an0n
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Post by an0n on Dec 24, 2020 18:56:43 GMT -5
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Deleted
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Post by Deleted on Dec 25, 2020 5:36:19 GMT -5
Looks top notch from the screenshots! Does it have a name besides "abandoned project"? What does mab.wad stand for? I suspect that if you release it under a proper name and don't say that it's unfinished, people won't even notice. Heh, I'm having a deja-vu now because I'm pretty sure I've said exactly the same thing about the megawad "I hate my neighbors" which you made together with another mapper in the past. So I'm just gonna repeat myself: four maps is enough for an episode! You don't have to feel like your wad is defective unless it has a certain amount of maps, like 11, 32, or whatever.
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Deleted
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Post by Deleted on Dec 25, 2020 8:36:00 GMT -5
Well, I played it. Here are my FDAs. Just as I expected, the design is fabulous, with elegant detailing and a lovely color scheme that stays consistent throughout the whole wad. Gameplay-wise map01 and map02 were my favorites: quick punchy fights, lots of rocket action, what's not to like? In map03 I thought I was so clever when I shot that switch with the SSG but then I got three arch-viles as a punishment, which was pretty funny and definitely spiced things up. I enjoyed it for the most part, but after around 10 minutes I noticed that I'm being more defensive than I'd like to be and I realized that there are way too many revenants for my taste. They are certainly effective at forcing the player to move but it can get tiring after a while. As a result, I arrived at map04 in a worn-out condition and couldn't muster up the energy to finish it. Probably should have saved it for later. I'll give it another go tonight. Anyway, this seems like a very high-quality project and it has proper difficulty progression and everything. Doesn't feel abandoned/unfinished at all!
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Deleted
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Post by Deleted on Dec 25, 2020 9:22:00 GMT -5
No, he meant his standards have changed, so the finishing and releasing was to tick a checkbox "it was done" that was still hanging, for whatever psychological reasons. Probably there was some attachment to making it originally, but the progress got interrupted, thus leaving a sense of unattained goal. Which now had to be satisfied even if the maps themselves do not live up to the changed vision anymore.
I guess it may sound cruel to some to see a work released only so author can move on from it, but I see the action as perfectly valid, given that it can be enjoyable and doesn't look like something inexperienced mappers make.
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Deleted
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Post by Deleted on Dec 25, 2020 13:05:10 GMT -5
Oh, I completely agree. It's his creation, he gets to be as cruel/"selfish" as he wants about it. But from my experience I can tell that presenting your works in a prouder fashion tends to widen your audience considerably, which is why I had to suggest a different approach. Although if he's not satisfied with the wad perhaps he actually wants it to receive very little attention heh. Anyway, here is another attempt at map04. Just like earlier today I ran into some serious ammo issues that resulted in a spectacular failure, but at least now I can say that I've seen pretty much the whole level. My impression remains the same: masterful design, way too many revenants, still very cool. I wonder in what way this wad doesn't satisfy an0n's standards and eager to see his next release if he believes he's capable of better things now!
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Deleted
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Post by Deleted on Dec 26, 2020 12:36:07 GMT -5
4 maps are enough for an episode, some would call it a minisode but I don't think that there's a consensus of what an episode is, 6-7 maps at least? Or it must have 11 maps? Then I don't know if you wanted to make a whole 11 level episode with this style with only red rocks + silver but imo this kind of episodes work better following the model of Scythe 2 or even Valiant with 5-6 maps at most, and maybe after a while working with a strict texture theme isn't much stimulating as it was initially. I played uv pistol starts with gzdoom and overall I agree with memfis. The first 2 maps are fast and punchy, reminding me a bit of Erik Alm or Skillsaw works, to cite new names heh. MAP03 has a more prominent use of snipers to keep in check the areas and the game keeps to step up the difficulty smoothly. There's a hom after the exit platform lowers to the bottom .On MAP04 the golden SHAWN add a new interesting touch the the theme. Ammo was getting very strict here, at the cyberdemon I had to let the infight takes its course but I had more troubles when I came back to the golden area still I managed to make it somehow. Cool wad, I think it deserves a "proper release" it's a full fledged finalized wad, looking forward to your next works.
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an0n
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Posts: 53
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Post by an0n on Dec 26, 2020 16:32:59 GMT -5
Does it have a name besides "abandoned project"? What does mab.wad stand for? It never had a name and "mab" is just map with a b. vigilantdoomer is right, I released this to mark it as done so that my brain would stop bothering me about it. I wanted it to be a 11 map episode that changes a bit visually as it goes, eventually switching colors to orange. MAP05 was supposed to be more metally than silvery and would resemble Caged from Plutonia. The problem was that I couldn't for the love of god make a map like this, I had like 4 attempts and I just couldn't make it look good. I stopped working on it, went back and I didn't like the WAD anymore. As for future projects, there (probably) will be none. I can't make more than 1 map per half a year and I won't contribute to DBPs anymore since my views on mapping are polar opposite to 40oz's.
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Deleted
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Post by Deleted on Dec 26, 2020 19:14:05 GMT -5
I'll miss your mapping prowess an0n you're really good!
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Aisleen
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Totally not Catpho
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Post by Aisleen on Dec 28, 2020 4:13:00 GMT -5
Sad to hear that these maps don't live up to your expectations, an0n. I think they look pretty good and I'm a fan of your past works. I think more people should know of this wad, so would you mind if i crosspost it elsewhere?
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an0n
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Posts: 53
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Post by an0n on Dec 28, 2020 10:04:46 GMT -5
Sad to hear that these maps don't live up to your expectations, an0n. I think they look pretty good and I'm a fan of your past works. I think more people should know of this wad, so would you mind if i crosspost it elsewhere? Do whatever you want.
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40oz
diRTbAg
Posts: 5,535
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Post by 40oz on Dec 28, 2020 12:33:40 GMT -5
an0n I saw memfis' note about ammo and played a little more conservatively than I normally would have, and generally had very little trouble with ammunition. These maps were super fun to play! I'm glad you released them, even if they're meant for a larger episode. It still felt complete by the time I reached the end of MAP04. By the way, you can use the mapping workshop subforum if you ever want any private playtesting help. So many awesome and important gameplay factors were hit with a homerun here. Lots of height variation, large open spaces to move around in, obstacles and corners to use as cover, and the big explosive fights were all fantastic. The detailing and attention to texture alignment was all very nice and made a really cool environment to fight and play around in. Reminds me of Monuments of Mars but better. Even with a few deaths and some tricky combat scenarios, everything felt challenging but fair. I was very immersed in the combat and the maps held my attention very well. I don't really have any per-map notes, other than like memfis, ammunition seemed scarce on MAP04, (even after I backtracked and found that secret with the backpack and two shell boxes) and I agree with him that generally adding some early non-secret large ammo pickups to these maps would help punctuate the aggressive playing style that these maps really call for. Every map felt complete and I don't have anything to add that would make it better than you already have. My biggest note is that there was about a million instances where I had to step into lava to get sometimes mandatory items, such as keys or stupid little stimpacks and bonus items when I'm down to <20% health. The heavy monster opposition is a thing that's easy to fuckup and make too hard and unfair to a point where I, as the player can't really trust the mapper to know how to care for my enjoyment as the player, and you do it all so well here! It seems out of place when by the time I know I can trust you, these item pickups in damage floors are like multiple instances of ha-ha fuck youuuu suffer Lastly, I don't really love the hot starts. The ones in these maps are particularly inoffensive compared to ones I've played in other maps, but you demonstrate very well that you know how to engineer a good trap, and so hot starts kinda start to feel like a crutch you don't need to lean on. That's a note that applies to pretty much any map that uses hot starts that takes more than a minute to beat.
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Aisleen
Doomer
Totally not Catpho
Posts: 305
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Post by Aisleen on Feb 7, 2021 6:46:38 GMT -5
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