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Walter confetti

Episode 2 WIP in classic Doom style!

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You post a ton of shit and Ive been wanting to make sure I check it all out for so long now. I AM GOING TO PLAY THIS. And then prolly ask you for a recomendation of your best stuff 😝

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Go ahead! I had already a bug report on this map on the yellow key route on Discord, i'll see to fix it soon...

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That was a fun lil map. From time to time we all need a quicky 😃 Is there anything from your portfolio of past creations that you are particularly proud of that you could reccomend to me? Perhaps something more grandious... or not, just looking to play some of your favorite maps that youve made. Thanks for making this one and thanks in advance for any suggestions.

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1 hour ago, LadyMistDragon said:

Yellow key access seemed a little obscure....and it almost got hard at the end, but fun little blast!

 

4 hours ago, Insaneprophet said:

That was a fun lil map. From time to time we all need a quicky

Thanks, glad you liked It! Yellow (and Blue) Key routes are been changed and evolved differently, as well as changed some other minor bugs today, but still on my laptop. Sooner, a new version will come here!

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As promised, a version 2 of this map it's here! Download link on OP.

List of changes:

  • New routes for yellow and blue keys are been done with new rooms as well: blue key it's now slightly more challenging to obtain inside a semi-secret area at the start and the yellow key route Is less cryptic, now Is Just locked in a new room behind another blue key door in the green stone area
  • The semi-hidden blue key door in the vines room it's now unlocked from any key
  • The blue keycard as been swapped to blue skullkey
  • Changed few misplaced flat texture as well as changed some lighting works
  • Some monsters difficulty are been balanced

I know there's a wrong flat texture at the blue key pillar, but i didn't found too much important for the main level structure and flow, It could be changed next time.

Again, give me some feedback about this map, i have some plans to evolve this by maybe adding some more secrets? Or it's ok how It is? Also in these days i planning to add more maps for this thing, surely for a small E2M1 "in the future™", maybe for other maps as well. I downloaded layout shots of E2 from the wiki and did a -nomonsters run of it just for exploring and see how things are been done by our homeboy Sandy originally in themes style. See you soon, have fun!

Edited by Walter confetti

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As always, Walt, you are the Baron of Brevity; one of the best in the business at producing fun little neo-classic maps one can knock out in 15mins or less. Aside from a couple of demons seemingly stuck inside their closets I was unable to discern why, I found no quibbles to be had.

 

 

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10 minutes ago, Biodegradable said:

As always, Walt, you are the Baron of Brevity; one of the best in the business at producing fun little neo-classic maps one can knock out in 15mins or less.

Thanks, glad you liked It! The "baron of brevity" nomicker it's pretty funny!

I'll see next time where these stucked monsters are...

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This was the first map I've played in a while, since I've just returned from hiatus. Glad the thread was bumped or I would have forgot about leaving feedback. I thought it was pretty fun, balanced well and nice on the eyes without ever feeling cluttered. Difficulty was well-balanced, keeping me on my toes at the end while still being accessible (I use a controller so my skills are naturally going to be limited). I played the first version of the wad though. I don't recall any problems figuring out where to go, but things like that usually don't stick around in my memory unless I'm banging my head against the walls (or humping them) since I usually get somewhat lost in at least half of the maps I play. I enjoyed it when I played it, and it was a nice and quick map to get back into the game via playing it.

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Nice little snack-map, played it like it should be in Chocolate Doom and had pretty relaxing times.

 

I liked almost everything what was done in this map:

- layout a bit cramped but didn't made without imagination;

- design is a strong classic style of 90's maps but made with no major problems like it was back then;

- overall gameplay having perfect middle between old and modern difficulty of maps, i like when mappers still making fun levels without "putting player's balls on a grill", even tho mostly i play and make maps with spicy flavors, usually depends on my mooD and right now i wanted some chill.

 

Will mention that i appreciate no usage of custom midi in your map, Doom 1 tracks still slaps hard.

Thanks for sharing it, have a good time mapping.

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Nice little nostalgic feeling classic Doom 1 map Buddy 

 

Spoiler

I figured out your monster closet problem at the end of the video. It's a little tricky to think a secret is required to activate the closet but I still managed to break it even though I found the secret haha

 

 

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17 minutes ago, Clippy said:

I still managed to break it even though I found the secret haha

How do you do this? And teach me your dark wisdoms.

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13 minutes ago, Codename_Delta said:

How do you do this? And teach me your dark wisdoms.

It's in the video 

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27 minutes ago, Codename_Delta said:

I meant how do you manage to break stuff so much lmao.

 

Just do everything wrong it easy 

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This is a very charming 90's style map! Nice job on conveying that feeling, I would love to see more of this s2

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Thanks guys, as i wrote some day ago new things are planned but not done yet. Just a general concept of themes.

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Love this short map! Classic style never dies in Classic Doom.

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That was an excellent map! Very vanilla, with an excellent flow and encounter escalation. That doorfight punishment towards the ending was excellent and almost killed my run, fantastic stuff.

 

My only criticisms are the following: 1) By the time I reached the exit there were a few demons still wandering around, and I was kind of surprised to see that a few closets had opened while I wasn't around. Was that by design? (Hm, I just watched Clippy's video and got the answer to that question.) 2) The optional blue door felt a bit redundant, and maybe it would've worked better as a single-use door or lower floor from the side farthest from the starting point?

 

 

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11 hours ago, JonExMachina said:

1) By the time I reached the exit there were a few demons still wandering around, and I was kind of surprised to see that a few closets had opened while I wasn't around. Was that by design? (Hm, I just watched Clippy's video and got the answer to that question.) 2) The optional blue door felt a bit redundant, and maybe it would've worked better as a single-use door or lower floor from the side farthest from the starting point?

I'll see to fix these things when possibile, thanks for the feedback and glad again you guys liked It!

Actually, you like this map so much that even owns a official wiki entry even if it's unfinished in my plans for this thing....

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Alright, late on this as I had to deal with some personal issues (Mental health-related, mostly) while editing this video but now it's done, and ooh, its a good one!!

So in short, I really liked this map, although it did feel very rectangular and at times it felt like you had thrown a bunch of Doom 1 map pieces into a blender and it spitted out this thing (Which isn't a bad thing, just very noticeable) So yeah, a solid 7/10 for the gameplay all around, visuals could definitely be improved even for a vanilla WAD.

 

 

I will also be posting the full unedited playthrough shortly, although I didn't find any of the weird bugs that are apparently here (Or at least I don't think so...)

So yeah, solid map!!! Sorry for destroying it with a Helicopter at the end, but there's only so much you can do...

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Fixed minor Terminal Server bugs and i have a surprise for you... a brand new short E2M1, i tried a sort of "clean" version of phobos, the title is "The Gate".

Terminal Server now it's on E2M2, download it's on OP. Now i go to sleep bye.

 

Shots of E2M1:

DOOM00.png DOOM01.png

DOOM02.png DOOM03.png

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 Just played e2m1, alright map. Found some issues tho:

 

Tutti-frutti effect on a step.

 

screen1.png.7cdec4137583d545718c49ab0a942592.png

 

A bit hard to notice but there's misalignment on FIREBLU.

 

screen2.png.c5af536fbdde897143848c9a887732a9.png

 

And other one in next room after starting point.

 

screen3.png.7cc48d34cc60054b733ddf45dd3263bd.png

 

I like when people making something in vanilla, something you don't see everyday.

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2 hours ago, Walter confetti said:

Ah crap, i'll see to fix them. How about gameplay?

 

Okay, absolutely nothing difficult even on UV. I guess as it should be in episode opener.

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Fixed E2M1 texturing bugs and some other small pointless parts, as well as some minor E2M2 detailing, sector cleaning and now monster closets opens when you take the yellow key. Download is still on OP.

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