My first map

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IndependentAutist2
Posts: 4
Joined: Wed May 13, 2026 3:50 pm

My first map

Post by IndependentAutist2 »

Okay, so i'm new to the DooM Mapping scene and i managed to finish my first DooM map. I know it's not that good, but please let me know what you think. It's called "Library of Gimmicks"

https://www.mediafire.com/file/qf9xay1o ... s.wad/file
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Kappes Buur
 
 
Posts: 4231
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada

Re: My first map

Post by Kappes Buur »

IndependentAutist2 wrote: Wed May 13, 2026 4:00 pm Okay, so i'm new to the DooM Mapping scene and i managed to finish my first DooM map. It know it's not that good, but please let me know what you think. It's called "Library of Gimmicks"
This being your first map, it is better than most other first maps I have played. It shows that you have put a good amount of effort into a variedly challenging concept. But, because of so many technical errors it detracted from fully enjoying to play the map. Too many times I had to invoke the MDK cheat to progress further into your map.

Some of the errors are
linedefs not triggering teleports.
Lava floors being excessively damaging, not giving the player a chance to escape the predicament.
A door marked as monster bumps when no monsters in room.
Using double sided linedefs as door ways.

Minor errors are
introducing powerful monsters when not holding powerful weapons.
some linedefs not aligned properly.

But all these errors, if you stick with mapping, can be easily eliminated with experience.
IndependentAutist2
Posts: 4
Joined: Wed May 13, 2026 3:50 pm

Re: My first map

Post by IndependentAutist2 »

Kappes Buur wrote:
> [quote=IndependentAutist2 post_id=1266584 time=1778709618 user_id=42817]
> Okay, so i'm new to the DooM Mapping scene and i managed to finish my first
> DooM map. It know it's not that good, but please let me know what you
> think. It's called "Library of Gimmicks"[/quote]
>
> This being your first map, it is better than most other first maps I have
> played. It shows that you have put a good amount of effort into a variedly
> challenging concept. But, because of so many technical errors it detracted
> from fully enjoying to play the map. Too many times I had to invoke the MDK
> cheat to progress further into your map.
>
> Some of the errors are
> linedefs not triggering teleports.
> Lava floors being excessively damaging, not giving the player a chance to
> escape the predicament.
> A door marked as monster bumps when no monsters in room.
> Using double sided linedefs as door ways.
>
> Minor errors are
> introducing powerful monsters when not holding powerful weapons.
> some linedefs not aligned properly.
>
> But all these errors, if you stick with mapping, can be easily eliminated
> with experience.

Thank you for your feedback, I know this isn't an excuse, but I was redesigning the map as I learned more about how Ultimate Doom Builder worked. Although once i get skilled enough at making DooM maps, i plan on using maps as an expressionist medium, similar to MyHouse.wad.

Speaking of which, did you like the "Polybius Square" puzzle i made and if my gimmick levels have potential, how would you describe it?
Last edited by IndependentAutist2 on Sat May 16, 2026 3:53 pm, edited 2 times in total.

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