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Bri0che

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About Bri0che

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    Classic Lover.

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  1. Bri0che

    Some Boom maps

    Yo my dude, those maps came from nowhere ! I'm on MAP02 and what a blast, I'm loving everything in it, great work !
  2. Bri0che

    BlackJack Series

    MAP01 felt Wolfenstein-ish rather than Doom-ish, now I could say a lot of other things design wise, but I think you should start from here : - Your map felt big and empty, try to stick to more adapted dimensions. Just give a flow to your map so the player is more hyped to discover your map, this start with making doors, different geometries, teleporters, lift, floor movement. - Now, the combats, this is not as bad as your level design tbh, but the numerous invulnerability spheres all along are a bit of an overkill if you want my opinion… giving health and armor would be more reasonable, and more adapted to such fights with numerous wave of hitscanners and stuff… You should also try to spicy the fights and "trap" the player, with some trigger lines that open doors behind him or to the sides for exemple. Monsters can also teleport, this is another type of ambush, maybe a little bit tricky for a beginner, so just try trap doors for now. - Objectively, we can say your texturing is ugly, some pillars also use very specific textures that are usually used to be switches (the marble skull one). Exceptions exist, and it is possible to do cool stuff with an unconventional use of texture, but here they were really out of place, indeed I was expecting them to be actual switches. Also, you will need to properly align your textures for best aesthetic, you can find shortcuts on the editor you are using that do it all by itself : - Another last tips for aesthetic work, is the use of brightness and light effect. It's very simple to put and adds more salt very easily, if I may say so… - Finally, a map should ALWAYS have an exit, no matter the type of your map, even some deathmatch maps have an exit, this is to tell you... I hope this will help you, and don't despair, Doom's mapping is really fast to learn, one good month of practice can be well enough to learn more of 3/4 of the fundamentals, speaking of classic Doom I/Doom II format of cours.
  3. I am a big fan this far :D I always loved this charm of old maps done by very amateurish people that didn't knew anything about level design standards or level design by itself, but just made maps because they damn liked the game. Such maps really had a soul, despite sometimes being frustrating… You really kept that feeling, and "watered down" the frustrating part if I may say so. Really good work !
  4. Bri0che

    Marbles

    Good map, ammo management is required somewhat, no big deal since we give you a plasma rifle, and this tiny "ammo starvation" is fairly rebalanced later on the level anyway. Some texture misalignment indeed… The theme is respected, and I like this kind of "easy but don't sleep" gameplay.
  5. I just finished E1 a minute ago, neat last map ! Very cool :D I'm going through E2 right now…
  6. Bri0che

    Neith

    I was expecting much worst from what I've read just bellow, but in fact the angry guy in the comment was probably just too lazy to use an obvious berserk that is easy to find if you aren't blind… I'm not a great fan of ammo starvation either, but if only you use your brain, you'll understand that there is a lot of demon piñata that you easily punch from a safe distance instead of casually shooting them in sight and waste your ammo, and it's quite fun to gib them actually ! There are some confusing moments though, but nothing crazy either… Now, there are some sweet little design and decoration that I liked. The usual short map that isn't transcendant, but that you'll finish with satisfaction.
  7. Bri0che

    About level Doom level design

    I asked to myself this question so many time if you knew… It's not only about Doom, but others hobbies I have, like music and literature. Someone above said a similar thing, but sometimes doing a thing just and only because you like to do it is fine and may be a justification to do it so, all by itself. There is no game manual for life, you do whatever you want, and you will born, breath, and die exactly the same way as if you become a rich person or a poor unlucky man anyway… What I mean by this is that the value of a thing doesn't necessarily belong to be a "gain" of something, purely because this is ultra subjective ! See, having fun is the gain of Doom mapping to me, as it is for video games and the rest, it's nothing else.
  8. Well, this is really out of everything related here, but I would had liked to see how Frederic Chopin play its own pieces live, in a concert :D
  9. Action packed map that is enjoyable, 3 green armors was a bit overkill tho, and I wasn't fan of the Cyberdemon placement Good map anyway !
  10. Bri0che

    In the Mess of it

    A set that work pretty well :) Just found out that this is by the same creator of JNNHangar and stuff, and as its previous map this mapset is good while staying on basic stuff, also the layout feels a little bit less linear for the good. I still find that it is rather not enough decorated and blend sometimes, but it is ok. E1M8 was the little "challenge", fair last level ! +1 for the awersome secret level !
  11. All you said is well :) I've both Pistol Started and Continuous Played every single map to make the most fair balance I could provide, but this is seriously impossible to balance such two opposed game style. I believe Pistol Start is the more interesting way to play these maps, indeed because Continuous Play may feels more on the easy way, and dodge some level design effort I made, but nothing crazy though. Yes the Cyberdemon is just a figurant. I was considering deleting him before the release, because I knew people that like to 100% would maybe be frustrated about that, but I told to myself "you know what, f*ck, it's just a symbolic 1% left". When it come to fight diversity, I'm not the best to be fair, I simply can't afford to do better than ambushes and teleporting monsters x) but I assume that Doom doesn't have the best gameplay possibilities when it come to enemy encounter, maybe I'm wrong. E1M8 isn't that great, it's a fact that I know, the map will surely change before the final release. Anyway, thank's for playing, and have fun for the next E2 if you do it so. I had great fun to make those episodes this far, so I hope you will have as much fun as I had !
  12. Bri0che

    SINTER v1.0

    I'm really dubitative about this level… The two comments bellow me explain pretty well the problem. In a hand the map is just frustrating at best, in the other the concept is cool and would just had needed a little bit more polish so you can understand what's happening on the level. I didn't even finished the map to be honest, not my taste at all. A map should always be first try-able, if it is not you failed.
  13. Not necessarily haha, but a lot of E1 map names are inspired by other titles such as HL, Lethal Company, Alien Isolation… Such games that I've recently (re)played. Have fun ! :) You are telling me that I did not noticed that since all this time ??? Damn… Thank you for telling me !
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