Hey guys, Hanz here and today I present to you yet another level of mine: Dungeon Desecrator! With this map I've learned how to create basic scripts in ACS, and have introduced a new twist: The spawning in and removing of things. This was all done in GZDoom Builder, which I have to say is probably the best Doom map editor out there. It has many more features than Doom Builder, but still retains all of the functionality and user friendliness, and just adds on to it. There are just little thinga with it that just make it so much better! ( for example, you can see what direction a monster is facing in visual mode ). Anyways, I hope you guys enjoy the level, and remember: Constructive criticism is not only appreciated, but wanted too!
Also, please read the "READMEDAMMIT" file, especially if you plan on using Brutal Doom.
Version 1.2 Bug Fixes/Changes
Spoiler:
- Starting room redesigned to better fit rest of map
- Teleport sound and fog added to non-secret rocket launcher, and blue skull keys
- Blue skull door can now be opened repeatedly
- Switch added in lava room that lowers lift
- Grey pillars added to computer room and red key room to fit with starting room
- Final Boss room now has 2 cyberdemons, 5 imps and 2 barons of hell instead of 4 cyberdemons ( it was too difficult )
Version 1.1 Bug Fixes
Spoiler:
- In the caves, a linedef is activated and is supposed to spawn in 10 zombiemen. For some reason in Brutal Doom, they are replaced with marines with plasma guns that kill you in an instant. The "zombiemen" have been changed out for 5 imps in the Brutal Doom version.
- The door on the right side of the marble building can only be opened with a switch, behind the bars. When activated, it said the switch was to the right, when it was to the left. This has been corrected.
Another map? You're a machine man . I'll try it, of course
Re: Dungeon Desecrator ( Doom II Wad, 1 Level )
Posted: Tue Apr 04, 2017 5:39 pm
by isaacpop23
Before I even try this I have to ask, how in the hell are you making all these so fast? All of them so far have been fun to play and well detailed, do you just have infinite ideas for maps?
Also, out of curiosity, how do you go about making the maps? Do you plan out the entire thing in one go then go back or do you go room by room?
Re: Dungeon Desecrator ( Doom II Wad, 1 Level )
Posted: Tue Apr 04, 2017 5:57 pm
by HanzvonShreky
isaacpop23 wrote:Before I even try this I have to ask, how in the hell are you making all these so fast? All of them so far have been fun to play and well detailed, do you just have infinite ideas for maps?
Also, out of curiosity, how do you go about making the maps? Do you plan out the entire thing in one go then go back or do you go room by room?
I usually start with the starting room, and progress from there chronologically as you would when playing the map. Often times I will go back and add/delete things if necessary ( items, monsters, rooms, etc. etc. ) As far as ideas are concerned, I've played a lot of doom wads in the past, from which I gain inspiration from. When starting, I often have little to no idea of what the entire map will be like, I just wing it. It's really a matter of "what seems appropriate in this area right now" If I think an area needs an extra room, I add a room. If I think "Hey maybe I should add a monster closet with a cacodemon, I do that". With this, I try not to repeat stuff too often, and always try to spice things up here and there. The last thing I add are secrets. Also, I like to listen to music or podcasts when working, which keeps me focused and makes me do more faster, as I focus solely on what I'm doing.
It also helps that I know a crap ton of keyboard shortcuts in GZDoom Builder and cheat codes in Doom
Re: Dungeon Desecrator ( Doom II Wad, 1 Level )
Posted: Tue Apr 04, 2017 6:26 pm
by isaacpop23
HanzvonShreky wrote:Also, I like to listen to music or podcasts when working, which keeps me focused and makes me do more faster, as I focus solely on what I'm doing.
I've never understood how people do this, if there's good music playing I can hardly do anything that requires focus/ideas.
Anyway points of ideas:
-The first room seems to have it's own aesthetic that is dropped instantly, which seems off.
-When having items disappear, ad some teleport fog, I tried switching to the Rocket Launcher before realizing I didn't have it.
-In the lava area, try to have some idea that the platform can be lowered by simply pressing on it, I ran through the lava twice before realizing there was no switch to bring it down.
-You can only open the Blue Key Door once, so if you leave you're locked out.
-The last room... it wasn't *bad* just kinda overtly done from my perspective. Maybe add raised corners to the center for some cover? Or that might make things worse, not sure.
Re: Dungeon Desecrator ( Doom II Wad, 1 Level )
Posted: Tue Apr 04, 2017 6:41 pm
by HanzvonShreky
isaacpop23 wrote:
Anyway points of ideas:
-The first room seems to have it's own aesthetic that is dropped instantly, which seems off.
-When having items disappear, ad some teleport fog, I tried switching to the Rocket Launcher before realizing I didn't have it.
-In the lava area, try to have some idea that the platform can be lowered by simply pressing on it, I ran through the lava twice before realizing there was no switch to bring it down.
-You can only open the Blue Key Door once, so if you leave you're locked out.
-The last room... it wasn't *bad* just kinda overtly done from my perspective. Maybe add raised corners to the center for some cover? Or that might make things worse, not sure.
Thank you isaac for your ideas! As far as the first room is concerned, Do you think i should change some textures around? ( remove the firewall texture, place some traditional lights etc. etc.) As far as the last room, the blue door and the platform are concerned, I will patch those tommorow. Also, how do I add teleport fog? To remove the rocket launcher, I just used the "Remove Thing" effect. I'm not sure how a teleport effect would be added, so if you could tell me, I will get on that too. Otherwise I'll see if I can just move back the linedef that removes the things and opens the door so that one can visibly see the rocket launcher go away. Though the teleport thing seems like the better idea.
Re: Dungeon Desecrator ( Doom II Wad, 1 Level )
Posted: Tue Apr 04, 2017 6:43 pm
by HanzvonShreky
HanzvonShreky wrote:
isaacpop23 wrote:
Anyway points of ideas:
-The first room seems to have it's own aesthetic that is dropped instantly, which seems off.
-When having items disappear, ad some teleport fog, I tried switching to the Rocket Launcher before realizing I didn't have it.
-In the lava area, try to have some idea that the platform can be lowered by simply pressing on it, I ran through the lava twice before realizing there was no switch to bring it down.
-You can only open the Blue Key Door once, so if you leave you're locked out.
-The last room... it wasn't *bad* just kinda overtly done from my perspective. Maybe add raised corners to the center for some cover? Or that might make things worse, not sure.
Thank you isaac for your ideas! As far as the first room is concerned, Do you think i should change some textures around? ( remove the firewall texture, place some traditional lights etc. etc.) As far as the last room, the blue door and the platform are concerned, I will patch those tommorow. Also, how do I add teleport fog? To remove the rocket launcher, I just used the "Remove Thing" effect. I'm not sure how a teleport effect would be added, so if you could tell me, I will get on that too. Otherwise I'll see if I can just move back the linedef that removes the things and opens the door so that one can visibly see the rocket launcher go away. Though the teleport thing seems like the better idea.
I just realized I could just teleport the launcher to a hidden unaccessable room, and make it hidden in the automap. This would create teleport fog and make a teleport sound. Boom chaka-laka
Re: Dungeon Desecrator ( Doom II Wad, 1 Level )
Posted: Tue Apr 04, 2017 9:13 pm
by isaacpop23
Make sure to give the same treatment to the Blue Keys as well, less of a problem there, but it might be more visually pleasing.
Alrighty guys, version 1.2 has officially released! thanks to your criticisms and suggestions, I have been able to further improve the map! Check the change log if you so desire!