Honestly, this is a solid early effort and has some creative ideas. A few general design pointers I'd give: - The more details there are on a wall texture that's manmade, like the STARTAN at the final room, the more jarring it is visually when it's on a bunch of walls at unusual angles, like the jagged secret hallway. I'd use more rocky textures for areas like that. - Think of ways to break up too much use of one texture to add some nice detail. Add a 32 unit panel of METAL2 or something, for instance. - Find some go-to textures to use for the inset walls of your door cubbies. DOORSTOP is a good one if your door cubby is only 8 pixels wide, but SUPPORT2, SUPPORT3, SHAWN2, or the light textures are also ones that I've seen get used for thicker cubbies. - If you have a wall that's lowering into damaging or liquid floor, use the linedef special that makes it change its texture when it lowers. It looks more realistic since the liquid would flow over it as it lowers. - Don't be afraid to change up the lighting in outdoor areas. I tend to darken areas with a higher floor that the player can't reach to give the illusion of even longer distances (like mountains and hills that the player or monsters can't get onto).
should be a honor to have your first msp played by decino:D i see a lot of beginner mistakes here but the architecture is pretty, hope we'll see more maps from thid author!
The structure of the map is really really good, it feels like what it is, a "Map 01". In the other hand the texturing had some strong parts (lightning and details like the yellow key lift, I really like that) but the walls are too grey, also a lot of tech-basey pannels that keep changing size, etc. I think if you are gonna use custom mechanichs like the jumpads, use a custom texture for it. (the jumpads are amazing tho) Also, the firepower is strange, for mid demons at least you have to give a SSG. and the plasma is a bit late on the map so it turns useless. at the time you've got it, already killed a lot of cacos, hellkinghts, an archie... and yeah, the music is important to make your map more "unique". Anyway, the map is cool, secrets are easy to find but also easy to miss if you play not paying attention. The exit part was cool too. A lot of potential, some tweaks here and there and it's done. Hope you read this, Gojiman! Keep it up.
The firepower does seem strange but I also think it's alright as you still have enough to deal with everything within this map without much issue, still a SSG or a bit more ammo would be nice. The plasma being so late I think is also fine as it feels like it's meant to help more for a continuous play through into later maps rather than being intended to use in this one.
This map shows what I really like about newer map makers. They kinda experiment. Like in that map you played some time ago and called it unorthodox, with strange texture choices and design. It brings something new to very familiar game. Every time I try to make a new map, I have that restriction of "make it look as much vanilla as you can" in my mind. And it's hard to get rid of. Newer map makers think completely free, thus bringing something new to doom map making \o/ P.S. maybe make a competition of gimmicky maps?
Yeah, I definitely like the more unusual maps. I don't know if there's a build of Doom that can do it, but I had an Unreal map I made years ago that was a 3D maze in water and the entire structure was non-Euclidean. Made for a great DM map with humans, but not so good for bots, even with every path hint in the world they would just drown.
You can definitely tell when a map is made with continuous play vs. single run in mind. The Plasma behind the red door with the key so late, as an example, at least hints to me it is meant ot be there to help the 2nd level more. Nothing wrong with that, imo. I know I tend to like campaign kinds of maps more than made purely with the mindset of a pistol start every time.
Seems like Goji is DOOMTuber shopping because David showcased this one as well 😂. Definitely a neat start, jump pads are an interesting idea, overall placement is fine, but the polishing can indeed do with a bit of work: we all learn by doing so keep it up! Editing note: you mentioned it already, but please do swap to some form of hardware rendering when mouse-looking. I suffer from motion sickness and software rendered mouse-look is incredibly nauseating. Could cope on this one as it wasn't used as much but it's really no fun.
i mean, i don't know what method he uses to select maps, but maybe he was trying some people cause he didnt know if he would be selected in decino's wheel of fortune
@@MatheusGomes-ej3mr oh it wasn't a blame or anything, I actually kind of like it "hey DOOM gods, play my map"... well god is a stretch for David... in a different way I guess😂
@@Qoko88 yeah, I started pondering after i wrote that down and his idea was very good, especially if he intend on making more maps, it was the easiest way to get people to give feedback to his work.
I like that the pillar of skulls was a subtle way to indicate the secret ending. Walking over the corpse to access the supercharge at the end of the level might be too obscure, though a slightly hidden switch or trigger to go with it might work well.
I have only watched your gamemechanics breakdown videos so far but i have to say your gameplay videos are also very entertaining Wish i watched them before but at least i have a lot of content to watch now while eating and studying lmao
While the use of Running from Evil bothers me a lot, I'll happily take this level of creativity and willingness to play around with extra engine funcions over sterile technical competence. Making a lift into a temporary bridge is a nice touch even for vanilla, the particles are always nice to see, and the jump pads are fun, while also way less janky than the damaging jump gems in Alcazar.
the design of that earlier room with the first hell knights and platforms with green sludge floor, good stuff, not annoying platforming where you actually have to platform, but still feels good and adds to the dynamics a good deal, especially with those imps and shotgunners surrounding (add more!) I like the classic DOOM and DOOM 2 music usage often enough (haven't overplayed them to the point where I don't enjoy hearing the song for a nice throwback - especially on a map that feels like a throwback)
yeah, loving the design of this as far as the architectural design/map layout - I like the textures quite a bit but agree there could be a BIT more variety to spice up the silver-grey (I tend to be more of a fan of that than most), if it had more mobs and weapons placed with a few more traps, it'd be a personal favorite I like how it's not saturated in ammo and health though, I think most maps give wayyy too much - still would have have had more rockets also, I like the idea of having ammo for weapons that aren't in the map if previous maps of the .wad did provide you with the weapon - that is part of the choice of pistol start, you don't get all the weapons necessarily and those who play continuous can utilize weapons they found previously - it truly changes the gameplay fundamentally and always prefer continuous play and maps designed with that in mind rather than just dumping ammo and weapons everywhere for pistol-starters who need to 'catch up' (like, no, you don't need tocatch up, that is why you chose pistol start!)
I keep seeing a 'different' texture on the 'short wall' in the one room, facing the 'up' before you go up, on the 'left side' (but not the left full wall)
Props to Gojiman1! Just played this one after seeing this video. Definitely not a perfect map, but I thought the jump pads were pretty creative! And the chaingun trap was hectic and fun.
Jump pads puzzles were very cool, it were even introduced well with easy jumps (yellow key) to harder ones (those caves with items in the sludge room).
5 หลายเดือนก่อน +14
It's a pretty neat map. My criticism: (1) secrets should be sector based, not item based, (2) it's too grey, and (3) there are some textures which are misaligned. Those three things, if fixed, would make for a really good map.
Yeah, after hearing 'megaarmor secret' I thought 'Uh-oh'. Though you probably can't get 200% armor on this map but still. Not a great idea (and also from surprise point of view)
Sometimes, just sometimes u coming to the case where item based secrets are better, also this would perfectly match if some kind of ambush trigger will be called right at item pickup. I have some of these in currently WIP map, i.e. strict decision between several items - when one is picked, other immediately disappears, and ambush begins.
Agreed on the sector based secrets because if you wanted you can then have the blue armor on easier dificulties and the green on harder ones, but the secret is a line def so it doesn't matter. Whether or not changing secrets based on difficulty is the done thing is another matter...
Although I don't mind the grey too much, a mega corp like the UAC would have a soulless corporate identity, I'm sure, but a tinly splash of colour goes a long way towards making a room look complete.
Back in the day when Unreal was what me and my friends would play together, I created a chain of maps and I named them alphabetically. I miss those days and those guys.
This map gives me a strong "what if 90s mappers had modern editing tools" vibes. Interesting ideas but some weird progression, especially making the red key a secret and placing it in such a way that you can't get the plasma rifle until you've already dealt with most of the tougher opposition. (And since you mentioned Plutonia: even it gave you a super shotgun and a rocket launcher relatively early, though of course it was also possible to face at least one Arch-Vile underpowered if you didn't know where they were!)
If you think of the map as being a part campaign intended for a continuous playthrough the progression of hiding the plasma behind a secret red key that you get near the end of the map makes sense as an optional bonus weapon that could help in the later maps. I think the firepower you have through the map is overall in a pretty good spot being enough in being able to deal with everything thrown at you without any real issues, though I wouldn't mind having a touch more ammo or even a SSG.
I've got a feeling I've seen this map before, maybe in a previous RAMP? It's still nice and a good effort for a beginner. And you gave some good advice there, Decino. :)
4:00 I actually disagree, I quite like that kind of Archvile use. Yes, your weapons suck, but a shotgun/chainsaw is enough to deal with it, and it's not placed around a lot of enemies that would be nightmarish to have resurrected. The potential resurrected targets are mild hazards, but can be dispatched extremely quickly with what you have, so the fight is mostly about handling the archvile itself, one on one. I much prefer that approach over the slaughter 'here's 9 archviles and 600 cells' mentality that a lot of maps have, it makes the archvile feel like an actual fight as opposed to a slightly different shaded target dummy, without pushing it too far into gruelling 'making you punch something 100 times is a totally fun consistency test' territory. Overall, the firepower pacing and visual polish of this map could have definitely been better, but it's a very promising and fun start. I like that it feels like a map with tangible progression. The jump pads are a really cool mechanic. I also actually quite like the pinky ambush at the end, it also falls into that nice category of not being a slaughter-type ambush and feel fair compared to where you are in the game. It's an attention check but not a deadly gotcha. In terms of the video itself, I have to admit the software rendered mouse look was a challenge. I don't normally get motion sick, but even I occasionally felt a little bit of vertigo. It was by no means insurpassable and was still a fun video to watch.
2:55 What happened with the Archvile fight was you got distracted by the particles and didn't notice the chaingun that was on a pedestal, trying to draw your attention and draw you into an ambush. Then you triggered the ambush without the chaingun by walking into the room without relowering the chaingun, because you never saw it, and then had to also fight the archvile without the chaingun. I think the encounter was designed to pull you into the zombieman ambush while still making rushing in the right choice, but the particle effects act as an attention roadblock. They should have been used to draw attention toward something important or to distract you from a trap, not just as ambience. I'm sure sometime soon there will be AI tools that break up flat colors and align textures. That's not nearly as important to me as a map doing things I have never seen before like the jump pads. A fight where you don't have quite enough ammo and are tempted to vault up the center tower for the yellow key instead of fighting -- that's an awesome kind of platforming design. Innovative map.
default music is fine, running from evil is always welcomed :) The environment is quite cool -> a mixture of E1 techbase and abandon mine, and does not lacking details. the jump device is also quite smart and unique design. Amo is really tight. Overall, i think it is a great map for starter!
I really like the idea of the jump pads but feel they could use a different image asset, and be sightly bigger. Also, having a particle effect on them to show that theyre active and usable might be a good touch
Someone telling me there are people out there still doing maps for this video game is mind blowing. This is not any type of hate comment, but wow, it seems like some people really got caught by this game. talented people to say the least.
Yeah I can see some flaws with this map here. But for the most part I do like this map & some interesting features that I really enjoyed here. Jump switch pads and some interesting textures that works pretty well. Is there any difference with the 3 random switches that does something in the area with 2 tall teleporters? 🤔 Well even then, this map as a whole is solidly good. Good work Gojiman1. 🙂
0:30 one thing I would add is maybe add some steps coming into the starting area, to give the impression of continuation. That is one of the things I loved about WADs like *Going Down* was how the end of each Wad was the beginning of the next one, which enhanced the feeling like it was an actual place. 9:55 the jump buttons are pretty clever. I think this is the first time I've seen something like that. I would love to see an arena where you have to use those to get over obstacles.
It's not a bad beginner map. I remember maps like these when zdoom was realtively new. It was around the same time void.wad had come out. Dude, I played the 1x1 project. Holy shit, I had to quit doom for a bit because it was tough.
Hey decino! So, brutal doom got a version 22. You should check out the Beta version its pretty cool! You should check out the video first, for the things added.
I actually love the Archvile placement. It's not so much of a threat as to be unfair and the only thing it can revive is zombiemen making it much less threatening. It's a cool use of a powerful enemy that adds moderate difficulty without breaking the game. But the weapons and ammo are horribly paced for this level. The red key secret needs to be much earlier to give a plasma or this needs more rockets, shells, and bullets early on. Or, go cliche and put a berserk pack earlier so you can punch things. i love the jump pads and they give Rise of the Triad vibes. I think they would be a cool recurring element to make this WAD stand out, but I think they are slightly over utilized in this map and the two teleporter jumps need to be tagged as secrets to reinforce the jump pad element of exploration. Overall a good map design that has some gameplay element issues. It definitely doesn't look like a first map.
I think the archvile arena wasn't too bad. Yes, Map01 isn't supposed to be hard so having a better weapon would be nice, but it looked to be pretty good as far as the physical space - a little cramped to create some challenge, but the nice, big wall in the middle means breaking line of sight with archie is piss easy!
Its genuinely weird to see people like Decino get amazed by the existence of things like particles, advanced colors on walls, 3D objects and things of that nature. In spite of the fact we live in a world with incredibly high graphics and stunning near--photorealistic gameplay in Unreal Engine, some Doom-tubers, because they literally only play doom for a living, seem to have almost forgotten that technology has advanced a long time ago and that things like "particle effects" are extremely standard and have existed for decades. You can tell he isn't faking his enthusiasm either - he hasn't played a modern game in so long, that he genuinely looks at particles with fear, fascination, and wonder - much like a caveman looking upon fire for the first time. Its fascinating, and to be honest, slightly concerning, but still, fascinating as a type of psychological study of how a human brain can revert to a more primitive conception of the world. One wonders how far this can go? If Decino only played Pong for years, would he be amazed by the introduction of colour? For the first time, blue paddles? Would he rave about it in excitement? I feel like he would. And it would be absolutely fascinating to observe from a psychological perspective, much like the Amish are fascinating to observe - from a safe distance of course! Who knows what kind of savagery such an uncivilized mind is capable of :P
i'm very guilty of this. i think it has more to do with seeing advanced stuff within the engine that you're used to being more primitive, espicially when you're expecting a map to be mostly vanilla style - then bam, particles! 3d floors! RAMPs! even though at this point i mostly know what gzdoom is capable of, every mapper uses things in different ways so you never really know what to expect (.❛ ᴗ ❛.)
Well, modern source ports also have some obscure features related to tics, like "shorttics" or "carry fractional tics", so there's more to tell about...
For anyone who wants to make a map but doesnt know how to change the name, youll need slade then you open your wad, you create a textpad in the wad named: MAPINFO you make it be on the top of the list and you write map MAP01 "Write what you want here" Like: map MAP01 "First map next map "Second map" next map " third map" Dont forget to use the Zdoom mapinfo launguage
@@decinoyeah thats the one, I think you should turn that on, that really messes with my head. Also just to make turning on the stat display a little more less annoying, you can leave kills, secrets and time on top right and just change the stat display from fraction from off so you just have to toggle that one option and not all three of them
Greetings Decino! I wanted to contact you vial email but i can't find it on your about page so i assume it's not public, it is possible to contact you in a non public platform?
@@decino Oh, I also forgot to mention, my wad is called "DOOM, but it was made by a dumb 11-year-old.wad" I hope you have as much fun playing it as I had making it!! :)
@@decino You are absolutely right. But it would be excellent if you go trough them like you did with the classics. Serious sam is a game close to my heart and seeing you go trough the classics was excellent and if u would go trought the HD versions that would be even more excellent :D You can do this! :D
i dunno. am not a mapper meself so Gojimon could take it with a grain of salt: I was with it in the first half of this experience. It's not very secrethunter friendly, so by the second half I was just wishing it was already over.
Hit detection for melee - quite unreliable in OG Doom and rapidly declining with enemy size, to the point where chainsawing (or punching) a mancubus or anything larger is ridiculously difficult
Honestly, this is a solid early effort and has some creative ideas. A few general design pointers I'd give:
- The more details there are on a wall texture that's manmade, like the STARTAN at the final room, the more jarring it is visually when it's on a bunch of walls at unusual angles, like the jagged secret hallway. I'd use more rocky textures for areas like that.
- Think of ways to break up too much use of one texture to add some nice detail. Add a 32 unit panel of METAL2 or something, for instance.
- Find some go-to textures to use for the inset walls of your door cubbies. DOORSTOP is a good one if your door cubby is only 8 pixels wide, but SUPPORT2, SUPPORT3, SHAWN2, or the light textures are also ones that I've seen get used for thicker cubbies.
- If you have a wall that's lowering into damaging or liquid floor, use the linedef special that makes it change its texture when it lowers. It looks more realistic since the liquid would flow over it as it lowers.
- Don't be afraid to change up the lighting in outdoor areas. I tend to darken areas with a higher floor that the player can't reach to give the illusion of even longer distances (like mountains and hills that the player or monsters can't get onto).
@@ItsBofu 😠😠😠😠😠😠😠😠😠
a rare sight: decino chainsawing a archvile
should be a honor to have your first msp played by decino:D
i see a lot of beginner mistakes here but the architecture is pretty, hope we'll see more maps from thid author!
you disgust me
honestly pretty solid for a first map
Babe wake up Decino uploaded a new blind playthrough
! didn't doze off, I swear!
It’s official decino is insane; Who in their right mind even thinks about chainsawing and archvile lol
Honestly not the worst enemy I've ever thought of chainsawing. I don't recommend trying that on like an Afrit or Annihilator.
What's the problem?
@@ULTRAOutdoorsman I dunno honestly lol, prob my skill issue, haven’t played doom without a trillion mods in a minute.
Normally, I'd agree, but I think he saw how easy it was to use the switches to break line of sight and figured he could make it work. And he did!
nah, this just skill issue with yous.
The structure of the map is really really good, it feels like what it is, a "Map 01". In the other hand the texturing had some strong parts (lightning and details like the yellow key lift, I really like that) but the walls are too grey, also a lot of tech-basey pannels that keep changing size, etc.
I think if you are gonna use custom mechanichs like the jumpads, use a custom texture for it. (the jumpads are amazing tho)
Also, the firepower is strange, for mid demons at least you have to give a SSG. and the plasma is a bit late on the map so it turns useless. at the time you've got it, already killed a lot of cacos, hellkinghts, an archie...
and yeah, the music is important to make your map more "unique". Anyway, the map is cool, secrets are easy to find but also easy to miss if you play not paying attention. The exit part was cool too.
A lot of potential, some tweaks here and there and it's done. Hope you read this, Gojiman! Keep it up.
The firepower does seem strange but I also think it's alright as you still have enough to deal with everything within this map without much issue, still a SSG or a bit more ammo would be nice. The plasma being so late I think is also fine as it feels like it's meant to help more for a continuous play through into later maps rather than being intended to use in this one.
This map shows what I really like about newer map makers. They kinda experiment. Like in that map you played some time ago and called it unorthodox, with strange texture choices and design. It brings something new to very familiar game. Every time I try to make a new map, I have that restriction of "make it look as much vanilla as you can" in my mind. And it's hard to get rid of. Newer map makers think completely free, thus bringing something new to doom map making \o/
P.S. maybe make a competition of gimmicky maps?
Yeah, I definitely like the more unusual maps. I don't know if there's a build of Doom that can do it, but I had an Unreal map I made years ago that was a 3D maze in water and the entire structure was non-Euclidean. Made for a great DM map with humans, but not so good for bots, even with every path hint in the world they would just drown.
05:35 Bruh, you meant to say "heck"!
Video reported for promoting terrorism.
Don't you mean Aych Eee Double Hockey Sticks?
You can definitely tell when a map is made with continuous play vs. single run in mind. The Plasma behind the red door with the key so late, as an example, at least hints to me it is meant ot be there to help the 2nd level more. Nothing wrong with that, imo. I know I tend to like campaign kinds of maps more than made purely with the mindset of a pistol start every time.
Seems like Goji is DOOMTuber shopping because David showcased this one as well 😂. Definitely a neat start, jump pads are an interesting idea, overall placement is fine, but the polishing can indeed do with a bit of work: we all learn by doing so keep it up!
Editing note: you mentioned it already, but please do swap to some form of hardware rendering when mouse-looking. I suffer from motion sickness and software rendered mouse-look is incredibly nauseating. Could cope on this one as it wasn't used as much but it's really no fun.
i mean, i don't know what method he uses to select maps, but maybe he was trying some people cause he didnt know if he would be selected in decino's wheel of fortune
@@MatheusGomes-ej3mr oh it wasn't a blame or anything, I actually kind of like it "hey DOOM gods, play my map"... well god is a stretch for David... in a different way I guess😂
@@Qoko88 yeah, I started pondering after i wrote that down and his idea was very good, especially if he intend on making more maps, it was the easiest way to get people to give feedback to his work.
There's something really wholesome about watching decino play peoples first maps!
We discovered jump pads when making Ethereal Breakdown on Doom 64. Fun and cool gimmick, also to use them in fights.
I like that the pillar of skulls was a subtle way to indicate the secret ending. Walking over the corpse to access the supercharge at the end of the level might be too obscure, though a slightly hidden switch or trigger to go with it might work well.
I have only watched your gamemechanics breakdown videos so far but i have to say your gameplay videos are also very entertaining
Wish i watched them before but at least i have a lot of content to watch now while eating and studying lmao
While the use of Running from Evil bothers me a lot, I'll happily take this level of creativity and willingness to play around with extra engine funcions over sterile technical competence. Making a lift into a temporary bridge is a nice touch even for vanilla, the particles are always nice to see, and the jump pads are fun, while also way less janky than the damaging jump gems in Alcazar.
the design of that earlier room with the first hell knights and platforms with green sludge floor, good stuff, not annoying platforming where you actually have to platform, but still feels good and adds to the dynamics a good deal, especially with those imps and shotgunners surrounding (add more!)
I like the classic DOOM and DOOM 2 music usage often enough (haven't overplayed them to the point where I don't enjoy hearing the song for a nice throwback - especially on a map that feels like a throwback)
yeah, loving the design of this as far as the architectural design/map layout - I like the textures quite a bit but agree there could be a BIT more variety to spice up the silver-grey (I tend to be more of a fan of that than most), if it had more mobs and weapons placed with a few more traps, it'd be a personal favorite
I like how it's not saturated in ammo and health though, I think most maps give wayyy too much - still would have have had more rockets
also, I like the idea of having ammo for weapons that aren't in the map if previous maps of the .wad did provide you with the weapon - that is part of the choice of pistol start, you don't get all the weapons necessarily and those who play continuous can utilize weapons they found previously - it truly changes the gameplay fundamentally and always prefer continuous play and maps designed with that in mind rather than just dumping ammo and weapons everywhere for pistol-starters who need to 'catch up' (like, no, you don't need tocatch up, that is why you chose pistol start!)
I keep seeing a 'different' texture on the 'short wall' in the one room, facing the 'up' before you go up, on the 'left side' (but not the left full wall)
The final secret was abit goofy, but I think this is a pretty good Map 1, especially for a 1st time creator
That reminded me of Bofu's secrets in Dominus Diabolicus, only less well executed.
I keep thinking d_runnin is going to go weird like my house.
I thought that too 😭 that wad has ruined me.
Props to Gojiman1! Just played this one after seeing this video. Definitely not a perfect map, but I thought the jump pads were pretty creative! And the chaingun trap was hectic and fun.
Those 2 high teleporters over the jump pads were intriguing.
We all know Decino
But we never saw Deciyes
Crazy
Delightfully messed up. Some interesting design, some surprises, some good ideas. This is a good first release. Well done, Gojiman1.
Jump pads puzzles were very cool, it were even introduced well with easy jumps (yellow key) to harder ones (those caves with items in the sludge room).
It's a pretty neat map. My criticism: (1) secrets should be sector based, not item based, (2) it's too grey, and (3) there are some textures which are misaligned. Those three things, if fixed, would make for a really good map.
Yeah, after hearing 'megaarmor secret' I thought 'Uh-oh'. Though you probably can't get 200% armor on this map but still. Not a great idea (and also from surprise point of view)
Sometimes, just sometimes u coming to the case where item based secrets are better, also this would perfectly match if some kind of ambush trigger will be called right at item pickup. I have some of these in currently WIP map, i.e. strict decision between several items - when one is picked, other immediately disappears, and ambush begins.
Agreed on the sector based secrets because if you wanted you can then have the blue armor on easier dificulties and the green on harder ones, but the secret is a line def so it doesn't matter. Whether or not changing secrets based on difficulty is the done thing is another matter...
Although I don't mind the grey too much, a mega corp like the UAC would have a soulless corporate identity, I'm sure, but a tinly splash of colour goes a long way towards making a room look complete.
yeah that secret should’ve been tagged after the wall fell
Ahh my favorite TH-cam Genre
European
This chad decino just uploads when he feels like it and leaves! 👑
I always love seeing when new mappers have a bunch of potential.
Excellent video worth watching.
Gotta say, I like the RotT-style jump-pads.
Feels like there is a little bit of Evilution to the visual style of this map which is nice for a change.
Excellent ideas for game play, considering first map.
Back in the day when Unreal was what me and my friends would play together, I created a chain of maps and I named them alphabetically. I miss those days and those guys.
ah nice a new video ! Loving your content like always !
Wow, this mapper is really really creative!!!!
Cool map! UAC is all yours!
glad to be the 400 like person , mr Decino is a nice map but the archvile was a suprise
This map gives me a strong "what if 90s mappers had modern editing tools" vibes. Interesting ideas but some weird progression, especially making the red key a secret and placing it in such a way that you can't get the plasma rifle until you've already dealt with most of the tougher opposition. (And since you mentioned Plutonia: even it gave you a super shotgun and a rocket launcher relatively early, though of course it was also possible to face at least one Arch-Vile underpowered if you didn't know where they were!)
If you think of the map as being a part campaign intended for a continuous playthrough the progression of hiding the plasma behind a secret red key that you get near the end of the map makes sense as an optional bonus weapon that could help in the later maps. I think the firepower you have through the map is overall in a pretty good spot being enough in being able to deal with everything thrown at you without any real issues, though I wouldn't mind having a touch more ammo or even a SSG.
I've got a feeling I've seen this map before, maybe in a previous RAMP? It's still nice and a good effort for a beginner.
And you gave some good advice there, Decino. :)
4:00 I actually disagree, I quite like that kind of Archvile use. Yes, your weapons suck, but a shotgun/chainsaw is enough to deal with it, and it's not placed around a lot of enemies that would be nightmarish to have resurrected. The potential resurrected targets are mild hazards, but can be dispatched extremely quickly with what you have, so the fight is mostly about handling the archvile itself, one on one. I much prefer that approach over the slaughter 'here's 9 archviles and 600 cells' mentality that a lot of maps have, it makes the archvile feel like an actual fight as opposed to a slightly different shaded target dummy, without pushing it too far into gruelling 'making you punch something 100 times is a totally fun consistency test' territory.
Overall, the firepower pacing and visual polish of this map could have definitely been better, but it's a very promising and fun start. I like that it feels like a map with tangible progression. The jump pads are a really cool mechanic. I also actually quite like the pinky ambush at the end, it also falls into that nice category of not being a slaughter-type ambush and feel fair compared to where you are in the game. It's an attention check but not a deadly gotcha.
In terms of the video itself, I have to admit the software rendered mouse look was a challenge. I don't normally get motion sick, but even I occasionally felt a little bit of vertigo. It was by no means insurpassable and was still a fun video to watch.
wugh. mouselook with that perspective warping gave me motion sickness... same reason i couldn't play the marathon games.
Hmmm, something tells me we will not be seeing decino videos for a time, the 9 months are up.
Check out the Patreon page. :-)
Mouse look in Doom is heresy!
2:55 What happened with the Archvile fight was you got distracted by the particles and didn't notice the chaingun that was on a pedestal, trying to draw your attention and draw you into an ambush. Then you triggered the ambush without the chaingun by walking into the room without relowering the chaingun, because you never saw it, and then had to also fight the archvile without the chaingun. I think the encounter was designed to pull you into the zombieman ambush while still making rushing in the right choice, but the particle effects act as an attention roadblock. They should have been used to draw attention toward something important or to distract you from a trap, not just as ambience.
I'm sure sometime soon there will be AI tools that break up flat colors and align textures. That's not nearly as important to me as a map doing things I have never seen before like the jump pads. A fight where you don't have quite enough ammo and are tempted to vault up the center tower for the yellow key instead of fighting -- that's an awesome kind of platforming design. Innovative map.
Nice run pumpkin man
oh wow the map immediately starts with a UDMF portal, pretty impressive for a first map
default music is fine, running from evil is always welcomed :) The environment is quite cool -> a mixture of E1 techbase and abandon mine, and does not lacking details. the jump device is also quite smart and unique design. Amo is really tight. Overall, i think it is a great map for starter!
I really like the idea of the jump pads but feel they could use a different image asset, and be sightly bigger. Also, having a particle effect on them to show that theyre active and usable might be a good touch
Not bad for the first map, mapper has some potential :)
great vid … thanks
the graphics seem to have more depth , in a way , almost like quake
Someone telling me there are people out there still doing maps for this video game is mind blowing. This is not any type of hate comment, but wow, it seems like some people really got caught by this game. talented people to say the least.
Yeah I can see some flaws with this map here. But for the most part I do like this map & some interesting features that I really enjoyed here. Jump switch pads and some interesting textures that works pretty well. Is there any difference with the 3 random switches that does something in the area with 2 tall teleporters? 🤔
Well even then, this map as a whole is solidly good. Good work Gojiman1. 🙂
All 3 switches do the same thing.
Oh okay then I just wanted to make sure. Thank you.
0:30 one thing I would add is maybe add some steps coming into the starting area, to give the impression of continuation. That is one of the things I loved about WADs like *Going Down* was how the end of each Wad was the beginning of the next one, which enhanced the feeling like it was an actual place.
9:55 the jump buttons are pretty clever. I think this is the first time I've seen something like that. I would love to see an arena where you have to use those to get over obstacles.
Hope you're all doing well anyways decino congratulations on having a beautiful new baby I wish the best for you your child and your misses 🙂🤝
the mouselook put me into a state of paralisys and physical pain
Maybe I'm a massochist, but I like the software rendered up and down angles. Looks funky and stuff.
@@dafoex you should be in an asylum
Hi decino
You are my hero
It's not a bad beginner map. I remember maps like these when zdoom was realtively new. It was around the same time void.wad had come out.
Dude, I played the 1x1 project. Holy shit, I had to quit doom for a bit because it was tough.
Hey decino! So, brutal doom got a version 22. You should check out the Beta version its pretty cool! You should check out the video first, for the things added.
Man, this software rendering after 20 minutes watching has translated IRL... my eyes are cursed 😳
I actually love the Archvile placement. It's not so much of a threat as to be unfair and the only thing it can revive is zombiemen making it much less threatening. It's a cool use of a powerful enemy that adds moderate difficulty without breaking the game.
But the weapons and ammo are horribly paced for this level. The red key secret needs to be much earlier to give a plasma or this needs more rockets, shells, and bullets early on. Or, go cliche and put a berserk pack earlier so you can punch things.
i love the jump pads and they give Rise of the Triad vibes. I think they would be a cool recurring element to make this WAD stand out, but I think they are slightly over utilized in this map and the two teleporter jumps need to be tagged as secrets to reinforce the jump pad element of exploration.
Overall a good map design that has some gameplay element issues. It definitely doesn't look like a first map.
It was entertaining how mindblown decino was by particles lol.
Another decino video 🍺!!
I think the archvile arena wasn't too bad. Yes, Map01 isn't supposed to be hard so having a better weapon would be nice, but it looked to be pretty good as far as the physical space - a little cramped to create some challenge, but the nice, big wall in the middle means breaking line of sight with archie is piss easy!
For your 200k sub special you should play tarachillax
I think I am forever going to think of this music as the MYHOUSE.WAD music.
software rendering mouselook gives me life.
Ooh, lights and doors in this mine? No way..
I'll never get used to that software renderer fov lol 👀🥴😆
Its genuinely weird to see people like Decino get amazed by the existence of things like particles, advanced colors on walls, 3D objects and things of that nature. In spite of the fact we live in a world with incredibly high graphics and stunning near--photorealistic gameplay in Unreal Engine, some Doom-tubers, because they literally only play doom for a living, seem to have almost forgotten that technology has advanced a long time ago and that things like "particle effects" are extremely standard and have existed for decades. You can tell he isn't faking his enthusiasm either - he hasn't played a modern game in so long, that he genuinely looks at particles with fear, fascination, and wonder - much like a caveman looking upon fire for the first time.
Its fascinating, and to be honest, slightly concerning, but still, fascinating as a type of psychological study of how a human brain can revert to a more primitive conception of the world. One wonders how far this can go? If Decino only played Pong for years, would he be amazed by the introduction of colour? For the first time, blue paddles? Would he rave about it in excitement? I feel like he would. And it would be absolutely fascinating to observe from a psychological perspective, much like the Amish are fascinating to observe - from a safe distance of course! Who knows what kind of savagery such an uncivilized mind is capable of :P
i'm very guilty of this. i think it has more to do with seeing advanced stuff within the engine that you're used to being more primitive, espicially when you're expecting a map to be mostly vanilla style - then bam, particles! 3d floors! RAMPs! even though at this point i mostly know what gzdoom is capable of, every mapper uses things in different ways so you never really know what to expect (.❛ ᴗ ❛.)
May we have a analysis about tics on doom? Also great vid btw and epic youtuber
A tic is 1/35th of a second where gameplay gets processed. That's it.
Oh, oh dang, that was quick
How about an analysis about how awesome your a youtuber?
Well, modern source ports also have some obscure features related to tics, like "shorttics" or "carry fractional tics", so there's more to tell about...
For anyone who wants to make a map but doesnt know how to change the name, youll need slade then you open your wad, you create a textpad in the wad named: MAPINFO you make it be on the top of the list and you write map MAP01 "Write what you want here"
Like:
map MAP01 "First map
next map "Second map"
next map " third map"
Dont forget to use the Zdoom mapinfo launguage
You're better off using UMAPINFO as it covers a wider range of source ports.
@@decino is it the same language?
doomwiki.org/wiki/UMAPINFO
@@decino thank you
@decino wait I don't get it should the name be umapinfo or mapinfo?
Only doom players do be staring at particles for that amount of time, is kinda bizzare
Anybody else wonder what a 10 Star ranking run of Silent Hill (specifically any of the first four) with Decino’s commentary would be like?
I've played Silent Hill 1 to 4 religiously back in the day so it wouldn't be totally unrealistic!
Hello decino
There is a way to make freelook not look so weird (as in the dimensions looking really wonky) just dont know how. Im gonna check tomorrow
Easy: by using hardware rendering instead of software.
If you set your rendering to "hardware accelerated" and sprite billboarding to "X/Y axis", vertical mouselook becomes a real pleasure.
@@decinoyeah thats the one, I think you should turn that on, that really messes with my head. Also just to make turning on the stat display a little more less annoying, you can leave kills, secrets and time on top right and just change the stat display from fraction from off so you just have to toggle that one option and not all three of them
Pretty Good!
decino you should do a chex quest analysis video
I've been out of the channel for weeks, and decino is looking up and down?! what happened?
I actually got a little motion sickness from watching this. 😅🙈😵💫
Say decino, what is your favorite doom mod ever? Mine is brutal doom mod!
Sprite fix mod.
Love your videos Decino! Do you enjoy Quake?
First two Quake games are awesome.
Greetings Decino! I wanted to contact you vial email but i can't find it on your about page so i assume it's not public, it is possible to contact you in a non public platform?
It is on my YT about page.
@@decino I assure you that it is not my friend, or at least its not visible for me :(
Check the Linktree on the about page. Seems like TH-cam hid the email feature for some reason.
@@decino Already sent!
Final Doom nightmare all items when?
Never.
@@decino *sad face* The 100% nightmare all items runs were my favourite
you play freelook with doom rendering without getting dizzy? 😂
i can't even play those without getting dizzy
wait u do viewer submissions now? epicccc!!!!! I'm trying to learn how to make doom maps so if i finish my wad can pls submit it?
Sure.
@@decino Yay!!!
@@decino There are two levels finished, would you like to try it out now? :)
Only when submitted like everyone else.
@@decino Oh, I also forgot to mention, my wad is called "DOOM, but it was made by a dumb 11-year-old.wad" I hope you have as much fun playing it as I had making it!! :)
so next time is the final submission.
Will you be picking the replacement for the rejected map after the playthrough?
After. Most likely during the 200k stream.
Pumpkin 🎃 Man!!!
Hey Decino, isn't about time to tackle the Serious Sam HD versions? Hellou!! :D
HD versions are terrible versus the classics. Awful physics, art direction, and no cool gravity rooms.
@@decino You are absolutely right.
But it would be excellent if you go trough them like you did with the classics. Serious sam is a game close to my heart and seeing you go trough the classics was excellent and if u would go trought the HD versions that would be even more excellent :D You can do this! :D
I won't. I really dislike HD.
@@decino Sad, very sad :D
i dunno. am not a mapper meself so Gojimon could take it with a grain of salt: I was with it in the first half of this experience. It's not very secrethunter friendly, so by the second half I was just wishing it was already over.
What did you mean at 5:13 when you said "Software rendering mouse look is very cursed, maybe I should change it to hardware rendering"?
Software-rendered mouselook works by stretching columns of pixels beyond the viewport whereas hardware is truly 3D.
I like it.
Mouselook fucked me up but very cool
Looking for different textures and alignment for secrets must tough in a new map makers map. A secret or mistake?
Am I going crazy or is there some kind of distortion or FoV weirdness? The vertical camera movement is throwing me off _way_ more than it should
Ah, the premature comment strikes again...
hey decino, do you know where i can find some custom doom midis to listen to?
Cammy's TH-cam channel.
what's difference gzdoom chainsaw and other source port chainsaw?
Better hit detection.
Hit detection for melee - quite unreliable in OG Doom and rapidly declining with enemy size, to the point where chainsawing (or punching) a mancubus or anything larger is ridiculously difficult
GZDoom fixes a lot of issues with hitboxes.
Okay I'm not going to demand a fists/pistol only playthrough of Doom 3 like I usually do, but I really do wanna see "TOO MANY SHOTGUNS"
Most maps are just grossly over ammoed.
Doesn't require any skill 8n playing if you have 6,000 cells
I really don't know why but in some of these clips, the camera just looks as if its zoomed in or something, am i tweaking or what?
It's the software rendered mouselook.
@@decino oohhh thx decino! :D
Hi! Which mode of Doom you play? In "beautiful doom" there are different options.
Description.
@@decino well.. beautiful doom - is a GZdoom mode :) one of addons for GZdoom :) (as a "brootal doom")
I don't know why everyone's saying this is a "solid" map. It's pretty bad.
The beauty of subjectiveness.