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Post by mistercornbread on Sept 25, 2019 11:44:29 GMT -5
Hello, friends! Goatlord from Doomworld here. I've been mapping on-and-off since 2012, and only this year have I released my first official map. The idea is to recreate the original Knee Deep in the Dead in a limit-removing environment, featuring original music from my project Visplane Overflow, produced specifically for this project. This thread will be updated with each new release. Play these maps in a port that has supports .OGG files. I would really appreciate feedback so I can increase the quality of my work. UAC-M1: www.moddb.com/engines/doom-engine/downloads/uac-m11UAC-M2: www.moddb.com/engines/doom-engine/downloads/uac-m2
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Post by thundercunt on Sept 25, 2019 13:09:35 GMT -5
pretty bad privacy on this bathroom
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Post by mistercornbread on Sept 25, 2019 13:16:16 GMT -5
pretty bad privacy on this bathroom You can always close the door! The real problem is the bloody mess you'll make trying to use it.
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Deleted
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Post by Deleted on Sept 25, 2019 17:04:09 GMT -5
Hey Goatlord, I played your map! Here is an FDA in ZDoom 2.8.1 that you can download here (You'll need that exact ZDoom version for playback, it's the final version.) Note that I played map 01 only.... I thought it was very well done architecturally. Perhaps there was a bit of unnecessary detail and Doom cute sector furniture that gets in the way and hinders movement, but nothing too egregious. Your music track was pretty cool. Your combat however is very plain and totally unthreatening. A lot of the switches felt redundant and confusing with no clear way of knowing what they actually do at times, but it didn't really get in the way of progression. Overall it's a good presentation, keep at it bro but look at ways to make your combat a little more interesting and less bland.
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Post by mistercornbread on Sept 25, 2019 21:50:39 GMT -5
Could you elaborate on what made the combat mediocre?
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Deleted
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Post by Deleted on Sept 25, 2019 22:02:30 GMT -5
Well there's the usual claptrap about enemies being presented directly in front of you, like it's a shooting gallery instead of a dynamically threatening environment. Lack of battles that take place on varying planes of height for the most part, you just open a door and there's the enemy in front of you easily able to be dispatched. Lack of enemies hidden in plain sight in devious angles that get you while you're focused on another enemy in front of you. Lack of battles where enemies are in the four cardinal directions at once, forcing you to be quick and react well. The most in danger I ever felt was simply opening a door and having a Revenant behind it simply because I only had a single shotgun or chaingun, and that happened 2 or 3 times that I can recall and it was still fairly basic to take care of the Rev.
Your architecture building, lighting and texturing is quite well progressed and your ammo and health balance was more than decent, but I feel like you need to explore various varying combat scenarios with the monsters to add that kick to your maps, and I'm pretty sure you can do it so keep on bro.
UPDATE: Just noticed your second map so note that the above feedback applies to your 1st map only. BTW you may wanna chuck them in the same wad, doesn't make a lot of sense to separate them like this.
So I gave your second map a whirl, much more aggressive than the first which was nice, but your ammo/health balance is less decent than the first map so your combat "scale" seems to have swung a massive 180 from sparse non threatening monsters with sufficient supplies to overpopulation with severe dips in supplies at more than a few points in this second map. Once again good texturing and competent visual design, I liked your outdoor area a lot and was good to see some textures that aren't prolific, gave it a unique look. Music was fab again. Not quite as detailed feedback as I gave your first map, I didn't get a proper chance to get into this second one, but I like where you're heading and it's good to see.
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Post by mistercornbread on Sept 26, 2019 11:07:17 GMT -5
I really appreciate the feedback. The third map is almost ready, and now I'm rethinking the combat to make it more dynamic. As to why it's not separate maps...I didn't want to spend a year or more on just a single mod, plus each map is intended to be played from a pistol start. I'm much more interested in releasing these as self-contained adventures rather than as part of an overarching story, even though it's a remake of KNITD.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
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Post by joe-ilya on Sept 26, 2019 14:39:11 GMT -5
Played through the first map, good effort there, it felt a bit like A.L.T, with the detailed and non-linear mazey areas along with the very basic incidental gameplay, tuning-up the combat is most likely not going to be possible because of the very basic "Room-Door-Corridor-Door" layout, though flow can be majorly improved if you'll remove all the mid-tier enemies except for the revenants, I honestly don't see the point of them when imps and zombies are just as effective in this kind of map and don't slow down the player. I tried to play though the second map, but the very first door wouldn't open.
I don't recommend trying to make a mappack as your first official wad, you should start by making simple standalone public maps so you can gather feedback to make your bigger, fatter efforts not go to waste, because tuning-up your previous maps with your rising map-making experience and standards are going to be proven a nearly impossible endeavor if you'll try to make the mappack to be more cohesive in the foreseeable future. Better put this idea to rest, and churn out a couple of small single maps, get some external help and feedback until you can safely make maps of this ambition without regretting making them.
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Post by mistercornbread on Sept 26, 2019 18:25:06 GMT -5
I had someone else complain about the door. Which source port were you using?
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,070
Member is Online
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Post by joe-ilya on Sept 26, 2019 18:50:05 GMT -5
It doesn't matter, any source port that's truthful to the weird vanilla behaviour will have this error.
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Post by mistercornbread on Sept 27, 2019 8:50:00 GMT -5
It does matter because I'd like to make sure my maps don't trap the player in the opening room.
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dmdr
Doomer
is this how I add a title under my avatar?
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Post by dmdr on Sept 28, 2019 5:06:43 GMT -5
I think what Joe means is that the nature of the error is such that it won't work in many source ports, so the specific one he was using doesn't matter.
FWIW I tested it and it doesn't work in:
Eternity ; Crispy Doom ; or PRBoom+ at the default complevel (21? I forget)
(GZDoom runs it fine though)
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