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Some DOOM and gloom...

Fri, 09 Oct 2009 21:05:02


I see activity in the dev thread! That makes me excited but I can't read it, so it's taunting me! On a side note, I just finished my first two Doom II maps. They're both in one WAD file, replace the first two levels of Doom II. Should work in any source port. You can pick them up here. These are my first maps, but don't worry, none of that "all weapons in the first room, fight off 100 Cyberdemons and 200 Arachnotrons" BS or levels jammed full of mismatched ugly Counterstrike screenshot monsters. I think the second map is a lot better than the first, so if you don't care for the first one at least give the second a look? Anyway this was mostly just me getting my feet wet in mapping. I'm interested in eventually making some stuff for KA, but we all have to start somewhere. <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D --> Criticism welcome!
Mon, 12 Oct 2009 16:28:58


I think this is nice for a first attempt at mapping, it needs a bit more balance on health IMO, but they were fun to play, keep up your work and you will definitely improve for better mapping <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. I really liked the 2nd map, but I felt it too infested with enemies, specially towards the end.
Mon, 12 Oct 2009 17:36:18

Crimson Wizard

Sweet maps with few texture mistakes, and also some monsters might could have better placement perhaps. Actually I thought them be not really difficult <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> On second map automap does not show most of the level though for some reason. Its either you made all lines have "Hidden" flag, or something wrong with Vavoom. I could find 66% of secrets on both maps ) That reminded me, I have couple of old Doom/Doom2 maps made long ago, I am not sure if I showed the to anyone. EDIT: Yuck... checked them... I don't want to shem em to anyone anymore <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->
Mon, 12 Oct 2009 19:17:37


The automap is hidden on purpose, I did in fact put a "hidden" flag on all the linedefs.. If there's any part where it started working, that's actually the problem! <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P --> Thing is, it ruins the gimmick of the map a bit if you can see that you're actually in a separate area rather than the same one being slowly twisted. If you place the sectors far away from each other, most source ports will just zoom the map out to compensate! The map is pretty linear and even prevents you from backtracking at several points so I don't think it's really a problem as you can't exactly get lost. Yeah, I think the reason it seems like there's so many enemies is the rooms/halls are quite small, so they're all bunched up together and it looks like more than normal. ...Or maybe I'm just crazy and go a little too nuts with the Things creator, which is also totally possible. Either way it's a little too easy to cause infighting. Anyway thanks for the feedback! <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D --> Hopefully sometime soon I'll take a look at the scariness that is ACS and the new stuff for KA and see if I can't get a decent DM map. That reminds me, the Wiki page for making Castle Sweep maps doesn't exist. Is there anything special you have to do for that? EDIT: For that matter, what's the policy on custom textures? Just toss 'em in and if you like the map enough you'll include 'em or what?
Thu, 15 Oct 2009 04:35:34


Your maps were easy, and like the others it could use a lil work, lemme know if you want me to rate more of them :-)

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