Hi this is my first level, I am very excited. Hope you enjoy it! Open to feedback.
https://drive.google.com/file/d/1q0Zrkr ... sp=sharing
The file is now 12mb and the puzzle room was simplified.
Temple Clock - My first level, tell me what you think!
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Please read the full rules for more details.
The Projects forums are only for 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.
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Temple Clock - My first level, tell me what you think!
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Last edited by DoctorTx on Sun Jun 23, 2024 3:06 am, edited 2 times in total.
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Re: Temple Clock - My first level, tell me what you think!
I would strongly recommend converting your custom sounds/music to ogg. There's really no need for a single-map wad to be 450 MB
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Re: Temple Clock - My first level, tell me what you think!
Thank you will do
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Re: Temple Clock - My first level, tell me what you think!
(this is not an april fools post I just posted it on this day)
Given this is a first map, I'd say it's good. However on the whole this map has a mixture of mostly very good but a handful of terrible elements.
Starting with the good - the map's esthetics are immaculate. The clockwork theme is fully realized, and with the custom sounds and music, as well as the fog all cause the map to have one of the best atmospheres put into a Doom Wad. The map layout is also good, with returning to the changing main area (which even had a "safety net" for people who might fall off after getting the red key, very nice touch).
The first combat encounter (with the imps) is incredibly unique and was very fun to go through. Though I'm not sure you needed to put 2 of them right next to each other.
However the map also has some incredibly frustrating parts - namely the jumping section with shifting floors and the final puzzle.
- The jumping section is frustrating on its own for 2 reasons - 1) it's easy to miss a jump, especially with "vanilla" Doom jumping mechanics, and if you do you die instantly 2) the enemies are incredibly annoying to deal with in the surprisingly blocked off area, and make it even easier to accidentally fall off
The biggest offender however is the fact you put Kaizo walls which kill you if you move to the wrong platform. GOD WHY. There is no indication this mechanic exists, almost no indication which platforms are wrong, which is a problem when you're in a combat scenario, and with the way it's made I didn't even realize I got Kaizo trolled the first time, so I repeated the same mistake 2 more times.
- The penultimate section is just stupid. The double (or even triple) Barons in super small rooms are ridiculous (fyi I played on UV, though enemy placements are seemingly identical between UV and HMP), and it's made a million times worse by a Hexen-ass puzzle. The dinky-ass indication on the floor does NOT tell me that I need to open a timed gate and get over to the opposite side of the room, which isn't even possible to do unless you time your presses right, which is hard to do when you have no clue when the opening in the rotating wall will show. The only way I was able to beat this section is by cheating in the automap to see that the buttons do literally anything and to see when the opening will show.
Don't get me wrong though - these sections are trash, but I'm pointing them for improvement sake. Make sure the player can *see* what a switch does, why they were killed.
Also bruh don't put me into a tiny room with 15 pinkies without an SSG. Thanks
Given this is a first map, I'd say it's good. However on the whole this map has a mixture of mostly very good but a handful of terrible elements.
Starting with the good - the map's esthetics are immaculate. The clockwork theme is fully realized, and with the custom sounds and music, as well as the fog all cause the map to have one of the best atmospheres put into a Doom Wad. The map layout is also good, with returning to the changing main area (which even had a "safety net" for people who might fall off after getting the red key, very nice touch).
The first combat encounter (with the imps) is incredibly unique and was very fun to go through. Though I'm not sure you needed to put 2 of them right next to each other.
However the map also has some incredibly frustrating parts - namely the jumping section with shifting floors and the final puzzle.
- The jumping section is frustrating on its own for 2 reasons - 1) it's easy to miss a jump, especially with "vanilla" Doom jumping mechanics, and if you do you die instantly 2) the enemies are incredibly annoying to deal with in the surprisingly blocked off area, and make it even easier to accidentally fall off
The biggest offender however is the fact you put Kaizo walls which kill you if you move to the wrong platform. GOD WHY. There is no indication this mechanic exists, almost no indication which platforms are wrong, which is a problem when you're in a combat scenario, and with the way it's made I didn't even realize I got Kaizo trolled the first time, so I repeated the same mistake 2 more times.
- The penultimate section is just stupid. The double (or even triple) Barons in super small rooms are ridiculous (fyi I played on UV, though enemy placements are seemingly identical between UV and HMP), and it's made a million times worse by a Hexen-ass puzzle. The dinky-ass indication on the floor does NOT tell me that I need to open a timed gate and get over to the opposite side of the room, which isn't even possible to do unless you time your presses right, which is hard to do when you have no clue when the opening in the rotating wall will show. The only way I was able to beat this section is by cheating in the automap to see that the buttons do literally anything and to see when the opening will show.
Don't get me wrong though - these sections are trash, but I'm pointing them for improvement sake. Make sure the player can *see* what a switch does, why they were killed.
Also bruh don't put me into a tiny room with 15 pinkies without an SSG. Thanks
Last edited by Neane on Mon Apr 01, 2024 11:05 am, edited 1 time in total.
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Re: Temple Clock - My first level, tell me what you think!
Hi Neane, I am very sorry. I truly wanted for people to have fun. Not troll them. Thank you for playing all the way to the puzzle room.
I will try to make the sections less annoying, I was trying to recreate a Zelda kind of type of gameplay where the game doesn't tell you anything either besides some vague clues (which they do make sense, although I admit if you are playing a shooter you want to kill things rather than sit and think, I understand)
The whole timing of the pressing of the switches is the whole point haha I am so happy that you realised that.
When I was play testing it, I was having fun but I understand not everybody have the same taste. Nevertheless I am very happy that you played the whole thing, thank you so much.
I will try to make the sections less annoying, I was trying to recreate a Zelda kind of type of gameplay where the game doesn't tell you anything either besides some vague clues (which they do make sense, although I admit if you are playing a shooter you want to kill things rather than sit and think, I understand)
The whole timing of the pressing of the switches is the whole point haha I am so happy that you realised that.
When I was play testing it, I was having fun but I understand not everybody have the same taste. Nevertheless I am very happy that you played the whole thing, thank you so much.
Last edited by DoctorTx on Tue Apr 02, 2024 1:13 am, edited 1 time in total.
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Re: Temple Clock - My first level, tell me what you think!
No problem dude, you still did a really good job - just needs some polishing up. Keep at it
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Re: Temple Clock - My first level, tell me what you think!
165mb is a lot. Maybe, like other said, compress or make the music separately pleass
Said that, this map is AMAZING!!!
I'm blown away! Thanks for using vanilla textures..
It is absolutely fantastic! I haven't looked..but I just thought it might be worth looking at the map? Have to check that.
The atmosphere is perfect for horror mods like DOOSK or LOST DARKNESS. I have to make a video .. definitely
Said that, this map is AMAZING!!!
I'm blown away! Thanks for using vanilla textures..
It is absolutely fantastic! I haven't looked..but I just thought it might be worth looking at the map? Have to check that.
The atmosphere is perfect for horror mods like DOOSK or LOST DARKNESS. I have to make a video .. definitely
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Re: Temple Clock - My first level, tell me what you think!
Ferretmanjcdenton wrote:
> 165mb is a lot. Maybe, like other said, compress or make the music
> separately pleass
Yes I'll compress the rest of audio today. It was 450mb before haha.
> Said that, this map is AMAZING!!!
Thank you so much
> It is absolutely fantastic! I haven't looked..but I just thought it might
> be worth looking at the map? Have to check that.
If I make it viewable it'll brake the 'illusion'. I can't explain the 'illusion' here or else I would spoil the map for others.
> The atmosphere is perfect for horror mods like DOOSK or LOST DARKNESS. I
> have to make a video .. definitely
That would be amazing, thank you!
> 165mb is a lot. Maybe, like other said, compress or make the music
> separately pleass
Yes I'll compress the rest of audio today. It was 450mb before haha.
> Said that, this map is AMAZING!!!
Thank you so much
> It is absolutely fantastic! I haven't looked..but I just thought it might
> be worth looking at the map? Have to check that.
If I make it viewable it'll brake the 'illusion'. I can't explain the 'illusion' here or else I would spoil the map for others.
> The atmosphere is perfect for horror mods like DOOSK or LOST DARKNESS. I
> have to make a video .. definitely
That would be amazing, thank you!
Last edited by DoctorTx on Wed Apr 03, 2024 4:36 am, edited 1 time in total.