{Release} Halls Of Doom "A Doom inspired mini episode"
#1 Posted 08 September 2014 - 02:37 AM
Hope you'll like it!
Download: https://www.mediafir...tej97zv57r0xcuj
#2 Posted 08 September 2014 - 05:31 AM
#3 Posted 08 September 2014 - 05:44 AM
It was probably done as well as one could do such a thing in classic Duke, but I still think it doesn't really work very well, like Doom in Duke doesn't really stick.
The barrels were a nice addition but there was not a single moment where the player can actually put them to good use. Also I personally think there was not enough challenge in the enemy placement (played on Come Get Some).
The boss fight was good, probably the best part of the 3 maps.
I would have enjoyed it more if you actually made them in Doom.
This post has been edited by MetHy: 08 September 2014 - 05:44 AM
#4 Posted 08 September 2014 - 06:36 AM
#5 Posted 08 September 2014 - 07:08 AM
Edit: Also will be checking this episode out asap it looks nice
This post has been edited by Duke64Nukem: 08 September 2014 - 07:19 AM
#6 Posted 08 September 2014 - 07:29 AM
for me the maps looked a bit dull and the game play was dull and redundant as well.
the levels were short and very linear, weapon selection was pretty limited, and combat was mostly predictable.
i found the boss fight to be the best part.
nothing really stood out as memorable.
that's just me though. i'm sure others will enjoy it better than i.
still appreciate you making it and sharing.
#7 Posted 08 September 2014 - 08:48 AM
Forge, on 08 September 2014 - 07:29 AM, said:
the levels were short and very linear, weapon selection was pretty limited, and combat was mostly predictable.
Well, that was the idea - to create levels what are faithful to the original Doom (at least to the early levels), with very basic mapping and straightforward gameplay. Of course it's all predictable by now. Making these levels was actually an unusual thing for me, since I had to put less detail and less logic into the design. I'm surprised MetHy didn't find a single secret, though.
Have to admit, I was expecting that kind of feedback and I'm okay with that. I accomplished my task - to make Doom-faithful levels without using resources from Doom and I'm fine with the results. DN3D was somewhat inspired by Doom, and it was fun finding ways to combine both styles.
This post has been edited by zykov eddy: 08 September 2014 - 08:58 AM
#8 Posted 08 September 2014 - 09:12 AM
This post has been edited by Duke64Nukem: 12 December 2014 - 04:09 PM
#9 Posted 08 September 2014 - 09:52 AM
Can you please test the first two levels in deathmatch, btw?
Duke64Nukem, on 08 September 2014 - 09:12 AM, said:
This.
Also, making Doom-like secrets was probably the best part of the mapping process. Usually I don't put much effort into the secrets, but this project opened up some possibilities. I remember a "hidden locked door" secrets in doom, which you had to unlock by the key and I can remember feeling proud after finding them, so I absolutely had to include one in the project.
Sadly, DN3D has no "shoot the door to open" mechanic, otherwise I would include it as well.
This post has been edited by zykov eddy: 08 September 2014 - 10:17 AM
#10 Posted 08 September 2014 - 10:02 AM
zykov eddy, on 08 September 2014 - 08:48 AM, said:
I'm no big fan of boss fights, but this time I didn't even consider to chicken out by DNKROZ or leaving the game. Well done.
#12 Posted 08 September 2014 - 10:38 AM
Also I guess I'm not as good at finding Doom secrets as I am to find Duke ones.
#14 Posted 08 September 2014 - 03:37 PM
#15 Posted 09 September 2014 - 06:17 AM
This post has been edited by FistMarine: 09 December 2016 - 10:00 AM
#16 Posted 09 September 2014 - 06:32 AM
Just look. It's obvious. Different texture on the wall, a classic Doom fashion. It's not like I was trying to make the most obscured secrets possible, just pay some attention and you'll find 'em.
#17 Posted 09 September 2014 - 06:40 AM
#18 Posted 09 September 2014 - 06:55 AM
I think you captured the feel of each of the Doom episodes in each of your maps and I liked your music selection too. I found the secrets just fine, maybe because they felt similar to the most popular of the Doom episodes. However, I feel like everything is way too big in the Duke world and some enemy placement styles were a little overused.
I appreciate what you were doing with this mini episode but I like your other work more
#19 Posted 09 September 2014 - 07:37 AM
#20 Posted 09 September 2014 - 09:53 AM
zykov eddy, on 08 September 2014 - 09:52 AM, said:
it's not like that. you accomplished what you were trying to quite successfully.
maybe expectations were a little high:
the linear layout and redundant combat sequences just didn't feel that exciting or challenging.
even though the aesthetics were what you were after, the maps still look a bit dull and are pretty static. It's you, so maybe there was some expectation of a more dynamic atmosphere.
Doom maps have been done extensively; even though yours are probably better than most, it's still nothing new without your usual touch.
#21 Posted 11 September 2014 - 08:24 PM
i did not know the episode was made into a mod. so me and my friend play them usermap style on Steam and i just added the videos together
#22 Posted 12 September 2014 - 12:42 AM
#23 Posted 12 September 2014 - 06:11 AM
Forge, on 09 September 2014 - 09:53 AM, said:
maybe expectations were a little high:
the linear layout and redundant combat sequences just didn't feel that exciting or challenging.
even though the aesthetics were what you were after, the maps still look a bit dull and are pretty static. It's you, so maybe there was some expectation of a more dynamic atmosphere.
Doom maps have been done extensively; even though yours are probably better than most, it's still nothing new without your usual touch.
Oh well. Still, thanks for the review!
I'm fine with the feedback. The episode is straight forward and short, so I didn't expect it to be a hit or something. I just felt I needed to do something basic, just a little break from all that hardcoded/highly detailed stuff.
This post has been edited by zykov eddy: 12 September 2014 - 06:11 AM
#24 Posted 12 September 2014 - 08:41 PM
Micky C, on 12 September 2014 - 12:42 AM, said:
what i was saying is. i didn't know it was made into a mod, i just happened to have just found them on workshop before i found out that they were made into a mod. a friend of mine recently told me about this shortly after i had done the maps co-op style in Megaton