Uploaded May 2019 | Updated September 2026, 2 weeks ago
Thread: doomworld.com/forum/topic/106468-d2-dumb-tiny-map-i-made-to-get-at-least-one-thing-finished
My post:
Hey man, this is solid as fuck. Good work on releasing this. The detailing and texture work makes the map a lot more interesting. The white light decoration was pretty cool. There are a few things I would have a look at:
- Combat is quite flat, adding some teleporting monsters or monster closets would spice it up.
- The map itself is actually fairly flat. Some more height variation would be nice.
- I'm not a fan of blocking linedefs where it looks like you should be able to go. I do like the idea of seeing over to the back to see the hellish influence but I think the dividing wall should be higher and you should see the redrock peaking (or even towering) above it.
- Your secrets show up on the automap, you can mark them to show as a regular 1 sided linedef in GZDB/DBX so as not to give away their position.
- The map is very easy, especially with the secrets. Being easy isn't necessarily a bad thing but when coupled with one dimensional combat encounters it doesn't make the gameplay overly engaging.
- The keys were hard to spot in the gibbed corpses, I ran right past the red key without realizing.
The mechanics of building the map and the creative flairs were solid, the next things to look at (IMO) are more varied/fun combat and maybe more height variation (that includes floors).
Thread: doomworld.com/forum/topic/106468-d2-dumb-tiny-map-i-made-to-get-at-least-one-thing-finished
My post:
Hey man, this is solid as fuck. Good work on releasing this. The detailing and texture work makes the map a lot more interesting. The white light decoration was pretty cool. There are a few things I would have a look at:
- Combat is quite flat, adding some teleporting monsters or monster closets would spice it up.
- The map itself is actually fairly flat. Some more height variation would be nice.
- I'm not a fan of blocking linedefs where it looks like you should be able to go. I do like the idea of seeing over to the back to see the hellish influence but I think the dividing wall should be higher and you should see the redrock peaking (or even towering) above it.
- Your secrets show up on the automap, you can mark them to show as a regular 1 sided linedef in GZDB/DBX so as not to give away their position.
- The map is very easy, especially with the secrets. Being easy isn't necessarily a bad thing but when coupled with one dimensional combat encounters it doesn't make the gameplay overly engaging.
- The keys were hard to spot in the gibbed corpses, I ran right past the red key without realizing.
The mechanics of building the map and the creative flairs were solid, the next things to look at (IMO) are more varied/fun combat and maybe more height variation (that includes floors).