Hello everyone,
I started using Doom Builder way back when the whole COVID lockdown happened, I made two levels but then I ran into an issue that frustrated me (I posted about it in the help forum), so I stopped for a long while (it doesn't help that I have severe issues with keeping and finding motivation). Recently I found some new motivation, so I decided to seek help about that issue and get back into mapping. I'm gonna post a few screenshots and once I finally release the map pack(who the hell kinows when, don't get your hopes up) I would very much appreciate some criticism and tips and on I can improve. I'm thinking for a first map pack I would make ten levels, is that a good number, or is it too few? I think making a 32-level megawad is a bit too ambitious, not to mention for me it would take AGES to be made. Anyway, here's the screenshots:
https://imgur.com/a/itjLJFU
Any feedback is appreciated!
Regards,
DamTheGreat
EDIT; New level:
https://imgur.com/a/twP1Smn
EDIT 2: Another level complete:
https://imgur.com/a/T7vec2N
EDIT 3: Another level, this time the final one, as i build them out of order:
https://imgur.com/a/cXsxjG8
My first map project: Journey To Hell [WIP]
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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!
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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.
- DamTheGreat
- Posts: 77
- Joined: Mon Oct 26, 2020 6:40 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Luxembourg
My first map project: Journey To Hell [WIP]
Last edited by DamTheGreat on Mon Nov 09, 2020 3:27 am, edited 2 times in total.
- BunnyWithBeans
- Posts: 20
- Joined: Thu Jun 11, 2020 6:34 pm
- Graphics Processor: Intel (Modern GZDoom)
Re: My first map project: Journey To Hell [WIP]
Feedback can't really be given if there's nothing to download and play.
Re: My first map project: Journey To Hell [WIP]
Hello DamTheGreat!
1) Try to go for as many maps as you find interesting. If you get exhausted, it will show. MEGAWADS are good for community projects, I've learnt that much. I also think that you can make one, but only if you work on a few maps at a time and make it into a long term project. Good luck!
2) You forgot to attach the file as Bunny mentioned .
1) Try to go for as many maps as you find interesting. If you get exhausted, it will show. MEGAWADS are good for community projects, I've learnt that much. I also think that you can make one, but only if you work on a few maps at a time and make it into a long term project. Good luck!
2) You forgot to attach the file as Bunny mentioned .
- DamTheGreat
- Posts: 77
- Joined: Mon Oct 26, 2020 6:40 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Luxembourg
Re: My first map project: Journey To Hell [WIP]
Ah, I guess this is just a forum to post finished maps, I'm still working on it. I thought I'd just announce it and give a little teaser and update the topic as progress goes along, my bad.
Re: My first map project: Journey To Hell [WIP]
No problems, it's just impossible to provide feedback based on screenshots, especially when they are quite (don't take it wrong) basic, i.e. you are not trying to use fancy 3d floors/traps/interesting textures/furniture.
It is not a bad thing, I would say it's actually a good thing to try to make your first map simple-looking. The gameplay/flow is what matters (flow = how you progress along the map; i.e. if you are stuck not knowing what to do next, the flow is bad).
For example, I've spent 2 nights decorating two houses on my first map which you barely see in game as you run by. It was fun, but useless for the end user. So don't take my feedback about the details as negative.
Once you are ready to show what you've got, come here and multiple people will gladly play and provide the feedback to your map. But what's more important: have fun. If you find it fun, you will do it more and you will become a good mapper with time. I surely hope so when I think of myself, that with practice I can become better one day .
It is not a bad thing, I would say it's actually a good thing to try to make your first map simple-looking. The gameplay/flow is what matters (flow = how you progress along the map; i.e. if you are stuck not knowing what to do next, the flow is bad).
For example, I've spent 2 nights decorating two houses on my first map which you barely see in game as you run by. It was fun, but useless for the end user. So don't take my feedback about the details as negative.
Once you are ready to show what you've got, come here and multiple people will gladly play and provide the feedback to your map. But what's more important: have fun. If you find it fun, you will do it more and you will become a good mapper with time. I surely hope so when I think of myself, that with practice I can become better one day .
- DamTheGreat
- Posts: 77
- Joined: Mon Oct 26, 2020 6:40 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Luxembourg
Re: My first map project: Journey To Hell [WIP]
Oh, fun it sure is! I love being able to implement my ideas with scripts and such (I have a lot of ideas!)
- DamTheGreat
- Posts: 77
- Joined: Mon Oct 26, 2020 6:40 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Luxembourg