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Way back in 2006, I released my first (And, until now, last) map onto the IdGames archives. It was called Primary and was quite massive. Sadly, it didn't really have much more going for it beyond scale and a number of environments. In the years since, my mapping skills have improved quite a bit, up to the point where I feel comfortable releasing my next project, Primary: Gold. This is what I wanted to release way back then, with a number of unique locations and some fairly epic fights.
As of a few days ago, my submission to idGames was accepted and the map is now officially released! It requires Zdoom at the very least, with the most optimal experience being GZdoom, and runs about 15-60 minutes in general, depending on skill level and whether you get lost or not. (I've tried my best to make it flow well, but I haven't had any luck in getting beta testers, so it's only really self-tested.)
Oh, and some screenshots for you guys (They may or may not be a wee bit outdated, but it's nothing severe.):
Spoiler:
In the drop pod...
Which crashes into a parking garage
Some storage nearby (Don't worry, no crate mazes)
A coastal cliffside
More cliffs
And even more cliffs!
One of the entrances to the treatment plant
Inside the treatment plant
The sewers in the plant
Small cave system
Right inside the power plant
Power plant hallway
Some neat stairs
The mini-boss just before leaving the power plant
Crater outside the plant
Forest pond
Anyhow, without further ado, I present you all with Primary: Gold v1.0!
For what it is, it's a perfect map, well crafted and put together. A note: I can jump to grab the yellow skull key off its platform in the room I first see it, without going through the door and around to get it the way you're supposed to.
gamefreakdude wrote:For what it is, it's a perfect map, well crafted and put together. A note: I can jump to grab the yellow skull key off its platform in the room I first see it, without going through the door and around to get it the way you're supposed to.
Huh, I wasn't able to do this myself. How exactly did you accomplish that? If it's too hard, I may leave it in, as it's only one room that you can skip. Glad everyone seems to have enjoyed themselves so far!
What's the consensus on monster choice and fight choreography? Was it too constrained or open or anything?
The only thing I found a bit to difficult was towards the end (I think) where you fight a spider demon, then right after it you fight four cyber demons. A bit more ammo would have been helpful (unless you're not supposed to fight them? I sorta raged quit when I realized I had run out of ammo, so I'm unsure.)
Ah, yeah. The boss fight. I wasn't sure how easy it would be to see the switches around the arena. You're only supposed to avoid their attacks and hit the switches to finish the map. It's a little contrived, but it's not anywhere near as tedious as actually fighting them.
Oh yes, this is the kind of mod I like the most - no new weapons or monsters, just old good Doom with more modern look. Also, I liked I actually had to use the chainsaw to conserve ammo, which is not so common. It is a damn shame you don't plan to make more maps like this.
I'm considering putting up another version with a few of the more game-changing bugs and niggles fixed. I managed to hop up onto the yellow key platform after messing about a bit, which means you skip a couple of fights, and the final boss battle is a bit confusing. Looks like I should have tried releasing a beta version before going to IdGames. Eheh...
Anyhow, thanks for the kind words, all, and don't despair. I may just end up doing another project like this. It'll just take a while to conceptualize and get finished, especially with the other project I'm working on.
Jumping onto the yellow key platform is most easily accomplished with straferunning.
I actually liked the final "boss"; I would just recommend trying to somehow directly convey to the player that they need to hit the switches and that attacking the Cyberdemons themselves is futile.
Another recommendation: your instructions for setting lighting for this map are very vague - I'd recommend using the Lightmode MAPINFO property to force your map to have a specific lighting mode in GL.