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Re: [GZDoom][OTEX] First Contact 1.5 - a varied mapset

PostPosted: Fri Nov 06, 2020 6:45 am
by Deon
I am continuing my work on a city map.

I am using Mars3d textures which look like tweaked Duke3d textures for the city:


I came here for an important opinion of people who has already played this map set: would you be OK with me including BUILD-engine style textures to better show the city style the way I intend it to look, or would you rather see me using more DOOM-like textures?

Re: [GZDoom][OTEX] First Contact 1.5 - a varied mapset

PostPosted: Fri Nov 06, 2020 12:43 pm
by Gez
Use whatever texture you want to use, IMO.

Re: [GZDoom][OTEX] First Contact 1.5 - a varied mapset

PostPosted: Fri Nov 06, 2020 3:40 pm
by Deon
Hmm, you are probably right. Considering this is my learning experience and a foray into mapping, it will probably help to learn which texture packs exist and how they can be used.

I do want to make a pure DOOM-map set, but that will probably come after my experimentation with this pack :).

Re: [GZDoom][OTEX] First Contact 1.5 - a varied mapset

PostPosted: Sat Nov 07, 2020 1:33 am
by armymen12002003
Nice job with this i love them space levels keep up the good work man can't wait to see more.

Re: [GZDoom][OTEX] First Contact 1.5 - a varied mapset

PostPosted: Sat Nov 14, 2020 7:10 am
by Vyticoz
I had an absolute blast playing through this. I really hope you keep working on it. I'm excited to see what it becomes.

Re: [GZDoom][OTEX] First Contact 1.5 - a varied mapset

PostPosted: Thu Nov 19, 2020 7:40 am
by Kills_Alone
I really enjoyed the level design (feels more realistic like Duke 3D) and nice use of OTEX. Spent about 40 mins playing the levels.

More darkness/shadows might help a few areas look unique.

Near the start you might wanna add a section which encourages the player to jump and crouch teaching them to keep an eye out for such opportunists. EDIT: There is the secret right near the beginning which might not be very obvious to most player's as it requires a crouch.

The levels felt just the right size, not overstaying their welcome, not too many enemies. Challenge wasn't very high until the final boss fight. Keep it up Deon.



A few extra notes: At around 11:41 I go looking for the last enemy, a Lost Soul who seems to be placed just outside the explorable map area, that's why I shot out the window to get it's attention. And the section with crushers can be avoided by crouching.