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LagZero

[W.I.P MAP RELEASE] Looking for feedback on my upcoming map (Toxic Stronghold) [UPDATED MAP]

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== Actual Post Below This Text ==

 

--- New Post (Updated Map) ---

 

-- Info --

 

Hey everyone! Today, I'm gonna be releasing work in progress version 2, of my upcoming map, Toxic Stronghold. I have looked at your guy's feedback, and I have made a few changes, and added a few more stuff to the map! I am also still looking for some feedback for this version so that I can make the final version as good as possible! Please also remember that this is NOT the final release, and everything is subject to change.

Another thing to note is that currently, since this is a work in progress, there is no exit. Currently the map ends when you get to the last room.

 

-- Instructions for running the map --

Run the map with GZDoom

The map uses the format GZDoom: Doom 2 UDMF

Run the map without jumping or crouching

The map uses the Doom 2 IWad

 

-- Download --

Download Updated Version! [Wad File] (This is the new version)

Download Original Version! [Wad File] (This is the old version)

 

-- Screenshots --

image.png.a954566e5d9320176ddce4721fb797b6.png

image.png.74a382748d97606e905971cd2608a8b2.png

image.png.ef110507c20dab322bf83633ce978d2e.png

image.png.3524004367a85bb34fb9f8ffb2ce043c.png

image.png.f34aacb13875bbc2c9b1663093951274.png

image.png.49df367ce5488b09fbae55032031d89c.png

:O

 

--- Original Post ---

 

-- Info --

 

Hey everyone! Today I'm gonna be releasing a work in progress version of my upcoming map, Toxic Stronghold. I am looking for feedback so that I can make the full version as good as possible. Please remember that this is NOT the full release.

 

-- Instructions for running the map --

Run the map with GZDoom

The map uses the format GZDoom: Doom 2 UDMF

Run the map without jumping or crouching

The map uses the Doom 2 IWad

 

-- Download --

Download Updated Version! [Wad File] (This is the updated (new) version)

Download The Map! [Wad File] (This is the old version)

 

-- Screenshots --

image.png.635ab11202cec662f0f5c890850cc724.png

 

image.png.7d4d4158d2dbb919dbce114da5ce1ee7.pngimage.png.c9d23d6250ae2b0cde4b82e71ac0e47f.png

 

:O

Edited by LagZero : Merged the 2 posts into 1.

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So far loving it.

 

It feels right at home in Doom2.  Heres my feedback:

 

-first room give me vibes like it shouldn't be fully exposed to outside.  im thinking, 3d floor 0 thickness using like the BRNSMAL1 texture to make a psuedo roof but its still the skybox above it.

-Wider the hallways.  Dont like the tight fits in some parts that are only 64 wide.  Doorways are cool but not just like the hall, too small imo

-3D floor the puddle in 2nd room and make it swimmable underground cave network utilizing the empty space of the arena above, fill it with health or armor pickups ir something.

-monsters on the top right platform entering 2nd area for some reason didnt wake up, maybe look into that

-UAC sign on the left of 2nd room, id have that doing scroll texture left or something just to contrast the rest of the static area

-secret platform i think 1 of 2 things could be done. either make it like a 30 second timer, but non repeatable so the player can lock themselves out, or shorten the timer to just a second or 2 longer than it takes to run there if you know where it is, overall not waiting on a platform just helps with flow and forward momentum.  (also secret needs a reason to exist, blue armor or something)

-death pit in the 3rd room, while obvious, still annoying that theres no way out, i would add a small lift to one of the corners just so no one rage quits your map by throwing themselves in the death pit lol

-finally, im a border texture whore so id like to just see more of them. or using textures in creative ways to border.  METAL2-METAL5 all make great 32x32 corner pillars.

 

you may have noticed i didnt mention anything about monster placement, and thats because i think the current placement is fucking immaculate.  The map on UV can definetly catch you off guard, but its fair about it.  Closets are very strategicly placed and at least in my run, the timing seemed almost perfect.  after picking up the launcher i was engulfed in combat.  as soon as i was done with one moster, another popped out somewhere..  the first room felt very tight and delibrate with its placement.  2nd while feeling more like a peterson room killed it with the barrels.  i was basically out of ammo after clearing room 1 so pistoling the barrels was a god send.

 

Super excited to see this in final form 

 

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9 hours ago, Hebonky said:

Did... you post this topic twice?

Counting the screenshot, no, I think he posted it three times.

But no judging, if one day i'll come with a map made by myself I'm pretty sure I would post it in every subsection of the forum (and this would be my final day here because of that)

 

Anyway, i tried the map and it's pretty ok for an (unfinished) opening, the only thing that bothers me, but it's personal, is the trap when you pick the rocket launcher and you instantly get surrounded by pinkies, not very fond of that kind of facerocketing incitement.

 

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14 hours ago, Hebonky said:

Did... you post this topic twice?

Yes, I accidentally pressed the back arrow (in browser) and it took me to when I was still making the post, assuming it wouldn't post it twice, I clicked the button to post it. And then I realized that it was posted twice, but I don't know how to delete a post lol.

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5 hours ago, apichatpong said:

Anyway, i tried the map and it's pretty ok for an (unfinished) opening, the only thing that bothers me, but it's personal, is the trap when you pick the rocket launcher and you instantly get surrounded by pinkies, not very fond of that kind of facerocketing incitement.

Yeah, I might need to rebalance that a bit, I'm hearing a few complaints about that lol. In my testing of the map it was fine, but that's probably because I made the map. I guess that's why feedback matters xd.

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15 hours ago, shroomzy5000 said:

btw just wanted to throw up, this is what i mean by the 0 thickness 3d floor roof thing. i think it would look sick on that first roomimage.png.f6c43da64c11ba4e7a172385eae9429d.png

I might add something similar to that. But I'm not a big fan of 3D floors, especially because this map is supposed to be a more classic style of map. However, I might add something similar like some beams going across the ceiling. Thanks for the amazing feedback!

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15 hours ago, shroomzy5000 said:

So far loving it.

 

It feels right at home in Doom2.  Heres my feedback:

 

-first room give me vibes like it shouldn't be fully exposed to outside.  im thinking, 3d floor 0 thickness using like the BRNSMAL1 texture to make a psuedo roof but its still the skybox above it.

-Wider the hallways.  Dont like the tight fits in some parts that are only 64 wide.  Doorways are cool but not just like the hall, too small imo

-3D floor the puddle in 2nd room and make it swimmable underground cave network utilizing the empty space of the arena above, fill it with health or armor pickups ir something.

-monsters on the top right platform entering 2nd area for some reason didnt wake up, maybe look into that

-UAC sign on the left of 2nd room, id have that doing scroll texture left or something just to contrast the rest of the static area

-secret platform i think 1 of 2 things could be done. either make it like a 30 second timer, but non repeatable so the player can lock themselves out, or shorten the timer to just a second or 2 longer than it takes to run there if you know where it is, overall not waiting on a platform just helps with flow and forward momentum.  (also secret needs a reason to exist, blue armor or something)

-death pit in the 3rd room, while obvious, still annoying that theres no way out, i would add a small lift to one of the corners just so no one rage quits your map by throwing themselves in the death pit lol

-finally, im a border texture whore so id like to just see more of them. or using textures in creative ways to border.  METAL2-METAL5 all make great 32x32 corner pillars.

 

you may have noticed i didnt mention anything about monster placement, and thats because i think the current placement is fucking immaculate.  The map on UV can definetly catch you off guard, but its fair about it.  Closets are very strategicly placed and at least in my run, the timing seemed almost perfect.  after picking up the launcher i was engulfed in combat.  as soon as i was done with one moster, another popped out somewhere..  the first room felt very tight and delibrate with its placement.  2nd while feeling more like a peterson room killed it with the barrels.  i was basically out of ammo after clearing room 1 so pistoling the barrels was a god send.

 

Super excited to see this in final form 

 

Amazing feedback! I'll make sure to try to incorporate some of that into the final map! However, I am not really a big fan of 3D floors, so I probably wont add any of those, especially because this is a classic style of map.

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48 minutes ago, LagZero said:

Amazing feedback! I'll make sure to try to incorporate some of that into the final map! However, I am not really a big fan of 3D floors, so I probably wont add any of those, especially because this is a classic style of map.

Thinking more about it I agree with you.  One of the biggest things I loved about the map is that it felt like a vanilla doom2 level.  adding all the new age stuff takes away from that forsure!  Let me know when you update this and drop the full version i really want to see it in final form

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1 minute ago, shroomzy5000 said:

Thinking more about it I agree with you.  One of the biggest things I loved about the map is that it felt like a vanilla doom2 level.  adding all the new age stuff takes away from that forsure!  Let me know when you update this and drop the full version i really want to see it in final form

Yeah. Hopefully I'll be able to get the full version out in a day or 2. I usually get carried away adding small little details to the first few rooms and I forget to make the rest of the map lol.

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10 hours ago, LagZero said:

Can you explain what you mean by "Missing an exit", because the lift in the second slime pit is supposed to be there so that you can get out if you fell in. Can you also explain by you mean by "Light on decorations"?

yt]

 

Yes, by missing an exit, I mean that while I found every secret and killed every monster, I did not find the level exit. Players would appreciate knowing that there is no exit before playing. WIP doesn't necessarily mean there is no way to win, and when you present a map the base expectation is that it will be winnable. Please note in your OP that there is no exit. 

 

When I said "light on decorations", this is a little bit less precise. Shroomzy5000 is making some suggestions about embellishing what you have and making it special. Those are only his suggestions, the rest is up to you. The map does not grab attention. It is not exceptional, it is small and plain. That is not necessarily a bad thing for a first level with an exit. the opening levels to the base games were not exceptional in that respect, but they were short preludes to something more. Toxic Stronghold was presented alone and incompleteness is impression that it leaves by itself. Even as a first level I feel like this level should have something more.

 

You should not make a new thread every time you update your project. The other thread should have been a bump to this one. You can edit your OP with the new download link and bump the post with a new update. Your level has like three threads now. It's excessive. 

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27 minutes ago, Nihlith said:

 

yt]

 

Yes, by missing an exit, I mean that while I found every secret and killed every monster, I did not find the level exit. Players would appreciate knowing that there is no exit before playing. WIP doesn't necessarily mean there is no way to win, and when you present a map the base expectation is that it will be winnable. Please note in your OP that there is no exit. 

 

When I said "light on decorations", this is a little bit less precise. Shroomzy5000 is making some suggestions about embellishing what you have and making it special. Those are only his suggestions, the rest is up to you. The map does not grab attention. It is not exceptional, it is small and plain. That is not necessarily a bad thing for a first level with an exit. the opening levels to the base games were not exceptional in that respect, but they were short preludes to something more. Toxic Stronghold was presented alone and incompleteness is impression that it leaves by itself. Even as a first level I feel like this level should have something more.

 

You should not make a new thread every time you update your project. The other thread should have been a bump to this one. You can edit your OP with the new download link and bump the post with a new update. Your level has like three threads now. It's excessive. 

Thanks for the feedback. I usually don't include exits in my W.I.P maps because I don't usually think I need to. And thanks for telling me about just editing a post. I usually forget that I can do that lol.

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10 hours ago, LagZero said:

Thanks for the feedback. I usually don't include exits in my W.I.P maps because I don't usually think I need to. And thanks for telling me about just editing a post. I usually forget that I can do that lol.

 

Yes. And in this case more is more. The opening room with the slime pool looks good, plays well, seems well balanced. The computer terminal in the wall is a nice touch to the relatively austere space and the 'X' over the skylight with the accompanying shadow cuts the space interestingly. The textures change in ways that seem organic. The ambush works well and it's vicious. From there seems less and less... complete? The courtyard is fine and the light posts are an interesting but relatively inconspicuous touch. Maybe it would benefit from nooks and crannies in the walls? A light effect? Maybe nothing. 

There are two secrets here, then the dark and dangerous halls filled with exploding barrels. It might be a fine first level. Short, linear, with practice it could be an easy three minutes and there are secrets left behind to reward stubbornly inquisitive players. I say, add an exit and slap it in the ass, its done for now, or make it more and better. More rooms, more monsters, more ways to go, maybe 3D effects like Shroomzy suggests.

 

There is another thing you might want to add though. Most maps have an element in them that is suggestive of the outside world, that makes them seem a part of something larger than they are. The sky is a good start, and the weird towers you can teleport to are leaning in that direction. I wonder what it would look like if there were similar features that were out of reach somewhere else? Maybe the other side of the courtyard? 

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2 minutes ago, Nihlith said:

There is another thing you might want to add though. Most maps have an element in them that is suggestive of the outside world, that makes them seem a part of something larger than they are. The sky is a good start, and the weird towers you can teleport to are leaning in that direction. I wonder what it would look like if there were similar features that were out of reach somewhere else? Maybe the other side of the courtyard? 

This is actually quite a good suggestion! I might be able to make a custom skybox and make it seem like the U.A.C base is part of a larger area. Maybe I'll add something like watch towers in the distance or something like that. Also, at the moment, I am planning to add a bit of a story to the map. And I'm planning to add stuff within the map to hint towards that story. For example, a room filled with makeshift beds and crates... maybe suggesting that this base/facility was converted to a shelter before being taken over by demons. Anyways, thanks for the feedback!

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