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This is by far THE fastest map I've ever made, from start to completion, tallying at just over 3-ish hours over 2 days. I'm trying to focus on a better layout rather than over detail, so I'm trying my own "classic" style, so to say. Anyways, enjoy the map:
Mode: Deathmatch
Players: <8
Compat: Boom
Port: Any (No special effects)
Notes: Jumping is not recommended, but it doesn't matter. Any more than 8 players and it becomes too cramped to manuever.
I had a brief fly-through and play-through of the wad using ZDaemon bots, seems to play well enough, though I was actually going to say the map is too large for deathmatch rather than too small.
Visually it looks fine, just the right amount of detail to look pleasing without introducing clutter. I would add a new fast-paced midi though.
Also, I'm not sure if the plasmarifle nukage tunnel is necessary - the plasma rifle isn't that spammable in a map of this size. Certainly if it was a BFG down there it would make sense.
The exit door texture here seems to tile vertically in a weird way - reducing the doorframe height to 72 units should fix this.
Spoiler:
And I would place blocking lines on these computer alcoves to prevent movement snagging.
Most likely it's gonna be my second favorite map made in classic style after mechadon's for 32in24-8
You mind to share how you made the last screenshot?
I opened up the map in Slade3, then clicked the button that says "Save map image" at the top.
<edit> Here's the final changelog
I've made several changes as follows:
*fixed exit door
*made computer terminals impassable (to prevent snagging)
*moved back door walkover trigger lines
*extended back cavern areas slightly
*modified spawn spots
*fixed bad spawn
*extended plasma tunnel and swapped it out for a bfg (you take about 40-50 damage going for it)
*other minor changes
*added mapinfo and midi
I'm ready to uplaod to idGames, so expect a new link soon
This is really good! It's like the perfect level of detail for a Doom map, at least one that isn't designed to simulate a real life place.
Can use a few tweaks to textures (e.g. the grey sand edge in the second screenshot shouldn't be the same texture as the brown rock next to it I don't think) as well as a bit of snagproofing around certain areas, but it's looking pretty close to finished already.
Haven't played in DM yet so I don't really know what to say about all those SSGs.