[MAP RELEASE] Monolith

New maps, and other projects whose primary focus is new maps, belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

[MAP RELEASE] Monolith

Postby Breezeep » Sat Apr 12, 2014 8:09 am

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 9:40 am, edited 5 times in total.
User avatar
Breezeep
"IA! IA! Shub-Niggurath!"
 
Joined: 02 Mar 2014
Location: The Slipgate Complex

Re: [MAP RELEASE] Monolith

Postby The Zombie Killer » Sat Apr 12, 2014 8:27 am

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
User avatar
The Zombie Killer
King of the Kangaroos
 
Joined: 14 Jul 2011
Location: Gold Coast, Queensland, Australia

Re: [MAP RELEASE] Monolith

Postby Enjay » Sat Apr 12, 2014 8:48 am

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]
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
Joined: 15 Jul 2003
Location: Scotland

Re: [MAP RELEASE] Monolith

Postby Breezeep » Sat Apr 12, 2014 8:58 am

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.
User avatar
Breezeep
"IA! IA! Shub-Niggurath!"
 
Joined: 02 Mar 2014
Location: The Slipgate Complex

Re: [MAP RELEASE] Monolith

Postby Enjay » Sat Apr 12, 2014 9:10 am

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).
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
Joined: 15 Jul 2003
Location: Scotland

Re: [MAP RELEASE] Monolith

Postby Breezeep » Sat Apr 12, 2014 9:17 am

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)
User avatar
Breezeep
"IA! IA! Shub-Niggurath!"
 
Joined: 02 Mar 2014
Location: The Slipgate Complex

Re: [MAP RELEASE] Monolith

Postby Enjay » Sat Apr 12, 2014 9:30 am

Code: Select allExpand view
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 allExpand view
defaultmap
{
   sucktime = 1
}


To be fair, with only one map, you don't really need defaultmap at all.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
Joined: 15 Jul 2003
Location: Scotland

Re: [MAP RELEASE] Monolith

Postby Breezeep » Sat Apr 12, 2014 9:33 am

shit sorry. I'll fix that

edit: Ok, just reuploaded V2
User avatar
Breezeep
"IA! IA! Shub-Niggurath!"
 
Joined: 02 Mar 2014
Location: The Slipgate Complex

Re: [MAP RELEASE] Monolith

Postby Captain J » Sat Apr 12, 2014 9:49 am

now that's quite good vanilla themed map with vanilla icecream with chocolate syrup!
User avatar
Captain J
He saves the day once again(kinda).
 
Joined: 02 Oct 2012
Location: Urban Clustermess
Discord: DiscussJ#3128

Re: [MAP RELEASE] Monolith

Postby Breezeep » Sat Apr 12, 2014 9:54 am

thank you. :P
User avatar
Breezeep
"IA! IA! Shub-Niggurath!"
 
Joined: 02 Mar 2014
Location: The Slipgate Complex

Re: [MAP RELEASE] Monolith

Postby Arthropod supremacy » Sat Apr 12, 2014 10:10 am

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.
Arthropod supremacy
 
Joined: 17 Mar 2014

Re: [MAP RELEASE] Monolith

Postby Enjay » Sat Apr 12, 2014 10:32 am

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:
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
Joined: 15 Jul 2003
Location: Scotland

Re: [MAP RELEASE] Monolith

Postby Leonard2 » Sat Apr 12, 2014 11:19 am

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 :)
User avatar
Leonard2
 
Joined: 14 Aug 2012

Re: [MAP RELEASE] Monolith

Postby Enjay » Sat Apr 12, 2014 11:36 am

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?
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
Joined: 15 Jul 2003
Location: Scotland

Re: [MAP RELEASE] Monolith

Postby Arthropod supremacy » Sat Apr 12, 2014 11:58 am

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
Arthropod supremacy
 
Joined: 17 Mar 2014

Next

Return to Levels

Who is online

Users browsing this forum: No registered users and 0 guests