[RELEASE] EDF Outpost "My first map released"
#1 Posted 11 November 2015 - 02:07 PM
EDFoutpost.zip (17.23K)
Number of downloads: 440
This post has been edited by Jolteon: 11 November 2015 - 02:15 PM
#2 Posted 11 November 2015 - 03:31 PM
Jolteon, on 11 November 2015 - 02:07 PM, said:
Firstly, welcome to the community!
Secondly, why releasing such an old map?
I mean, I feel you, I've started with Mapster32 recently and, as I played through the map, I saw many of the... 'mistakes' every new mapper do.
IMO it's the typical 'first map' where you try effects and the such, to get a feel of it and come up with ideas about using them in more suitable environments.
Anyway... constructive criticism time!
- There are TOO MANY enemies to deal with in TOO LITTLE space. (I blew myself up a couple of times.)
- The structure of the outpost is too squarish... but that's just my opinion.
- I have an habit of checking every screen I find, to see where the cameras are placed and all. In your map I only checked one of them: too many cameras! I mean, every corridor looked like the same and I ended up getting desperate to end my 'screen checking'. As I said before, IMO, it's a map to try out effects, but you should place cameras in interesting bits of the map (or to hint secret places )
- There are more doors aside from the 'Doom Door' (yes... it is the simplest door to build, but still...)
I hope you don't take my criticism personally and it helps you improve (should you build and release more maps, that is).
This post has been edited by Rhaisher: 11 November 2015 - 03:32 PM
#3 Posted 11 November 2015 - 04:04 PM
Rhaisher, on 11 November 2015 - 03:31 PM, said:
Secondly, why releasing such an old map?
I mean, I feel you, I've started with Mapster32 recently and, as I played through the map, I saw many of the... 'mistakes' every new mapper do.
IMO it's the typical 'first map' where you try effects and the such, to get a feel of it and come up with ideas about using them in more suitable environments.
Anyway... constructive criticism time!
- There are TOO MANY enemies to deal with in TOO LITTLE space. (I blew myself up a couple of times.)
- The structure of the outpost is too squarish... but that's just my opinion.
- I have an habit of checking every screen I find, to see where the cameras are placed and all. In your map I only checked one of them: too many cameras! I mean, every corridor looked like the same and I ended up getting desperate to end my 'screen checking'. As I said before, IMO, it's a map to try out effects, but you should place cameras in interesting bits of the map (or to hint secret places )
- There are more doors aside from the 'Doom Door' (yes... it is the simplest door to build, but still...)
I hope you don't take my criticism personally and it helps you improve (should you build and release more maps, that is).
Thank you for your feedback. I didn't had an account back then so I couldn't had released it. I do understand my mistakes, and hopefully my next map would be better (For I am making another map right now). I didn't took any of the criticism personally.
Rhaisher, on 11 November 2015 - 03:31 PM, said:
- There are TOO MANY enemies to deal with in TOO LITTLE space. (I blew myself up a couple of times.)
I actually had even more monsters on the map, but I did removed some (guess I should've remove more ).
Rhaisher, on 11 November 2015 - 03:31 PM, said:
I'll keep this in mind when I make more buildings.
Rhaisher, on 11 November 2015 - 03:31 PM, said:
Okay. (Reason why I have all those cameras in the first place was because I like Cameras )
Rhaisher, on 11 November 2015 - 03:31 PM, said:
I did learned how to make swinging doors, so my next map will include that.
#4 Posted 11 November 2015 - 05:29 PM
One of them had too little ammo - this one way too much but then if anything I preferhaving plenty of shotgun as I can concentrate on kicking some ass. I found the number of enemies fine but I guess its a personal thing.
Simplest improvement to map would be shading - for example simply darkening two oposite walls of a room, and behind those monitors would make it feel a lot more 3D. Also, with everywhere looking the same I did get a little lost at times. Also the scale of many of the doors were too tall ?
But that aside, plenty to kill, the ammo to do it, I got caught out a couple of times, worth a play
TTFN,
Jon
#5 Posted 11 November 2015 - 05:36 PM
Jolteon, on 11 November 2015 - 02:07 PM, said:
Jolteon, on 11 November 2015 - 02:07 PM, said:
Rhaisher, on 11 November 2015 - 03:31 PM, said:
Jolteon, on 11 November 2015 - 04:04 PM, said:
#6 Posted 11 November 2015 - 10:33 PM
The Mechanic, on 11 November 2015 - 05:29 PM, said:
One of them had too little ammo - this one way too much but then if anything I preferhaving plenty of shotgun as I can concentrate on kicking some ass. I found the number of enemies fine but I guess its a personal thing.
Simplest improvement to map would be shading - for example simply darkening two oposite walls of a room, and behind those monitors would make it feel a lot more 3D. Also, with everywhere looking the same I did get a little lost at times. Also the scale of many of the doors were too tall ?
But that aside, plenty to kill, the ammo to do it, I got caught out a couple of times, worth a play
TTFN,
Jon
The weird thing is I didn't even had light sources in any rooms once so ever. So realistically Everything would be dark. I didn't think about shading when i made the map (oops) so I should when i make another map. Either way thank you for playing. Glad you enjoyed it.
LeoD, on 11 November 2015 - 05:36 PM, said:
Well okay. Thank you for playing.
LeoD, on 11 November 2015 - 05:36 PM, said:
Really? I like salt too...
This post has been edited by Jolteon: 12 November 2015 - 10:18 AM
#7 Posted 14 November 2015 - 09:07 AM
I have nothing more to say : clean and straightforward map (Enter, get weapons and kill em all), remind me of old school games like wolf 3d (because of the ceilings all at the same height). Lots of ammo and life. You could have call it "Attack the block" ^^. As said before, a bit of shading and some variety in the textures or wall sprites could be nice.
Bye,
DotK3D
This post has been edited by DotK3D: 14 November 2015 - 09:09 AM
#8 Posted 14 November 2015 - 01:26 PM
DotK3D, on 14 November 2015 - 09:07 AM, said:
I have nothing more to say : clean and straightforward map (Enter, get weapons and kill em all), remind me of old school games like wolf 3d (because of the ceilings all at the same height). Lots of ammo and life. You could have call it "Attack the block" ^^. As said before, a bit of shading and some variety in the textures or wall sprites could be nice.
Bye,
DotK3D
Thank you for playing. I wasn't thinking that it could relate to wolf 3D until you mentioned it (Who knows, maybe I can make a map based on wolf 3D ). But yeah, there was some stuff I wasn't thinking about when making the map and I did of course made mistakes on it (not adding shading and not using different textures, even though they do have different colored stripes). Hopefully on my next map, I won't make the same mistakes as I did with this one. Again thanks for playing. Glad you enjoyed it.
DotK3D, on 14 November 2015 - 09:07 AM, said:
Good one.
#9 Posted 14 November 2015 - 09:40 PM
Good gameplay with respawns and what not though, that's new for a first map to me. Let's see another, remember you can place the same touch plate in surrounding sectors to make it inevitable that you will step on them.
#10 Posted 15 November 2015 - 03:27 PM
Sixty Four, on 14 November 2015 - 09:40 PM, said:
Good gameplay with respawns and what not though, that's new for a first map to me. Let's see another, remember you can place the same touch plate in surrounding sectors to make it inevitable that you will step on them.
Thank you for playing my map. There will probably be more maps I will make in the future. In fact, I am making a new map right now, but progress on it is slow though. I will be posting screenshots of this map when I work a little bit more on it. So stay tuned!
#11 Posted 20 November 2015 - 09:26 AM
This post has been edited by FistMarine: 09 December 2016 - 10:30 AM
#12 Posted 20 November 2015 - 11:19 AM
FistMarine, on 20 November 2015 - 09:26 AM, said:
Thank you for playing my map. Glad you enjoyed it.
FistMarine, on 20 November 2015 - 09:26 AM, said:
I was waiting for somebody to mention about that
FistMarine, on 20 November 2015 - 09:26 AM, said:
I forgot to mention that bug in the readme file! Idk why that happens though. Being it does use that ending is probably the reason why that happens (like you mentioned). I think it's just eduke32 bug, but i'm not sure.
#13 Posted 20 November 2015 - 01:02 PM
This post has been edited by FistMarine: 09 December 2016 - 10:31 AM