idkwhatimdoing Posted July 6, 2023 (edited) yeah so i dont think this one is better than the last one in fact i think its a bit worse and i still cant get exits working but im trying cuz its fun lol also if anybody knows how to change weapon textures in the game please tell me thank youlink Edited July 6, 2023 by idkwhatimdoing 3 Share this post Link to post
Walter confetti Posted July 6, 2023 What source port? Doom or Doom 2 (the game for running your map)? 0 Share this post Link to post
Origamyde Posted July 6, 2023 Congrats on releasing another map for Doomworld ! It has potential, that's for sure. However, here's a few tips I can give you for the forseeable future : - You still haven't properly set the exit switch (instead of the W1 command, use something like S1 on your Doom editor). If a map cannot be exited properly, whether via a normal or secret exit, it barely qualifies at a playable one. - You probably don't need to add a rocket launcher in your map with such a few amount of enemies. Or, at least, it could be put in a secret sector, alongside the blue armor. - There's not that much diversity in the enemy encounters. You should try experimenting with stuff like monster closets, ambushes and teleport traps more. A shame, because the level flow is short but efficient. - There is, also, not that much diversity in the texturing department. It's one thing to create connected rooms, but giving them some flair is another. If you use Tech-related textures, for instance, try making some decorations related to them, or spicing things up by making it clash with another texture set (flesh / marble / brown...). Aside from this, don't give up ! Don't hesitate to dissect maps from The Ultimate Doom and Doom II to understand how they work, the level flow and design, and whatnot. It ain't easy learning how to make maps, but it will eventually click :) (If you want to edit weapon sprites, your best option would be to open Doom II on Slade, rip out most of the sprite files on a separate folder and modify them without changing their names.) 2 Share this post Link to post
RataUnderground Posted July 6, 2023 (edited) The exit button should use the s1 action, not w1! Also, in the gameplay I point out some oversights with the textures. 0 Share this post Link to post
idkwhatimdoing Posted July 6, 2023 8 hours ago, Walter confetti said: What source port? Doom or Doom 2 (the game for running your map)? hi sorry ill edit it but its doom 2 0 Share this post Link to post
Herr Dethnout Posted July 6, 2023 (edited) 8 hours ago, Walter confetti said: What source port? I think is pretty obvious seeing that filtering... Edited July 6, 2023 by Herr Dethnout 4 Share this post Link to post
idkwhatimdoing Posted July 6, 2023 7 hours ago, Origamyde said: Congrats on releasing another map for Doomworld ! It has potential, that's for sure. However, here's a few tips I can give you for the forseeable future : - You still haven't properly set the exit switch (instead of the W1 command, use something like S1 on your Doom editor). If a map cannot be exited properly, whether via a normal or secret exit, it barely qualifies at a playable one. - You probably don't need to add a rocket launcher in your map with such a few amount of enemies. Or, at least, it could be put in a secret sector, alongside the blue armor. - There's not that much diversity in the enemy encounters. You should try experimenting with stuff like monster closets, ambushes and teleport traps more. A shame, because the level flow is short but efficient. - There is, also, not that much diversity in the texturing department. It's one thing to create connected rooms, but giving them some flair is another. If you use Tech-related textures, for instance, try making some decorations related to them, or spicing things up by making it clash with another texture set (flesh / marble / brown...). Aside from this, don't give up ! Don't hesitate to dissect maps from The Ultimate Doom and Doom II to understand how they work, the level flow and design, and whatnot. It ain't easy learning how to make maps, but it will eventually click :) (If you want to edit weapon sprites, your best option would be to open Doom II on Slade, rip out most of the sprite files on a separate folder and modify them without changing their names.) hi thank you for the advice ill make sure to try and work on this stuff im gonna go work on this again thank you! 0 Share this post Link to post
volleyvalley Posted July 6, 2023 A small level with a nice scenery change in the middle. Spoiler The start. To be honest, it looks a little underwhelming, but I appreciate the already open door, a really cool touch. The yellow key area looks a little dull, making the area dimmer or changing the texture here would've been serviceable. A lovely looking outside area with all the flowing slime, one thing I have to point out is that you can fall off the edge of the platform, without getting back, a platform or a set of stairs would've solved the problem. This is the exit area, you can't exit the level, because like a few people already mentioned, the exit line is set as W1, instead of S1, but I like the scenery change after the same-y main hub. If this room was darker and had a blue floor, It would be nice looking. Overall, a pretty decent Doom level, the passion is clear from the author and I could see him becoming better, if he puts more time into it. If the map author is reading this - Don't be afraid to use different lighting, as it is a good way to highlight certain parts of the level, the same goes for the texturing - find a few good combinations of flats and textures, combine that with different lighting, and you can already make some nice looking vistas in Doom. Good job! 2 Share this post Link to post