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View Full Version : NDCP Map11 up for grabs


iori
August 3rd, 2004, 02:53 PM
Right you lot, I'm reposting my map11 for testing, as I fixed a few bugs I found. Its been tested in prboom, zdoom and legacy. Now what I ask of you isto play and and tell me if you like it. Im not fishing for compliments, I would rather enjoy a good chewing out, but I would like to know what other people in the team think of my work so far and make some comments that for if not this map, I may appy to map 17 (which I am working on next).
Thanks in advance for your time.

http://www.teamhellspawn.com/iori/temp/ndcp11.zip

Same password as usual, and newdtex required of course :)

FATAL
August 3rd, 2004, 05:41 PM
So you want critisism? Ooooh, I'll make you regret that decision *evilol*

iori
August 3rd, 2004, 05:42 PM
Hahah please do!

FATAL
August 3rd, 2004, 05:59 PM
Arr, you lazy littel maggot, how can you release some crap like this, arr, you don't deserve to live. I'd never play such a map for more than 5 seconds!



Seriously the map couldn't run the map in jDooM. Perhaps something to do with this Newdtex? What is it really. No body has explained me.

iori
August 3rd, 2004, 06:04 PM
Ok, FATAL, with the NDCP there is a texture wad file called newdtex.wad, which this whole project shares.

ftp://megawad@server1.thefourwinds.net/misc/newdtex.zip

Same password as usual.

FATAL
August 3rd, 2004, 06:13 PM
thanks, I'll try your map before I go to bed.
EDIT: it's 4:25 AM already, I think I'll sleep before testing, don't you agree?

iori
August 3rd, 2004, 06:16 PM
Heh, if you play on UV, good luck sleeping ;)

FATAL
August 3rd, 2004, 07:02 PM
So, I couldn't resist.
-First off, There were a bit too much traps, so that I became too aware of them, and they lost some of their effect.
-In the first room one of the chaingunners is stuck in a barrel.
-The blue room's switch didn't give any clues where to go next. (Or then I was just too blind, I saw some columns raise to the ceiling, but I wasn't fast enough to look at them)
-The difficulty (starting with pistol on UV) is a bit too hard in the beginning, and a bit too easy in the end, except for the final battle, which is pretty cool. I think this map will be too easy if you start with weapons. It's still map 11, and the player very likely has already the plasmagun and maybe even the BFG.
-The fake exit doesn't fit in this map I think.
-I didn't get it to work with jDoom, probably my mistake though.
-I had to play it with zDoom.

Now that you've got the critism that you wanted so much, it's time to give some good points.

+Some of the traps were quite clever (well, some were not in my opinion).
+The map isn't too long; You don't get bored playing it.
+It had some nice "puzzles" in it.
+The supercharge secret was unpredictable.
+I didn't find the other secret (I think it counts to the plus side, since I found the other one)
+The level desing was good in some points (not to say it was bad at some, but at certain places I found some fine details.
+I was the first one to rate your map.


Overall, your grade will be... 8+

which is a damn good grade from me.

iori
August 3rd, 2004, 07:59 PM
Thanks Fatal, that was more than I was expecting :). I would like to address the negative points:
-Too many traps
Hrm.. I dont know where exactly you mean... the only one I can think of offhand is the one with the revenants, because you can hear them. Ill move the holding sector further away from the main room to compensate.

-Chaingunner stuck
I didnt notice that one...

-Blue room switch/columns
Those pillars are clues. When you kill the first caco's that come out of their rooms, youll see the same pillars are blocking the way to the final area, which raise after the press of the blue switch.

-Difficulty
That was a toughy, one that I thought of constanty during the monster placement. I guess I could add some chaingunners around more in the middle of the map to balance it out a bit. As it stands I like the hard start, it was one of the things that I thought about and wanted to keep

-Fake Exit
Fake Exit? Where? The room with the baron right near the end? That wasnt supposed to look like the real exit, but Ill take away the EXITSIGN to prevent confusion.

-jDoom
Cant help you there, I dont/cant use it

-zDoom
Well I dont see how this is a negative point, it is in fact a perfectly good sourceport, but to each his own I guess

Anyways, Thanks for the comments and critisism. I hope to have at least a couple more people test it before I finalize the things I need and submit...

FATAL
August 4th, 2004, 06:28 AM
Yea, if you have a few other people to comment the map, you can see if more people think the same way.

And about the jDoom, are you sure that your map is made for pure vanilla?

Mystic
August 4th, 2004, 02:45 PM
I will be testing it in legacy, opengl, my review will be here once its ready.

I would appreciate some criticism of my maps too, here is the link to a page to download them. Dont worry I dont use popups or anything.
http://www.murray6.pwp.blueyonder.co.uk/andy/newd15.htm

Mystic
August 4th, 2004, 03:17 PM
Ok, I tried it, on UV in opengl legacy. I enjoyed it, even though its a hard bastard, especially at the start but thats ok because it is level 11 and the player should be a bit tooled up already (or half dead and no ammo, depending how he finished level 10) but it is doable from the start if you enjoy the shotgun like I do.

The only gripe I have is the end battle, I ran out of ammo real fast and had no way to get at any more (I never worked out how to get the rocket launcher yet) so I had to run to the exit with loads of hissys and pain elementals still alive and a secret still undiscovered. This would have me entering level 12 with no ammo, no armour and hardly any health. If you are leaving the map mostly unchanged I suggest having the exit teleport you to an exit room with some health, armour and ammo just so level 12 isnt a dead on arrival map.

I liked the experience, it was a bit intense but I like that and the level looks good, nothing too fancy, just good mapping. I like it.

FATAL
August 4th, 2004, 06:25 PM
Yup, a good map indeed, and mystic, if you manage to get the rocket launcher, the rest is easy.

iori
August 4th, 2004, 09:19 PM
Thanks Mystic :)
Ill put some stimpacks in the corridor before the last battle, and there are already medkits strewn around the arena so that should be enough (More that enough if you can get to the rocket launcher). I like that exit 'altar' and would rather not change that. There are a few things that I notice myself, such as that there should be 3 secrets, but only 2 are marked as such.
Ill try your maps too now