[SP test map] Outpost [E1M1 replacement]

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LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

[SP test map] Outpost [E1M1 replacement]

Post by LedIris »

Hey,
This is the first proper map that I have made in a VERY long time, and I have recently been wanting to get better with my mapping skills. They are not up to scratch, and I would like to drastically improve.
So, I would like to show you a map I made in a few hours, just to get some feedback on how it plays and looks.
Spoiler: Screenshots
I am aware that it looks VERY dated, when compared to today's maps. But, it's a start.
Download here.
Last edited by LedIris on Sun Apr 03, 2016 1:06 am, edited 2 times in total.
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Zhs2
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Re: [SP test map] Outpost

Post by Zhs2 »

It's not bad for an E1M1 replacement. Not bad at all. Maybe a couple more shotgunners on the UV balance but overall it's a pretty solid, if not short, map. I'd say make a whole episode like this before you start judging your skills.
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: [SP test map] Outpost

Post by LedIris »

Zhs2 wrote:It's not bad for an E1M1 replacement. Not bad at all. Maybe a couple more shotgunners on the UV balance but overall it's a pretty solid, if not short, map. I'd say make a whole episode like this before you start judging your skills.
Thanks! Making a whole episode might be a good idea, but I am awful with time management (I never finish anything :oops:) Monster placement is also something I should probably work on.
Nevander
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Re: [SP test map] Outpost

Post by Nevander »

LedIris wrote:Making a whole episode might be a good idea, but I am awful with time management (I never finish anything :oops:)
Best advice I can give for this is to take things one map at a time, one room at a time. Me, I'm planning to make a full 32-map set and thinking of all the maps I don't have done yet is daunting, but then I remember I'm just working on one right now. Finish it, go to the next. Try to forget about the total number of maps, and instead try to put your best into each one as you go. Don't let the long term goal scare you or turn you away from what you want. :wink:
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: [SP test map] Outpost

Post by LedIris »

Nevander wrote:
LedIris wrote:Making a whole episode might be a good idea, but I am awful with time management (I never finish anything :oops:)
Best advice I can give for this is to take things one map at a time, one room at a time. Me, I'm planning to make a full 32-map set and thinking of all the maps I don't have done yet is daunting, but then I remember I'm just working on one right now. Finish it, go to the next. Try to forget about the total number of maps, and instead try to put your best into each one as you go. Don't let the long term goal scare you or turn you away from what you want. :wink:
Thank you! This is some good advice, I'll be sure to try and follow it in the future. Also, best of luck to your full 32-map set, I'd love to see the end result! :wink:
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Rifle Marine
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Re: [SP test map] Outpost [E1M1 replacement]

Post by Rifle Marine »

The map was fun to play, but few nitpicks:

The bonuses were put in inconvenient places.
There was a misaligned texture at the end with one of the crates.
The crates at the start were weird.
The map feels cramped with crates and raised sectors.
Bit too much ammo.
Map was too short.

Overall I enjoyed playing it. I hope that you make more.
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SuperSomariDX
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Re: [SP test map] Outpost [E1M1 replacement]

Post by SuperSomariDX »

A small note, the secret life is low enough to just be ran/walked over entirely without actually having to press it. From the idea was intended (lift) I don't think that was the intention to run over it, if you hug it close enough however, you can also pickup the zerk pack through the wall. overall pretty nice start however so.
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: [SP test map] Outpost [E1M1 replacement]

Post by LedIris »

Hey, thanks for the feedback!
Rifle Marine wrote:The bonuses were put in inconvenient places
Bit too much ammo
Map feels cramped with crates and raised sectors
Yeah, these are my biggest weaknesses with mapping so far. I always find crates too easy to spam everywhere, same with ammo. I end up thinking the player has too much cover/ammo or too little cover/ammo, and I go a bit overboard.
SuperSomariDX wrote:you can also pickup the zerk pack through the wall
I didn't know about this, but I've fixed it :D
SuperSomariDX wrote:overall pretty nice start however so.
Rifle Marine wrote:Overall I enjoyed playing it. I hope that you make more.
Thanks, hopefully I can start becoming a bit better at mapping
LedIris
Posts: 362
Joined: Tue Oct 29, 2013 10:14 am

Re: [SP test map] Outpost [E1M1 replacement]

Post by LedIris »

Alright so based on the feedback I received I decided to go one step further and actually change the map. The first thing I did was move the bonuses around to make them easier to access.
Spoiler: You can see this change here (Warning: Big Image)
The next change I did was to make the map feel less cramped. I attempted this by lowering a few sectors down by a few units, as well as removing crates. This change should hopefully make the map easier to navigate. I also made the 'structure' in the middle a bit smaller, so you can walk around it a bit easier.
Spoiler: You can see this change in the first room (big image)
Spoiler: As well as here
The biggest change I did was to make that structure in the middle lower. This happens after opening the red key door. This skews the map's difficulty a bit, but should make it a bit more fun to play, as well as make it easier to navigate as you won't be bumping into it anymore.
Spoiler:
I also went around and fixed texture misalignments and wonky crate placement in the starting area.
Link updated in first post!
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