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Deathmatch maps weekly!

Posted: Sun May 26, 2013 10:33 am
by Doomtodeath
Hello, Im new to Zandronum Forums, But i know enough to get started as an ametur Doom II Mapper. I make deathmatch maps weekly and if not weekly im either busy, Or moving onto a bigger project. Here! :D Check out my first Deathmatch wad, Its not really made for huge mega-servers, But is something fun to play with 2-4 players.

Nightmare Deathmatch - Download
http://www.filedropper.com/nightmaredeathmatchwad_1

May i remind you, This ^ Is my first Deathmatch wad.

So spread the word! And tell me if this wad is any good.


Until next week, Ciao!

RE: Deathmatch maps weekly!

Posted: Sun May 26, 2013 12:29 pm
by Cruduxy
Screenshots are your best bet to attract players :P

RE: Deathmatch maps weekly!

Posted: Sun May 26, 2013 1:06 pm
by Doomtodeath
Cruduxy wrote: Screenshots are your best bet to attract players :P
:P So true! I should probaly add some

RE: Deathmatch maps weekly!

Posted: Sun May 26, 2013 3:39 pm
by Doomkid
From a quick glance, I'd suggest making spheres/powerups/awesome guns harder to get than the other items. For example, the good item/gun being up on a pedestal where a remote switch lowers it so other players have the chance to stop you. The appearance is a bit plain, but not bad at all considering it's your first map. Perhaps add some decor on the green outside hallways, like torches with 'light sourcing' or details in the walls.

Look around at some other top-notch DM packs to get inspiration. Some of my favorites are the UDM's, Brit and Exec series, and classix.wad has a lot of oldschool-style maps which more or less lay out the basics of a good DM map.

With your next map I reccomend avoiding symmetry, many players find it dull unless it's really well executed. Sometimes what helps me is to draw a few large, very basic asymmetrical shapes in Doom Builder, and use those shapes to construct a level.

I mean all this criticism in a positive way - Hoping to see something bigger and badder next time, but this isn't bad at all for a first, just a bit basic. :cool: Keep on mapping!

RE: Deathmatch maps weekly!

Posted: Sun May 26, 2013 4:01 pm
by Doomtodeath
doom_kid92 wrote: From a quick glance, I'd suggest making spheres/powerups/awesome guns harder to get than the other items. For example, the good item/gun being up on a pedestal where a remote switch lowers it so other players have the chance to stop you. The appearance is a bit plain, but not bad at all considering it's your first map. Perhaps add some decor on the green outside hallways, like torches with 'light sourcing' or details in the walls.

Look around at some other top-notch DM packs to get inspiration. Some of my favorites are the UDM's, Brit and Exec series, and classix.wad has a lot of oldschool-style maps which more or less lay out the basics of a good DM map.

With your next map I reccomend avoiding symmetry, many players find it dull unless it's really well executed. Sometimes what helps me is to draw a few large, very basic asymmetrical shapes in Doom Builder, and use those shapes to construct a level.

I mean all this criticism in a positive way - Hoping to see something bigger and badder next time, but this isn't bad at all for a first, just a bit basic. :cool: Keep on mapping!
Thanks bud, I really appreciate the positive feedback, Stay awesome! :lol:

RE: Deathmatch maps weekly!

Posted: Sun May 26, 2013 4:08 pm
by darkstar64
Same as what doom_kid92 said. Powerups are way to common and easy to obtain, and you shouldn't really bunch up 4 weapons in one spot. However, as a new mapper, just keep making maps and you'll improve. Just play some popular DM wads and look at how they design them and add detail.

RE: Deathmatch maps weekly!

Posted: Sun May 26, 2013 4:28 pm
by Qent
Having to run to the center of the map to get a gun bugs me. I try to give players a good weapon on spawn.

RE: Deathmatch maps weekly!

Posted: Sun May 26, 2013 7:04 pm
by Doomtodeath
Qent wrote: Having to run to the center of the map to get a gun bugs me. I try to give players a good weapon on spawn.
I tried to give the feel of a fast-paced run to fight *in the center* Before the others, Something like the hunger games.

RE: Deathmatch maps weekly!

Posted: Sun May 26, 2013 7:16 pm
by one_Two
Doomtodeath wrote:
Qent wrote: Having to run to the center of the map to get a gun bugs me. I try to give players a good weapon on spawn.
I tried to give the feel of a fast-paced run to fight *in the center* Before the others, Something like the hunger games.
That aint gonna work when some decent play will be bossing the centre pickups.

RE: Deathmatch maps weekly!

Posted: Mon May 27, 2013 12:51 pm
by Doomkid
one_Two wrote: That aint gonna work when some decent play will be bossing the centre pickups.
This. The idea could totally be honed well though, a "scramble for the gun" scenario is fun, especially when it isn't the BFG every now and again. I agree with what Qent said though too, a shotgun/chaingun on start is always appreciated.