offsets of an upper and lower sidedef separately (something not possible in the other map formats).
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Breezeep
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Re: [MAP RELEASE] Monolith

Post by Breezeep »

Very helpful of you, enjay. Why didn't I even know about this earlier?

Also, I just uploaded an updated version of the map.

(You can no longer jump btw)
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Enjay
 
 
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Re: [MAP RELEASE] Monolith

Post by Enjay »

Code: Select all

Script error, "mono.wad:MAPINFO" line 7:
Unknown property 'defaultmap' found in map definition
You don't use defaultmap like you have done.
The Wiki wrote:A map definition begins with the keyword “map”. You can also specify standard characteristics for later map definitions by using the keyword “defaultmap” or “adddefaultmap” instead
e.g.

Code: Select all

defaultmap
{
	sucktime = 1
}
To be fair, with only one map, you don't really need defaultmap at all.
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Breezeep
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Re: [MAP RELEASE] Monolith

Post by Breezeep »

shit sorry. I'll fix that

edit: Ok, just reuploaded V2
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Captain J
 
 
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Re: [MAP RELEASE] Monolith

Post by Captain J »

now that's quite good vanilla themed map with vanilla icecream with chocolate syrup!
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Breezeep
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Re: [MAP RELEASE] Monolith

Post by Breezeep »

thank you. :P
Arthropod supremacy
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Re: [MAP RELEASE] Monolith

Post by Arthropod supremacy »

Nice map with good use of the standard textures. :) I ran out of ammo after fighting the two barons and had to punch two demons and an arachnotron - probably my own fault, but maybe you could place some extra clips or something behind the barons.
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Enjay
 
 
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Re: [MAP RELEASE] Monolith

Post by Enjay »

And I thought I was wasteful with ammo! I often run out of ammo on people's maps but I was fine on this one. I had enough ammo on both medium and hard difficulties and I didn't actually run out at any point. I suggest that adding ammo would upset the balance.

If you find one of the secrets, you'll even have a chainsaw! :chainsaw:
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Leonard2
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Re: [MAP RELEASE] Monolith

Post by Leonard2 »

I ran out of shells at the end so I had to kill the revenant with my chaingun but I guess that's just me.
Good map :)
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Enjay
 
 
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Re: [MAP RELEASE] Monolith

Post by Enjay »

Even on my first playthrough, I was still carrying enough ammo at the end to finish of quite a few enemies (had they been there) with either my shotguns, chaingun or plasma gun. I did find that getting the monsters to in fight was quite easy on this map so perhaps that saved me a bit of ammo?
Arthropod supremacy
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Re: [MAP RELEASE] Monolith

Post by Arthropod supremacy »

I tried the map again and this time I had plenty of ammo after the baron surprise. I don't know what I was doing wrong the first time. :P
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