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FIRST AND SECOND MAP AUUUUGH! WITH A POLL!

PostPosted: Sun Jul 04, 2010 7:52 pm
by Lolazer
http://www.sendspace.com/file/9z8qae

This is my first map, don't expect much. I just got bored and made something.

Features: Repetitive Texturing! "Meh" Monster Placement! Half-assed dynamic lighting! Okay decoration placement and much much more!

I suggest turning off the music, because it's supposed to be scary o_O!

SECOND MAP!

http://www.sendspace.com/file/wnegjo

It's a lot less mazy, no half assed dynamic lighting, in fact, there is no "dynamic" lighting, just run straight, duck, stand up and shoot. Same Idea, kind of like an arcade shooter from the nineties. I'll do something else sooner or later. Choose Ultra Violence or Nightmare (Nightmare is damn near impossible since they'll be monsters up your rear end the whole time) and you'll have to fight a Cyberdemon instead of an Arch-vile at the end.

Re: FIRST MAP AUUUUGH!

PostPosted: Sun Jul 04, 2010 8:48 pm
by Sephiron
Ok, I'm going to test it out. Feedback when finished :O

Re: FIRST MAP AUUUUGH!

PostPosted: Sun Jul 04, 2010 8:57 pm
by Sephiron
Ok, It actually wasn't that bad for a first map. The "dynamic" lighting isn't very dynamic at all. Sorry. You know pressing [ or ] lowers the grid size in doombuilder, so you can make more shapes than squares? It's pretty damn useful. Also, in the first room, you can get shot at through the walls. This is most likely because you changed the line to not block projectiles/sight. you may want to fic it. I did however like the part with the mancubus. The notches in the walls were pretty damn useful in dodging his attacks. Anyways, I would give it a 6.5/10 for the thought. It CAN be improved, but you just need to put more time in it. Also, it's too short :< My favorite part of it was plowing through the rows of enemies with just a shotgun.

Re: FIRST MAP AUUUUGH!

PostPosted: Mon Jul 05, 2010 8:40 am
by Lolazer
Sephiron wrote:My favorite part of it was plowing through the rows of enemies with just a shotgun.


I always liked those old arcade shooters like Area 51 with the waves and waves of enemies. I thought it would be cool to do something like that in Doom (even if I couldn't do it very well).

Sephiron wrote:I did however like the part with the mancubus. The notches in the walls were pretty damn useful in dodging his attacks.


I liked the segments where you were going in and out of cover in arcade shooters as well, they made you feel like you were in a real gunfight, and also made the game possible. That's why I had all the notches :) .

Re: FIRST MAP AUUUUGH!

PostPosted: Mon Jul 05, 2010 10:23 am
by mancubus
for your first map, it was actually pretty good. I liked the mancubus at the end, but sadly, he had to die. :-( I was a bit surprised by the Wolf SS in the level because he was an easter egg in the Doom II

Re: FIRST MAP AUUUUGH!

PostPosted: Mon Jul 05, 2010 1:00 pm
by Lolazer
mancubus wrote:I was a bit surprised by the Wolf SS in the level because he was an easter egg in the Doom II


I guess I just like killin' Nazis!

Edit: Wait a minute, that would make a pretty good insignia or watermark, a Wolf SS.

Re: FIRST MAP AUUUUGH!

PostPosted: Mon Jul 05, 2010 2:14 pm
by Project Dark Fox
Lolazer wrote:
mancubus wrote:I was a bit surprised by the Wolf SS in the level because he was an easter egg in the Doom II


I guess I just like killin' Nazis!

Edit: Wait a minute, that would make a pretty good insignia or watermark, a Wolf SS.

No, it wouldn't. It'd be dumb. Even a few Oblige 0.** random levels on occasion sprinkled these guys around on standard maps.

Re: FIRST MAP AUUUUGH!

PostPosted: Mon Jul 05, 2010 2:32 pm
by Enjay
Yah, it would be like a watermark that said n00b.

Re: FIRST MAP AUUUUGH!

PostPosted: Mon Jul 05, 2010 2:44 pm
by Lolazer
Enjay wrote:n00b.


Image

FINE JEEZ!

Re: FIRST AND SECOND MAP AUUUUGH!

PostPosted: Mon Jul 05, 2010 2:57 pm
by Zhs2
Forcing humor is often the best way to become unfunny.

Re: FIRST AND SECOND MAP AUUUUGH!

PostPosted: Mon Jul 05, 2010 3:09 pm
by Sephiron
As simple as it was, your second map was pretty damn fun.I miss the old shooting gallery style games like carnevil and area 51. I thought It was actually a pretty cool idea to have the player dodge the projectiles in such a small area. I pretty much just crouched in that small hole shooting at everything (especially the chaingunner, he was probably the hardest to kill because he never stops shooting >:|) And then once you finally kill the archvile from a distance, you would think the level is over because of the skulls being right there, but once you get right up to It you have to fight 2 or 3 pain elementals (Which didn't do anything, actually, because the wall was too hight) and then you could leave.

Re: FIRST AND SECOND MAP AUUUUGH!

PostPosted: Mon Jul 05, 2010 4:38 pm
by mancubus
Good level, but the pains were a bit useless because of what sephiron said, height.

Re: FIRST AND SECOND MAP AUUUUGH!

PostPosted: Mon Jul 05, 2010 5:34 pm
by Matt
Finally a map that makes intelligent use of crouching and jumping! (though a warning would be nice - I spent about fifteen seconds on the second map looking for a secret way out and I'm sure more oldskool players would have an even stronger assumption that jumping isn't necessary to finish the level.)

I really like this style - utterly minimal, fast-paced without the "oh frak you're being attacked by 20 sarges before you're conscious that the level has loaded" effect, aware but not self-conscious of the limitations of the engine.

Also both maps work pretty well with Hideous Destructor so don't mind if I add them to the list. :D

Re: FIRST AND SECOND MAP AUUUUGH! WITH A POLL!

PostPosted: Tue Jul 06, 2010 1:03 pm
by mancubus
I voted to try something different. A level with custom monsters from this site would look cool.
http://www.realm667.com/

Re: FIRST AND SECOND MAP AUUUUGH! WITH A POLL!

PostPosted: Tue Jul 06, 2010 6:16 pm
by TheDarkArchon
Custom monsters don't automatically make everything better, contrary to your overly pushed opinion.