My muse decided to get it's claws in me these last couple of days.
http://puu.sh/jQVqc/3ab65bc580.wad *updated*
....golly thanks for that filename, Puush.
Anyhow it's DOOM 2 MAP01 and MAP02, Single Player. There's still more polish to be done, but constructive feedback would make me happy. I'll likely just slowly add on to this thing as time goes by.
And on a more personal note, I hadn't seriously done any mapping in YEARS. It felt good to work some of the rust off and be creative again.
EDIT: Shit, I forgot. You're allowed to jump.
A couple of maps for you all to test. *updated 8/27*
A couple of maps for you all to test. *updated 8/27*
Last edited by Submerge on Thu Aug 27, 2015 10:38 pm, edited 1 time in total.
RE: A couple of maps for you all to test.
Holy shit he's back.
Downloading now!
Downloading now!
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
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AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
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Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

- FujiwaraNoMokou
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RE: A couple of maps for you all to test.
They're not bad. MAP01's concept is kinda confusing to me. That, coupled along with the severe lack of shotgun ammo, made the map feel a bit tedious. And those lowering switch wall things are unbelievably slow. I understand their purpose, but you could at least make it so that then when they're lowered, they stay lowered.
MAP02 is a lot better and more fun, but other than a few complaints about detail (but I'm all about gameplay > detail), it's fine. The monster, ammo, and health placement is all good.
MAP02 is a lot better and more fun, but other than a few complaints about detail (but I'm all about gameplay > detail), it's fine. The monster, ammo, and health placement is all good.
RE: A couple of maps for you all to test.
Ok so I played the two maps. I have some problems with both.
[spoiler]
[/spoiler]
Texture error on first map.
[spoiler]
[/spoiler]
You can jump to the upper area from that small ledge, and if you fall down you get stuck for good. Besides those, the map doesn't feature many shells so the shotgun is the most you get really. It gets boring quickly toward the end.
For the second map, the lack of SSG really bothered me because of the encounters thrown. Shotgunning Cacos, HKs and Barons is not fun at all. I just gave myself an SSG and played it that way. The cacodemon area is good though, I like that trap.
[spoiler]
[/spoiler]Texture error on first map.
[spoiler]
[/spoiler]You can jump to the upper area from that small ledge, and if you fall down you get stuck for good. Besides those, the map doesn't feature many shells so the shotgun is the most you get really. It gets boring quickly toward the end.
For the second map, the lack of SSG really bothered me because of the encounters thrown. Shotgunning Cacos, HKs and Barons is not fun at all. I just gave myself an SSG and played it that way. The cacodemon area is good though, I like that trap.
Last edited by Ivan on Wed Aug 26, 2015 10:52 pm, edited 1 time in total.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
RE: A couple of maps for you all to test.
If they don't raise back up, players can cheese that part easily by running out and back. You need to lower all of the pillars in the center area to have the best chance of getting by the spider.FujiwaraNoMokou wrote: They're not bad. MAP01's concept is kinda confusing to me. That, coupled along with the severe lack of shotgun ammo, made the map feel a bit tedious. And those lowering switch wall things are unbelievably slow. I understand their purpose, but you could at least make it so that then when they're lowered, they stay lowered.
Well, the lack of shells on MAP01 is intentional. There are a fair number of close range encounters with imps and demons in that map, so you need to decide if you want to use those few shells you have now, or later.
As for the SSG? Well. Okay yeah. I'll toss in an SSG.
Last edited by Submerge on Thu Aug 27, 2015 12:02 am, edited 1 time in total.
