Deleted
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Post by Deleted on Sept 30, 2021 10:51:47 GMT -5
Back in July I joined a community project 'Literalism', where each mapper is given a title to work with. I was given the title 'Breaking Walls', so I made a map with breakable walls. Over 200 of them. So that's... a lot. It's set at a construction site and includes an abandoned house, a motel building built, 14 secrets and lot's of opportunities to flank enemies and avoid traps.
Here's a tour. Let me know what you think!
The map is Boom compatible.
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Post by lunchlunch on Sept 30, 2021 12:08:54 GMT -5
Awesome work, man! Well executed concept, very intuitive, and phenomenal use of stock textures to represent a construction site that actually looks like a construction site. I'm impressed.
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Post by ketmar on Sept 30, 2021 19:58:18 GMT -5
looks fun! i was toying with the idea of implementing something like very dumbed down Red Faction-like geomod recently. no floor/ceiling modifictions, but it seems that blowing holes in walls could be possible. and your map reminded me of that. would be a perfect fit. ;-)
p.s.: must be a very exhausting work to mark all those walls with proper tags, flags and linedefs…
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Deleted
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Post by Deleted on Oct 1, 2021 1:56:19 GMT -5
Awesome work, man! Well executed concept, very intuitive, and phenomenal use of stock textures to represent a construction site that actually looks like a construction site. I'm impressed. Thanks man! I used some OTEX textures early on but then decided to go 100% stock instead. Even the sky is a stock Doom 2 texture which just fits the map perfectly. The stock textures to help the players navigate what they can or can't shoot. looks fun! i was toying with the idea of implementing something like very dumbed down Red Faction-like geomod recently. no floor/ceiling modifictions, but it seems that blowing holes in walls could be possible. and your map reminded me of that. would be a perfect fit. ;-) p.s.: must be a very exhausting work to mark all those walls with proper tags, flags and linedefs… Yeah, I spend a ton of time tagging and retagging linedefs and sectors. I had a cheatsheet post-it with the required Boom actions, and I used a lot of copy-paste to add decoration and more shootable walls, especially in the motel area. What was also exhausting, was making the map jump-proof. Some playtesters just skipped parts that broke some traps, secrets, or soft-locked themselves. There's probably still some places you could do that, but that's also the charm of having such an open map.
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Post by dr_st on Oct 1, 2021 5:37:51 GMT -5
The map looks great, and the final touch of the demolition switch is such an expected cliché that it just works.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,190
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Post by matador on Oct 2, 2021 11:14:37 GMT -5
Breakable walls are one of my favorite Doom gimmicks so this looks really cool, might have to check out the project.
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