Hello guys, Hanz here, I I'm glad to announce the completion of my second Doom WAD! Utilizing the constructive criticism I received on my first WAD, The Sinkhole, I was able to better improve many aspects of this WAD, such as lighting, enemy placement, general balancing of ammo and health, and much more. Like before, I've added custom midi music ( Sepultura - Roots, Bloody Roots ). One thing to note is that this level is shorter than The Sinkhole, but not by that much. As always, constructive criticism is greatly appreciated, and wanted!
***UPDATE***
I have updated the map to version 1.1 based on the criticism I have received. Here is a list of changes: (Only read if interested, spoils entire map)
Spoiler:
- Ammo has been balanced (amount of shells and cells decreased, number of rockets increased slightly)
- Ceiling of yellow key room has been lowered
- Floor of exit has been raised so Baron of Hell can actually attack you
- textures above and below switches now "BROWNHUG" across entire map (I tried making it BIGBRIK1 but the textures can't be aligned properly, and it just looked really weird because of it)
- BFG in yellow key room secret replaced with Blue Armor
- Amount of ammo decreased in room featured in screenshot's secret, and in it's place, armor bonuses have been added
- A sole candle has been placed in front of these secrets listed above ( but not false wall secret )
- Backpack in computer room moved from side of chair to sill with bars
- Some trees removed/moved in room with blue keycard
- Barrels in starting room moved to opposite side of room (next to red door)
- Other extremely minor changes I can't remember
Map made with Doom Builder 2
Recommended Source Port: GZDoom ( but should work with most source ports ) Mouselook recommended for optimal playing experience
Special thanks to DavidN and Enjay for taking the time to give me advice on how to improve in the future!
Re: Compound Crawler ( Doom II WAD, 1 Level )
Posted: Mon Mar 20, 2017 8:13 pm
by isaacpop23
This was fun to play! The aesthetics were on point. Plus you actually used the particle fountains, I forgot how much I liked those, why aren't those used more?
And you asked for criticism, so here's some:
-The brown texture under the switches seems off, maybe just have that inside the indent and have the brick continue under it.
-The trees are a bit overbearing outside the blue key door.
-The Yellow Key room seems excessively tall. I'm not entirely sure why this bothers me.
-The Baron at the end is too confined, it rarely attacks.
-The ammo balance was a bit off, there were too many shells.
Spoiler: Secrets
-The secrets were a bit too subtle, I found the fake wall one, but the other two seem to be "Go button mash all the walls!"
-The ammo balance was further thrown off by the ammo ones, integrating too many cells. plus even more shells. Bullets are fine.
-There doesn't seem to be a need to have a BFG on this level, perhaps armor instead?
Keep it up with these maps!
Re: Compound Crawler ( Doom II WAD, 1 Level )
Posted: Mon Mar 20, 2017 8:27 pm
by leodoom85
I also played the map. Not much detail, but the gameplay really compensate that point. That last baron was stuck in that exit.
Tomorrow I will upload a video of this map. It's recently recorded with a mod included for the gameplay. It was fun to play. Keep it up
Re: Compound Crawler ( Doom II WAD, 1 Level )
Posted: Tue Mar 21, 2017 8:49 am
by leodoom85
As I promised, I did the video...
Re: Compound Crawler ( Doom II WAD, 1 Level )
Posted: Tue Mar 21, 2017 3:21 pm
by HanzvonShreky
isaacpop23 wrote:This was fun to play! The aesthetics were on point. Plus you actually used the particle fountains, I forgot how much I liked those, why aren't those used more?
And you asked for criticism, so here's some:
-The brown texture under the switches seems off, maybe just have that inside the indent and have the brick continue under it.
-The trees are a bit overbearing outside the blue key door.
-The Yellow Key room seems excessively tall. I'm not entirely sure why this bothers me.
-The Baron at the end is too confined, it rarely attacks.
-The ammo balance was a bit off, there were too many shells.
Spoiler: Secrets
-The secrets were a bit too subtle, I found the fake wall one, but the other two seem to be "Go button mash all the walls!"
-The ammo balance was further thrown off by the ammo ones, integrating too many cells. plus even more shells. Bullets are fine.
-There doesn't seem to be a need to have a BFG on this level, perhaps armor instead?
Keep it up with these maps!
Thank you so much Isaac! I'll be sure to keep these thing in mind for the future! I'm just pissed off at myself because originally I had an imp in the exit, but then I figured "Hmm, let's make that more difficult!" and then I put a Baron. What a dumb move on my part
Re: Compound Crawler ( Doom II WAD, 1 Level )
Posted: Tue Mar 21, 2017 5:00 pm
by Raziel236
@leodoom I'm pretty sure I made that bullet casing, didn't I? ; )
Re: Compound Crawler ( Doom II WAD, 1 Level )
Posted: Tue Mar 21, 2017 5:07 pm
by leodoom85
Raziel236 wrote:@leodoom I'm pretty sure I made that bullet casing, didn't I? ; )
I don't know
Re: Compound Crawler ( Doom II WAD, 1 Level )
Posted: Tue Mar 21, 2017 5:20 pm
by HanzvonShreky
Alright guys, I have updated the map based upon your suggestions! You can re-download the new version 1.1 if you want! change log has been listed in original post!
HanzvonShreky wrote:
- textures above and below switches now "BROWNHUG" across entire map (I tried making it BIGBRIK1 but the textures can't be aligned properly, and it just looked really weird because of it)
The way to make the textures align correctly is to unpeg them, I believe it's both lower and upper ungegged, but it's been a while since I've needed to do that.
HanzvonShreky wrote:
- textures above and below switches now "BROWNHUG" across entire map (I tried making it BIGBRIK1 but the textures can't be aligned properly, and it just looked really weird because of it)
The way to make the textures align correctly is to unpeg them, I believe it's both lower and upper ungegged, but it's been a while since I've needed to do that.