Doom: The Golden Souls 2 | ETA: THIS SUMMER | p55

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Re: Doom: The Golden Souls 2 | ETA: THIS SUMMER | p55

Postby Scripten » Fri Apr 27, 2018 8:54 am

The choice of Kirby music for that map is surprisingly perfect. Also these maps keep getting better and better looking. Can't wait for the final release!
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Re: Doom: The Golden Souls 2 | ETA: THIS SUMMER | p55

Postby Batandy » Sat May 05, 2018 4:18 am

Image
MAP42 - "Gluttonous Gorehouse" is the last ghost house of the game!
https://www.facebook.com/goldensouls2/p ... =3&theater
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Have you tried blowing into the cartridge?
 
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Re: Doom: The Golden Souls 2 | ETA: THIS SUMMER | p55

Postby Batandy » Sun May 13, 2018 8:27 am

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Have you tried blowing into the cartridge?
 
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Re: Doom: The Golden Souls 2 | ETA: THIS SUMMER | p55

Postby QuakedoomNukem Cz » Sun May 13, 2018 10:27 am

Only one last thing stands between Doomguy and Daisy: The cyberdemon, who has set the gears in motion.
Spoiler:
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Re: Doom: The Golden Souls 2 | ETA: THIS SUMMER | p55

Postby Randumb » Sun May 13, 2018 11:10 am

Here we come, Daisy!
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Re: Doom: The Golden Souls 2 | ETA: THIS SUMMER | p55

Postby Batandy » Wed May 16, 2018 4:12 am

PSA: If you want to/are making a map for GS2, you have only one month left before i stop accepting submissions. As you noticed the mod is reaching completion, and i'm putting this limit to avoid unpleasant scenes where people make a map but the mod's already released and completed. Thank you very much!
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Have you tried blowing into the cartridge?
 
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Re: Doom: The Golden Souls 2 | ETA: THIS SUMMER | p55

Postby Amuscaria » Thu May 17, 2018 12:36 am

Going on my to-play list for sure. :)
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Re: Doom: The Golden Souls 2 | ETA: THIS SUMMER | p55

Postby Andy Journey » Thu May 17, 2018 2:39 pm

Because I seemingly can't PM Batandy (or anybody else), I'll just post my map here:
http://www.mediafire.com/file/blglubuwmw7rcgn/MAP99.rar

It's almost done and I could use some feedback. It's also my first map done in UDMF format.
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Re: Doom: The Golden Souls 2 | ETA: THIS SUMMER | p55

Postby Batandy » Fri May 18, 2018 2:47 am

Andy Journey wrote:Because I seemingly can't PM Batandy (or anybody else), I'll just post my map here:
http://www.mediafire.com/file/blglubuwmw7rcgn/MAP99.rar

It's almost done and I could use some feedback. It's also my first map done in UDMF format.


Thank you very much for posting this!

I think it's a good start but it's not refined enough to be included atm.
First of all, i think the concept is nice and it's got good music choice and atmosphere, for some reason it gave me Booster Tower vibes.
Some stuff is pretty clever like the moving platform and how to whole map is very vertical-room focused, i like that.
But i think the gameplay isn't very good, it's more of what hypothetically a GS2 kaizo map would be, it's difficult to navigate the rooms because they are both structured in a complex way and difficult to navigate because they are not memorable and visually confusing (Doesn't help that you basically used only checkerboard texture for every single wall, floor and ceiling). Then in the second section of the map, it's full of insta-death cannons and spikes put in a very unforgiving way (Kinda like GS1 but multiplied due to the sheer amount of stuff you've put in).
Another thing is the performance: this map is very laggy, considering the amount of 3d floors, cannons etc, you should've split it in multiple sections instead of keeping it all in basically just one.

As a side note, while the floor-ceiling sky is a nice idea to work with the fog behavior in gzdoom, i think a normal foggy sky would do fine and would make it easier to set up some of the rooms, and also avoid stretching textures around unless you really need to, the switches look really weird.

Sorry if maybe it's not what you expected, but i need to apply quality control with guest maps, in order to keep every map design coherent with the style, flow and gameplay of the mod.
If you're up on reworking your work based on this feedback i'll give it another go when you're ready!
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Have you tried blowing into the cartridge?
 
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Re: Doom: The Golden Souls 2 | ETA: THIS SUMMER | p55

Postby Andy Journey » Fri May 18, 2018 4:47 pm

Thanks for the feedback!

I've made some changes: split the map into completely isolated sections, replaced the spike maze and made it optional with a Doomguy coin reward (and removed the first coin, which can become unobtainable) and I made the rising floor different texture so it can get players attention more easily.

I'm still going to work on it and maybe make custom props, if I only knew how.
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Re: Doom: The Golden Souls 2 | ETA: THIS SUMMER | p55

Postby Andy Journey » Mon May 21, 2018 9:03 am

Sorry for double posting but here's a new version of my map:
http://www.mediafire.com/file/5l0cvuvkirx6dbz/MAP99.rar
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Re: Doom: The Golden Souls 2 | ETA: THIS SUMMER | p55

Postby Batandy » Mon May 21, 2018 2:07 pm

Andy Journey wrote:Sorry for double posting but here's a new version of my map:
http://www.mediafire.com/file/5l0cvuvkirx6dbz/MAP99.rar


The performance has really improved and it's less cluttered, that's good!
However, the layout is still really confusing, and the texture selection is still very limited and boring, some rooms are literally just squares with the checkerboard textures on.
If i were you i'd totally redesign the second half to make it more straightforward and flow better, and overall add more detail and less usage of said checkerboard textures.

Another thing is don't use the cyberdemon since he's supposed to be the big baddie of the mod! And don't stack cannons on top of each other
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Have you tried blowing into the cartridge?
 
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