I played it. It was alright. The actual detail in the level geometry was very nice. The levels themself were a bit too simple but had some good moments, ie the red monster hallway in the first level (could have been way longer though, with labyrinthine doors opening and closing at parts through it with monster closets, would have been awesome). The lost soul ambush was also good. Tried it with brutal Doom first, but it broke the scripting so tried it vanilla and was pretty good except in the second level right at the end you push the glowing button and I believe two rooms were supposed to open up and then 4 sections in the main area open up to show hell Knights, but all that script was broken. The button made no indication it had been pressed, no light, no sound, and the only effect was it lowered the exit bars. A bit of a dissapointing end because I think that would have been a sweet fight. The third level was the best in terms of interesting level design (although I didn't get to see the whole thing because the level immediately ended when I killed the cyber). The cyber encounter could have been good if that room was scaled up by maybe 400%, it had all the right elements but was so small and cramped it couldn't be used effectively and I had to just stick to the hallway outside. The monster variety was the worst offender unfortunately, being extremely heavy on imps and demons and not much else, I got bored pretty fast with those. Altogether I'd give it a B- for geometry detail and creativity, a C- for level design and complexity, a D for monster encounter design and difficulty, and a C- overall. With that said, removing my Pro Doomer hat and just commenting as a layman, I've tried making Doom maps before and it is much harder and more time consuming than it looks at first, so this attempt is world's better than I've ever had the time to make, so I was impressed by that alone. Thanks for sharing!
I've tried mapping. It is just too tedious for me. That's why I use an auto map generator. Now that i can handle doing. Just change a couple parameters and hit Build.
in some places it evolved to be worst and much simpler. in some other cases, like within the doom community, i believe it has evolved to be very good. i think slaughtermaps are great, the good slaughter maps (as opposed to the Bad ones, which are just trivial luck based challenges) represent the best of doom gameplay, and what is possible to achieve with these great mechanics.
@@dfghj241 slaughterwads have a steep line between being mindless spam and well executed enemy design, as sad as it is, i admire the works of the likes of insanegazebo, ribbiks but also despise the maps that only get their name from absurd amounts of monsters without any real purpose
@dfghj241 The best slaughtermaps consider the unique gameplay attributes of each individual enemy, and build the level design around exploiting those and making them an enjoyable challenge to beat. I agree with you, there's a major difference between that and "Here's a room full of Mancubus and Revenants, enjoy!"
This kinda stuff sounds fun. I mean trying to make maps under an arbitrary set of rules. Not just because limitations breed creativity, errybody knows that, but also because I might actually *FINISH* a map sometime before I die. But then the problem is, I don't know what arbitrary set of rules I should follow. I really don't want to be stuck using only vanilla assets though because then my choices are either bland techbase or cheesy hell. Which is great for the 90's but I don't really have any interest making a map like that. I guess I could do stuff with the bricks and concrete, though... oh and the marble textures are actually really nice. Also I just really, REALLY like those worms from Freedoom and I insist on using them so I wouldn't abide by any rules that wouldn't let me. Love those lil wiggly guys.
These are really cool maps, I like the ideas you incorporate into them especially the flickering blue tech room! Some things that I think your maps will greatly benefit from is to make much more non orthogonal rooms. Sure! Making Symmetrical and even rooms can be very appealing, but in my opinion I think that an asymmetrical and non orthogonal room can make things a lot more interesting and can give rooms a certain funk that makes it very pleasing to look at. Another thing is to focus a lot on lighting, it can honestly bring a lot of life to a level and can make rooms beautiful. Take a look at some of the classics, Alien Vendetta and Scythe 2 are some prime examples of maps that greatly benefit from its excellent lighting. Another very important thing is height variation! This is something I'm STILL trying to incorporate into my own works but doing so has made combat and progression much better in my opinion. I prefer to try and use less lifts when making the player go to different heights as it often disrupts the flow of the map. This may sound silly but also try looking things at a speedrunners perspective. A fast, smooth, map that doesn't abrupt the players pace can really change how a map feels. Lastly another thing that I would like to add is to use less doors. Much similar to using less lifts, doors changes the pace of a map and it can get annoying constantly opening doors that keep closing on you. I like to use floors instead that let the player access the next room, I try and make the player work for it. For example a large room with enemies in it and a door at the end of the room is much less engaging than lets say a staircase in the room that has a switch at the top raising a floor to the next area. Keep it up. I love seeing new mappers to the community.
Just played through the 3 maps -- I enjoyed them. They didn't suffer my usual pet peeves -- switches that unlock a door across the map that isn't obvious, spawning loads of enemies behind you at every chance, lack of ammo which turns doom into a Resident Evil game. Just straight forward Doom. The final boss fight was fun :)
My favorite maps are basically world war 3 in an slightly open area lol i like to add all the realm 667 mobs so i can customize colors and just set barons to barons hp wise but by the time i feel like i can play it's a godamn war of bright dangerous colors and imo it's ideal to basically infight everything for a solid 5, 10 mins. Those are my favorite maps.
I've found the key to the challenge vs ease dynamic is to make sure no reward in a map is given without some association of difficulty. A map with a tonne of medkits is too easy. A soul sphere in the middle of a room of Revenants is too hard. The middle ground is doing to equivalent of the 'Blue Key trap' from John Romero's E1M2. Want those health bonuses? Here's some Imps. Obviously it can be shaken up any number of ways, but as always the fundamentals are right there in Classic Doom.
Just beat your wad man! The Hell level was especially nice, that Cyber rocket duel was fun and intense in cramped corners. Architecture of the blood falls in the opening was fuckin beautiful
Hey man! I see you're also a pretty small content creator! I'll actually do a blind gameplay of these maps since I'm really into doom! Bet I'm gonna have a good time!!!
Also you map better than me (I did like 3 small maps). Do you think the speedmapping challenge accelerated your mapping skills? The breakpoint in mapping is mental exhaustion, but I think that I can overcome that when I map more. I hope you the best on your journey. Also don't forget the dynamic light feature of gzdoom, because you can make all kinds of interesting effects with point or globe lights.
I thought one of the fundamental parts of playing DOOM was dodging fireballs and lost souls not rockets. Those fucking things are everywhere especially in the second game
Ehh... Yes. Because there's no wrong way to play Doom. Considering the map doesn't use any gameplay altering fancy scripts and tags, I'm sure it can be converted to Boom compatible (if not vanilla compat if visplane isn't an issue)
@@MakotoIchinose I like the GZDoom engine so it is what I use. Sometimes it seems like a bit much but I can enjoy all the little extras it has. I am not a vanilla player.
i play too much hardcore wads like sunlust swim with the whales so most maps that are difficult for normal players i find them pretty easy and mostly boring but most players will hate the kinds of map or wads i play. Non «doomgods» which im not one btw will appreciate this much more but damn is this a cool wad and really pretty
Although I liked your earlier shorter maps somewhat more, I still enjoyed this one. The final cybie could still be cheesed (was this intentional?), and I accidentally skipped the linedef for the hell knights at the end of map 2, so I had to open UDB to check how can I open their closets. 🙂 A quick suggestion: maybe if You script the switch, it can lower all three sector tags, making the easily skippable linedefs obsolete. Are You planning on doing further maps? I would really like to play some more!
I'm not really that interested in more doom mapping content, as I am currently focusing on other gaming topics as well as improving production quality. Nonetheless, thank you for playing my maps!
@@Bananoker oh really? thanks! if you actually do this, in e1m1, add the "landing pod" and the pod's "entrance latch" mentioned in Doom's manual and official guidebook respectively. I think that'd be a cool bit of continuity.
@@Bananoker and also for the Phobos Anomaly and Deimos Anamoly maps, the "Anomalies" refer to strange and ancient structures that are "ruptures in the fabric of space/time" and provide access to "interdimensional gateways" according to Doom's Guidebook. Just letting you know that so you can actually do something with these two levels if you want to do this.
One thing you never should do is place enemies like you do when you aren't even done with the map yet, enemies and items are always the last pieces I add to a map. Good enemy placement is in my opinion much more important than fancy rooms and architecture.
I think this is nice, heres my criticism: -This does not need to be made for GZDoom at all, you could make it in boom or doom 2 format. -Please stop calling it "Double barrel shotgun", its not just a double barrel shotgun, its the SUPER shotgun.
but think about it man. if you're designing a map where "good players should not have to worry too much" than good players are taking a hit in their ability to enjoy the map right? this is begginers bias and frankly, it has no place in doom in 2024 (almost 31 years after the game has been released). mostly because A) FPS gameplay is deeply ingrained in gamer culture, there is alot of what is called "legacy skill", so defining a not good doom player is harder than defining a good doom player. B) 30 years of doom, the people who most play doom wads are minimally good at this game. i would say good enough in general that they would see a map designed in these begginer bias standarts as being trivial. C) whats the FUN in beating a medium to low difficulty map? anyway, thats my opinion.
UA-camr Makes Non-Rectilinear Doom Level Challenge (IMPOSSIBLE) You forgot the fundamentals of Doom. One of which being the developers desire to show off the non-right angle walls of the new non-Wolf3D engine. The second being abstract design. Beveling every 90° corner in your rooms and perfectly straight hallways doesn't make it feel any less like a bunch of large rectangles with perpendicular walls. Perfection is not a matter of adding more detailed sectors to your large rectangles.
Now you're legally obligated to take an entire year to make a megawad.
🗿
@@Bananoker You seem to be a fan of sewers, maybe make it be nothing but sewers?
@@SMG-vx3mu OOPS! All Sewers!
@@billrazor6591NOOOO /j
@@SMG-vx3muMaybe try sending it afterwards to the biggest sewer level enjoyer civvie11
Couldn't resist the primal gamedev urge to put a sewer in somewhere.
Sewer count:
*ding*
I played it. It was alright. The actual detail in the level geometry was very nice. The levels themself were a bit too simple but had some good moments, ie the red monster hallway in the first level (could have been way longer though, with labyrinthine doors opening and closing at parts through it with monster closets, would have been awesome). The lost soul ambush was also good. Tried it with brutal Doom first, but it broke the scripting so tried it vanilla and was pretty good except in the second level right at the end you push the glowing button and I believe two rooms were supposed to open up and then 4 sections in the main area open up to show hell Knights, but all that script was broken. The button made no indication it had been pressed, no light, no sound, and the only effect was it lowered the exit bars. A bit of a dissapointing end because I think that would have been a sweet fight.
The third level was the best in terms of interesting level design (although I didn't get to see the whole thing because the level immediately ended when I killed the cyber). The cyber encounter could have been good if that room was scaled up by maybe 400%, it had all the right elements but was so small and cramped it couldn't be used effectively and I had to just stick to the hallway outside.
The monster variety was the worst offender unfortunately, being extremely heavy on imps and demons and not much else, I got bored pretty fast with those.
Altogether I'd give it a B- for geometry detail and creativity, a C- for level design and complexity, a D for monster encounter design and difficulty, and a C- overall.
With that said, removing my Pro Doomer hat and just commenting as a layman, I've tried making Doom maps before and it is much harder and more time consuming than it looks at first, so this attempt is world's better than I've ever had the time to make, so I was impressed by that alone. Thanks for sharing!
I'm glad you mentioned Civvie when you mentioned adding a sewer section..
9/10
-1 for not including cacodemons
Oh but there is cacodemons! Give over that 10 🫴
Man I don't think I've ever finished a single damn map I've ever started. This is impressive
I've tried mapping. It is just too tedious for me. That's why I use an auto map generator. Now that i can handle doing. Just change a couple parameters and hit Build.
They're very 90s levels. Not terrible, but level design has evolved so much in the past 30 years.
Yeah definitely not like the slaughter levels of today
@@Bananokerdon’t worry about not holding up to slaughterwads, slaughter is usually a slop
in some places it evolved to be worst and much simpler. in some other cases, like within the doom community, i believe it has evolved to be very good. i think slaughtermaps are great, the good slaughter maps (as opposed to the Bad ones, which are just trivial luck based challenges) represent the best of doom gameplay, and what is possible to achieve with these great mechanics.
@@dfghj241 slaughterwads have a steep line between being mindless spam and well executed enemy design, as sad as it is, i admire the works of the likes of insanegazebo, ribbiks but also despise the maps that only get their name from absurd amounts of monsters without any real purpose
@dfghj241 The best slaughtermaps consider the unique gameplay attributes of each individual enemy, and build the level design around exploiting those and making them an enjoyable challenge to beat. I agree with you, there's a major difference between that and "Here's a room full of Mancubus and Revenants, enjoy!"
Lebron James hairline ate Shaq's free throws.
eating chicken noodles soup is like eating Rick Ross stretch marks out of the can
Eatn' a burger with no honeymustard.
missionary
@@FryManTheGreat , I don't need it when I have a marinade that is cooked into the hamburgers that I make, as well as some ketchup/catsup.
This kinda stuff sounds fun. I mean trying to make maps under an arbitrary set of rules. Not just because limitations breed creativity, errybody knows that, but also because I might actually *FINISH* a map sometime before I die.
But then the problem is, I don't know what arbitrary set of rules I should follow. I really don't want to be stuck using only vanilla assets though because then my choices are either bland techbase or cheesy hell. Which is great for the 90's but I don't really have any interest making a map like that. I guess I could do stuff with the bricks and concrete, though... oh and the marble textures are actually really nice.
Also I just really, REALLY like those worms from Freedoom and I insist on using them so I wouldn't abide by any rules that wouldn't let me. Love those lil wiggly guys.
Do you use the Flesh Worms from Freedoom as standard Pinky replacements, or do you change their mechanics at all?
These are really cool maps, I like the ideas you incorporate into them especially the flickering blue tech room!
Some things that I think your maps will greatly benefit from is to make much more non orthogonal rooms. Sure! Making Symmetrical and even rooms can be very appealing, but in my opinion I think that an asymmetrical and non orthogonal room can make things a lot more interesting and can give rooms a certain funk that makes it very pleasing to look at. Another thing is to focus a lot on lighting, it can honestly bring a lot of life to a level and can make rooms beautiful. Take a look at some of the classics, Alien Vendetta and Scythe 2 are some prime examples of maps that greatly benefit from its excellent lighting.
Another very important thing is height variation! This is something I'm STILL trying to incorporate into my own works but doing so has made combat and progression much better in my opinion. I prefer to try and use less lifts when making the player go to different heights as it often disrupts the flow of the map. This may sound silly but also try looking things at a speedrunners perspective. A fast, smooth, map that doesn't abrupt the players pace can really change how a map feels.
Lastly another thing that I would like to add is to use less doors. Much similar to using less lifts, doors changes the pace of a map and it can get annoying constantly opening doors that keep closing on you. I like to use floors instead that let the player access the next room, I try and make the player work for it. For example a large room with enemies in it and a door at the end of the room is much less engaging than lets say a staircase in the room that has a switch at the top raising a floor to the next area.
Keep it up. I love seeing new mappers to the community.
Nice feedback, thank you very much
Dose this guys mouth move when he talks it just sounds like a droning noise
🔈
It was very fun. The cyberdemon boss fight kept me on my toes.
I can make a whole megawad in just a couple of minutes. That's because I have Obsidian.
0:19 dude is the next doctor suess and he likes doom. SICK
Just played through the 3 maps -- I enjoyed them. They didn't suffer my usual pet peeves -- switches that unlock a door across the map that isn't obvious, spawning loads of enemies behind you at every chance, lack of ammo which turns doom into a Resident Evil game. Just straight forward Doom. The final boss fight was fun :)
You got potential, sir. I'm more than down to see what other ideas you can cook up for levels and maybe a whole megaWAD
Heck yeah! More Doom vids! Glad to see great Doom commentary and wad creation!
Eat a bagel eat a bagel
Just blasted my way through this in Project Brutality. This wad absolutely slays!
i'm putting map03 in my suicide note
edit: nvm i figured out the cheese
10/10, nice design, first Archie scared the shit out of me, good wad
It was so fun how doom was and . It was really cool seeing that, i hope they do it again
Your speed map wad was a fun romp so I definitely want to check this out after the video
Now it's getting good
My favorite maps are basically world war 3 in an slightly open area lol i like to add all the realm 667 mobs so i can customize colors and just set barons to barons hp wise but by the time i feel like i can play it's a godamn war of bright dangerous colors and imo it's ideal to basically infight everything for a solid 5, 10 mins. Those are my favorite maps.
I've found the key to the challenge vs ease dynamic is to make sure no reward in a map is given without some association of difficulty. A map with a tonne of medkits is too easy. A soul sphere in the middle of a room of Revenants is too hard. The middle ground is doing to equivalent of the 'Blue Key trap' from John Romero's E1M2. Want those health bonuses? Here's some Imps. Obviously it can be shaken up any number of ways, but as always the fundamentals are right there in Classic Doom.
2:54 Old Resident Evil games when You turn on the game:
Just beat your wad man! The Hell level was especially nice, that Cyber rocket duel was fun and intense in cramped corners. Architecture of the blood falls in the opening was fuckin beautiful
Ok, I'll get back to working on my wad
These maps look authentic, unlike the half baked stuff I've made in the past
Hey man! I see you're also a pretty small content creator! I'll actually do a blind gameplay of these maps since I'm really into doom! Bet I'm gonna have a good time!!!
Can you remake this in the psx style of doom?
Also this looking sick
The first one really looks like an early No Rest for the Living map, I wonder how an expanded episode would look.
Don't raise the floor to the ceiling and/or vice versa when making solid sectors, just delete the sector. It saves your sector count that way.
This is so cool can you make a wad to help me find my father?
No
@@Bananokerdamn
@@Bananoker damn
Sewers r not mandatory but they are a must
You should go back to this but make wall curves look smooth and add graphics. You my
Friend have a fantastic doom mod
your maps are good, i approve.
If you someday start using custom textures, you need to put a Sewer counter with the amount of sewers in your wads so Far
He did in fact make the doom maps of all time.
Also you map better than me (I did like 3 small maps). Do you think the speedmapping challenge accelerated your mapping skills? The breakpoint in mapping is mental exhaustion, but I think that I can overcome that when I map more. I hope you the best on your journey. Also don't forget the dynamic light feature of gzdoom, because you can make all kinds of interesting effects with point or globe lights.
I thought one of the fundamental parts of playing DOOM was dodging fireballs and lost souls not rockets. Those fucking things are everywhere especially in the second game
>The perfect Doom map
>Tested on GZDoom
Ehhh... nope
🗿
You're playing the game wrong!!!! STOP!!! lmao retards
Ehh... yes!
Ehh... Yes.
Because there's no wrong way to play Doom. Considering the map doesn't use any gameplay altering fancy scripts and tags, I'm sure it can be converted to Boom compatible (if not vanilla compat if visplane isn't an issue)
@@MakotoIchinose I like the GZDoom engine so it is what I use. Sometimes it seems like a bit much but I can enjoy all the little extras it has. I am not a vanilla player.
i play too much hardcore wads like sunlust swim with the whales so most maps that are difficult for normal players i find them pretty easy and mostly boring but most players will hate the kinds of map or wads i play. Non «doomgods» which im not one btw will appreciate this much more but damn is this a cool wad and really pretty
now make him oiled up
Needs more cacodemon
Content idea: You should do a SRB2 map as an April Fools joke
Yo please make more videos of you doom mapping!
m
Although I liked your earlier shorter maps somewhat more, I still enjoyed this one.
The final cybie could still be cheesed (was this intentional?), and I accidentally skipped the linedef for the hell knights at the end of map 2, so I had to open UDB to check how can I open their closets. 🙂
A quick suggestion: maybe if You script the switch, it can lower all three sector tags, making the easily skippable linedefs obsolete.
Are You planning on doing further maps? I would really like to play some more!
I'm not really that interested in more doom mapping content, as I am currently focusing on other gaming topics as well as improving production quality. Nonetheless, thank you for playing my maps!
@@Bananoker That's too bad, You have a real knack for this! 🙂
Do it again but made specifically for nightmare. (Optional)
I keep trying to make my own in udb but whenever I run it it plays the normal game, not my map
You should make a Terry trap next
Banana Bread.
Ok now make a megawad that remakes each doom 1 mission but only going off the names for each mission, not the actual layout
That's actually a really good idea
@@Bananoker oh really? thanks! if you actually do this, in e1m1, add the "landing pod" and the pod's "entrance latch" mentioned in Doom's manual and official guidebook respectively. I think that'd be a cool bit of continuity.
@@Bananoker and also for the Phobos Anomaly and Deimos Anamoly maps, the "Anomalies" refer to strange and ancient structures that are "ruptures in the fabric of space/time" and provide access to "interdimensional gateways" according to Doom's Guidebook. Just letting you know that so you can actually do something with these two levels if you want to do this.
Very fortune
wish i could make maps like u..
One thing you never should do is place enemies like you do when you aren't even done with the map yet, enemies and items are always the last pieces I add to a map. Good enemy placement is in my opinion much more important than fancy rooms and architecture.
Good advice
I wish i could map like you 😭
Interesting video
please make more doom content
Nice vid broski
Good video. Nice job.
awesome
Sewer count: 99999999
I think this is nice, heres my criticism:
-This does not need to be made for GZDoom at all, you could make it in boom or doom 2 format.
-Please stop calling it "Double barrel shotgun", its not just a double barrel shotgun, its the SUPER shotgun.
email him the maps for rating, pretty sure he will answer you
Nah he has butt cramps from shitty old DOS games and Daikatana to deal with
What tools do I need to make doom mods and maps?
For maps you can use a program like Doom Builder 2 or (as I did) Ultimate Doom Builder. For mods, I dunno.
@@Bananoker ok cool
Bro may I ask if this wad is compatible with Crispy Doom?
Idk lmao
How big are you're feet?
...
7 km
9:53 🤨
I don't trust you to read all my comments, I trust UA-cam to conveniently not display my comments though. 😎😎😎
The maps seem good but the video editing makes it confusing to follow.
Doom Mapping livestream livestreeeeeeam!! please. Or at least a 5 hour long video of you struggeling and swearing.
Nuh uh
civvie fan detected
but think about it man. if you're designing a map where "good players should not have to worry too much" than good players are taking a hit in their ability to enjoy the map right? this is begginers bias and frankly, it has no place in doom in 2024 (almost 31 years after the game has been released). mostly because
A) FPS gameplay is deeply ingrained in gamer culture, there is alot of what is called "legacy skill", so defining a not good doom player is harder than defining a good doom player.
B) 30 years of doom, the people who most play doom wads are minimally good at this game. i would say good enough in general that they would see a map designed in these begginer bias standarts as being trivial.
C) whats the FUN in beating a medium to low difficulty map?
anyway, thats my opinion.
11tn
i was the 1998th viewer i guess
Skibidi
First
Your maps are bland.
I played your wads with brutal doom. What you gonna do? Arrest me?
I beat both of your doom wads with only a chainsaw
congratulations
i wonder if the entire half life 2 story line could be remade in gzdoom and using teleport lines for multiple floors like myhouse.wad or just the maps
UA-camr Makes Non-Rectilinear Doom Level Challenge (IMPOSSIBLE)
You forgot the fundamentals of Doom. One of which being the developers desire to show off the non-right angle walls of the new non-Wolf3D engine. The second being abstract design.
Beveling every 90° corner in your rooms and perfectly straight hallways doesn't make it feel any less like a bunch of large rectangles with perpendicular walls.
Perfection is not a matter of adding more detailed sectors to your large rectangles.
Sorry I've just got that rectangle state of mind