Hell's Invasion (My First Doom Map)

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Salty Kido
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Hell's Invasion (My First Doom Map)

Post by Salty Kido »

Hells Invasion MAP-01.wad
It's my first map I made
(65.55 KiB) Downloaded 101 times
This is my first Doom maps and I wan't to make better and better maps so please give criticism. :)
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merlin86
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Re: Hell's Invasion (My First Doom Map)

Post by merlin86 »

I liked it. I found the texture selections somewhat weird, like this door :
Image

I think you should choose a style, since IMHO, this map seems too random

I don't like it the archivile behind the last door with 2 barons, but nothing too bad.

Here some other screenies:
Image
Image
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isaacpop23
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Re: Hell's Invasion (My First Doom Map)

Post by isaacpop23 »

Not bad for a first map, most of the problems are in aesthetics, but there are a few gameplay items as well.
Criticisms:
-The most obvious thing is the schizophrenic choice of textures, if you can't tell if some textures go together look to see what they're paired with in other maps.
-Behind the Blue Key door, you're given a Megasphere and a Soulsphere in quick succesion, and it's hard to find an instance that really requires more than a few stimpacks of medkits. Really just in general pull back on the health and armor given.
-Make the exit door a Yellow Key door first, so that people have an idea to go back there when they have it.
-In the room with the Blue Key, when exiting you can hit the Icon of Sin texture in front of it and cause it to come down, trapping you in.
-The Red Skull key seems to have no purpose, you can open the skull wall with the Red Key Card, so the Skull is useless.
-When making doors, it's a good idea to make the inside sides of the door WALLTRAKs and "lower unpeg" them. Also for the ceiling of the door sector, put something like FLAT20 to make it look less odd, since it's unusual for ceiling material to make it onto the underside of doors.
-The boxes in the starting room seem to emanate light from their tops.
-The three doors at the end are slightly bothersome to open all of them at once, maybe make them stay open instad of closing after a few seconds?
-In the third room (the one with zombies on boxes and a green armor) the ceiling texture above the boxes oddly changes from the rest of the ceiling.
-I'd advice away from stealth monsters, short of specific situations they're needlessly annoying.

tl;dr- Pull back on health and armor items, texturing is odd look at other wads for ideas of how to make it look more cohesive.
HanzvonShreky
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Re: Hell's Invasion (My First Doom Map)

Post by HanzvonShreky »

Welcome to the community Salty Kido! Since you asked for criticism, I decided to record a live play through of the map and give my criticisms along the way. Also, near the end of the video I mention a "small youtuber" who made Doom Builder 2 tutorials that really helped me out when I first started, and they'll probably help you out too!

My video:
https://www.youtube.com/watch?v=ad-zYLB ... e=youtu.be

The "small youtuber" ( SimplyElegant )
https://www.youtube.com/playlist?list=P ... hp4EFvw02P
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Salty Kido
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Re: Hell's Invasion (My First Doom Map)

Post by Salty Kido »

Thanks helps out allot
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Salty Kido
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Re: Hell's Invasion (My First Doom Map)

Post by Salty Kido »

Thanks helps out allot
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Enjay
 
 
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Re: Hell's Invasion (My First Doom Map)

Post by Enjay »

Grabbed the map. I will try to play later but today is a busy day, unfortunately.

Image Grammar Nazi stuff to follow...
Spoiler:
[edit]
OK played it and my comments are basically the same as isaacpop23's. In fact, I noticed/felt everything he said. It's a good first map and much of the gameplay is generally quite good (although I didn't like what was waiting in the final room - or the fact that the door closed behind me as isaacpop23 pointed out). However, you give away too many weapons and health items so it's almost impossible not to breeze through the map killing everything with no real risk to yourself. I like the fact that you put marking textures on all the key requiring doors. Lots of mappers forget to do that with their first maps (although comments about the red skull duly noted). Architecturally, some of the areas are pretty interesting and quite evocative of structures seen in the original game.

So many keys, so many weapons and so many powerups in such a small map? Wow! The doortrack thing really bothered me. The mish-mash of textures was quite messy and in a lot of places the textures were inappropriate or didn't fit properly on to the wall.

Just a few examples...
Spoiler:
So, yeah, not a bad layout, quite interesting to play but far too many weapons/keys/powerups, a few technical problems (doortracks, unsuitable textures) and an awful mish-mash of clashing textures. However, it works, it's completable and OK to play. For a first map, actually not bad
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