Exactly what the subject is about.. if anyone wants to play test my map! click the download link below & let the killing spree begin.
All feedback of my map is acceptable also if you want write a comment in your honest opinion about the map if you liked it or not.
thanks! (p.s. its my first map it took me a couple of days, I am still a beginner at mapping.)
(updated! should have less enemies to worry about & added Plasma Gun, at Red Key room. Added BFG9000 at Blue Key room.)
https://www.mediafire.com/?o8sbqvvt9hoafd5
*UPDATED* Anyone willing to play test my map?
Forum rules
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.
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.
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NO_MAP
- Posts: 11
- Joined: Sun Dec 22, 2013 4:42 pm
*UPDATED* Anyone willing to play test my map?
Last edited by NO_MAP on Mon Dec 23, 2013 12:52 am, edited 6 times in total.
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XCVG
- Posts: 561
- Joined: Fri Aug 09, 2013 12:13 pm
Re: Anyone willing to play test my map?
Nice answer: It could use some improvement in several areas.
Honest answer: It was one of the worst maps I have ever played. If your idea of fun is a key/switch hunt through a ridiculously large map with far, far too many monsters, then this map works perfectly.
The gameplay is abysmal. The first ten seconds of the level were fine. Then you jump into the caves and get surrounded by a truly ludicrous amount of enemies. I would say there are probably 5-6 times the number of enemies in those caves than there should be. You have to literally wade through enemies. This part is anywhere from a tedious slog to nigh impossible. I got about halfway through here before just giving up, enabling god mode and giving myself lots of weapons.
After that, into the building. I went to the right and was confronted with a ton of monsters and no idea what to do or where to go. These aren't weak monsters, either- there were mancubi and arachnotrons. I ended up using console commands to kill all the monsters, but I still couldn't find any keys or switches that did anything.
I gave myself keys and went to the left. That part was pretty straightforward- two switches and a key. My previous meddling had killed all the enemies. Meh.
I backtracked to the entry and went through the middle (locked) door. The use of a skull post as an actual switch confused me at first but it was pretty neat. Then there were more corpses and a switch and a door that takes a long time to open. I'd probably be dead by time time it finally opened if I was actually playing the map. Even still, I ended up noclipping past.
The mancubi ending probably would have been kind of neat, but lethal. Again a long delayed door thing and a noclip. And that's the end of the map.
On the plus side, the architecture (appearance-wise) is pretty good. Surprisingly good, even. However, it is very confused, cycling through several different environments with no consistent theme or logical connection between them. There's no flow or theme to it. Next time, pick a style and stick to it, or if you're going to cycle through styles put some logical transitions between them. Going from the cave system to the building worked, but once inside it was a mess.
It also suffers from the same problem as the original Doom maps of not looking like anything real or logical. It's just a place with some stuff in it. Some don't consider that an issue, though.
It's big. Sometimes that's a plus, sometimes it's a minus. In this case, big translates into long and tedious. I kept going but it wasn't fun to do so.
I am a bit different from most Doomers in that I don't really enjoy original-style Doom maps. Usually I'm looking for something different, whether it's humour or story or a neat gameplay twist. Even by conventional standards, though, this map still has serious problems.
Honest answer: It was one of the worst maps I have ever played. If your idea of fun is a key/switch hunt through a ridiculously large map with far, far too many monsters, then this map works perfectly.
The gameplay is abysmal. The first ten seconds of the level were fine. Then you jump into the caves and get surrounded by a truly ludicrous amount of enemies. I would say there are probably 5-6 times the number of enemies in those caves than there should be. You have to literally wade through enemies. This part is anywhere from a tedious slog to nigh impossible. I got about halfway through here before just giving up, enabling god mode and giving myself lots of weapons.
After that, into the building. I went to the right and was confronted with a ton of monsters and no idea what to do or where to go. These aren't weak monsters, either- there were mancubi and arachnotrons. I ended up using console commands to kill all the monsters, but I still couldn't find any keys or switches that did anything.
I gave myself keys and went to the left. That part was pretty straightforward- two switches and a key. My previous meddling had killed all the enemies. Meh.
I backtracked to the entry and went through the middle (locked) door. The use of a skull post as an actual switch confused me at first but it was pretty neat. Then there were more corpses and a switch and a door that takes a long time to open. I'd probably be dead by time time it finally opened if I was actually playing the map. Even still, I ended up noclipping past.
The mancubi ending probably would have been kind of neat, but lethal. Again a long delayed door thing and a noclip. And that's the end of the map.
On the plus side, the architecture (appearance-wise) is pretty good. Surprisingly good, even. However, it is very confused, cycling through several different environments with no consistent theme or logical connection between them. There's no flow or theme to it. Next time, pick a style and stick to it, or if you're going to cycle through styles put some logical transitions between them. Going from the cave system to the building worked, but once inside it was a mess.
It also suffers from the same problem as the original Doom maps of not looking like anything real or logical. It's just a place with some stuff in it. Some don't consider that an issue, though.
It's big. Sometimes that's a plus, sometimes it's a minus. In this case, big translates into long and tedious. I kept going but it wasn't fun to do so.
I am a bit different from most Doomers in that I don't really enjoy original-style Doom maps. Usually I'm looking for something different, whether it's humour or story or a neat gameplay twist. Even by conventional standards, though, this map still has serious problems.
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NO_MAP
- Posts: 11
- Joined: Sun Dec 22, 2013 4:42 pm
Re: Anyone willing to play test my map?
yeah i know there is a lot of monsters you just have to be a god doomer that was my intention of making that map & I guess you failed to meet the maps standards.. & I put random themed map together because i just wanted to do whatever the fuck i want with it.. its okay to have a generic theme standard but I wanted to mix it up a little... another note me & my buddy who i play with are doom gods & I should mentioned that you have to be one to complete the map.
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Endless123
- Posts: 1560
- Joined: Wed Aug 28, 2013 1:36 pm
Re: Anyone willing to play test my map?
I wonder what is your definition of a doom god ... Maybe you meant you have to cheat your way through your map then you are right, whoever plays this map will need to cheat to get to the end, no matter the skill played or how skilled is the player.NO_MAP wrote:another note me & my buddy who i play with are doom gods & I should mentioned that you have to be one to complete the map.
If however you meant those who cheat in this map aren't skilled enough to get through it i think you are a bit wrong. I'm not specially good at Doom but my brother is really good and essentially what he and me think about your map is exactly what XCVG said in his post. Too many monsters and not the weapons to survive the map long enough. At first the shotgun and chaingun are ok but quickly they become less than enough and by the time we get access to the SSG we are almost dead and at the end of the map, trying to kill the 2 cyberdemons and a bunch of mancubi all over the place is a bit too much because not enough ammo for the weapons we find and they are a bit underpowered for the task to accomplish.
Not to mention the ridiculous amount of time spent waiting for bars and doors to open.
The architecture is really good though and i think you have a good base for a megawad if you want to create one.
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NO_MAP
- Posts: 11
- Joined: Sun Dec 22, 2013 4:42 pm
Re: Anyone willing to play test my map?
well I only made the map intense for my friend which he can complete it but I also just toned down abit of the monsters not so much intense ones in the beginning.. and maybe i should make a ammo stock up right before the cyberdemons??
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NO_MAP
- Posts: 11
- Joined: Sun Dec 22, 2013 4:42 pm
Re: Anyone willing to play test my map?
at the end i wasn't so sure on the amount of mancubus's i should put there.. but i have just now toned them down a bit more so there isn't so much.
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Endless123
- Posts: 1560
- Joined: Wed Aug 28, 2013 1:36 pm
Re: *UPDATED* Anyone willing to play test my map?
Maybe you could also consider to place a plasmagun and a BFG9000 on the map it could help the player to at least survive longer and complete the map.
Note : Maybe a lesser amount of archviles could also be a good thing as well.
Note : Maybe a lesser amount of archviles could also be a good thing as well.
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NO_MAP
- Posts: 11
- Joined: Sun Dec 22, 2013 4:42 pm
Re: *UPDATED* Anyone willing to play test my map?
yeah i was thinking of putting a plasma gun atleast.. but a BFG9000 is out of the question for that map. also I love fighting archviles there fun & easy to kill!
but I will throw in a Plasma gun though.
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Abba Zabba
- Posts: 2166
- Joined: Mon Sep 05, 2011 8:50 pm
- Location: a place lol!
Re: *UPDATED* Anyone willing to play test my map?
Very good map, not as hard (IMO) as they are making it out to be. Recommendation; lower the walls of the bridge that leads to the castle and has the blood caves to the left and the slime caves to the right. Died because of that wall blocking me from taking a dive below (from the archviles.) Amazingly good for your first map, I give it a 5/5.
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PFL
- Posts: 281
- Joined: Mon Jul 28, 2008 7:44 pm
- Location: .ca
Re: *UPDATED* Anyone willing to play test my map?
Me.
+ I like the place.
+ Plenty of space to move & fight on most occasions.
+ A fair challenge for most from middle 'till end.
+ Non linear.
+ The end battle is fun.
+ Found all secrets and they are fair and not frustrating.
- From the start, the right and left paths are boring with their endlessly repetitives 1 encounter/1 kill after another. Once inside, it gets way better
- Played without a scratch on UV. I'm experienced but even so, monster placement was repetitve & predictible ... Revenants by pair, batch of Pinky's on the left, on the right etc. I could anticipate almost every battles, circle around the hordes in the 2 waves fights without any scratch, may I say again.
- The archviles would have been my playground if they were able to cross some lines; they were stuck by some lines/section, which made me shoot them from my beach chair.
- I could activate the switch hidden by some bricks at the second wave fight before anything happened but decided to remain in place to circle the hordes and fight a little before I made a safe and clean retreat to clean my guns
, waiting for some to catch me ...
- For me, there was much too many powerups. But then it seems not for some ...
A very good "beginner" map mr. No Map (like the name).
+ I like the place.
+ Plenty of space to move & fight on most occasions.
+ A fair challenge for most from middle 'till end.
+ Non linear.
+ The end battle is fun.
+ Found all secrets and they are fair and not frustrating.
- From the start, the right and left paths are boring with their endlessly repetitives 1 encounter/1 kill after another. Once inside, it gets way better
- Played without a scratch on UV. I'm experienced but even so, monster placement was repetitve & predictible ... Revenants by pair, batch of Pinky's on the left, on the right etc. I could anticipate almost every battles, circle around the hordes in the 2 waves fights without any scratch, may I say again.
- The archviles would have been my playground if they were able to cross some lines; they were stuck by some lines/section, which made me shoot them from my beach chair.
- I could activate the switch hidden by some bricks at the second wave fight before anything happened but decided to remain in place to circle the hordes and fight a little before I made a safe and clean retreat to clean my guns
- For me, there was much too many powerups. But then it seems not for some ...
A very good "beginner" map mr. No Map (like the name).
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NO_MAP
- Posts: 11
- Joined: Sun Dec 22, 2013 4:42 pm
Re: *UPDATED* Anyone willing to play test my map?
Well I can get rid of some lines blocking the archviles.. but i made it friendly enough so they dont respawn everything else because of some certain people who cannot kill an archvile as good as "we" other killers can. but if you can name me some certain spots of removing the block lines I'd gladly do it. also its a work in progress to finalize the perfect looks & details but I probably only do a few touch ups here & there. thanks for the insight of my map any criticism is welcome'd 