Poorchop, Spud, Mclogenog, distrans, Qmaster. Thank you for the kind words and expressions of shock. With just some detailing and smoothing out the rough edges left, the map construction itself is pretty much done. Problem now is how to make it fun.
I've come to accept that I can't do Quake gameplay very good as it always ends up being too difficult or disjointed and unfair. And a map with this much space, well it just wouldn't work out at all. Not really sure what to do at this point.
If you fall down, you are in one of three zones wich have to been passed anyway. The only thing that changes is that maybe you wake some monsters to early. :)
Still looks really busy and unclear. I really can't tell what the flow is supposed to be when looking at the screenshots. The one with annotations isn't any more helpful in this regard sadly.
Crate mazes are not fun. Definitely reconsider!
A lot of the structural stuff looks really fiddly to get around, lots of stuff sticking out to snag the player etc.
In Defense Of Crate Mazes
Doom 1: e2m2: Containment Area
In Opposition Of Crate Mazes
Doom has some pieces of far worse level design than people like to remember, i.e. E2M2. Also, this isn't Doom so we have a third dimension to fuck around in.
Thanks for the input. Pleas remember this is my first map. I'm working on it to get it as professional as I can. Some of my solutions now will not be the smartest in the world but they work at this stage of my leveldesign-learning.
Hopefully my first beta will give a better look!
About crate mazes. :) Every Doom, Quake, Jedi Knight, Tomb Raider,... I think every game since Commander Keen has crate mazes. There were so many that I dream of them since when I was a boy. So hopefully some day, somebody will write a "I've no idea how to fill this space in short time so bubbles would be a nice idea."- routine and free our minds from them. But till this day someone will run through crate mazes. :D
I wanna throw in my WOW to you as well. I'm a huge admirer of your previous work, even if I was more forgiving of aspects of oms3's gameplay than some others. I'm sure I will have fun with it when you're finished, however it turns out.
Crate maze? Bring it on! That sort of thing has a nice charm evn if it is a well used trope: http://tvtropes.org/pmwiki/pmwiki.php/Main/ContainerMaze
How goes the 5 map episode?
You're dam right! Right now I'm creating the passage from zone blue to green with some cave stuff. But it now will have a bigger crate maze thing. Think I have to play some more Doom sessions for inspiration but will become funny. :)
Soon! Had a lot on this past few weeks (as has Newhouse I believe) but it's on the home stretch.
Maybe if I publicise my self-imposed deadline of 28 May on here (ie. right now, in this post) it might spur me on...
28th It Is!
send a couple more screenshots to gain more attention/extrinsic motivation!
One word: Amazing!!
assuming lighting is cranked up to avoid people on func spazzing out?
This looks very cool!
Must Play Blue One Now!
Your game play is spot on bro. Ter Shib was a masterpiece not just in design but also in terms of game play. The environment is a factor in my opinion and you managed to perfectly intertwine it with fights. Shib2 is a great example of this.
From what I remember, my only issue with Ter Shib was being severely ammo starved at some points. However, that was largely because I started from scratch at shib3 after losing my save files upon completion of shib2.
Pushing these old games like Doom and Quake to the limit presents new challenges because enemies weren't designed with these new, more elaborate, and substantially larger spaces in mind. However, you still made it work. Looking forward to your map (and maybe some day expanding on the arctic concept myself since I love the setting and theme).
Shots a tiny bit dark, bot looks really cool, proper quakey :)
Looking forward for your upcomimg release(s)
Well don't keep us waiting much longer! :D
Wow! Looks realy great.
Thank you for the kind words, though I can see the glaring gameplay flaws the maps have. Lack of ammunition and even health isn't fun for some. Even on easy difficulty it is challenging.
This being said, future shib like maps I have planned will be more of the same mostly. Possibly with custom monsters to add variety that might work better with large maps. And the arctic theme isn't the only unique setting for a map I have in mind. And please, feel free to take inspiration from my maps and even the textures for your own project! I'm interested in seeing what you could create.
I'm making a new map and I really would like to get some feedback. It's quite short, and it's a remake of a famous FPS map. Can you guess it before looking at the screenshots?
Here's the link:
Screenshots (they are a bit old, I've added more detail to the map):
Also, it has difficulty settings (normal/hard).