You have no idea how happy this video has made me. You really made my day, no, YEAR. I've actually submitted this map last year too, tweaked the traps a bit since then as they were even meaner than i intended. I was smiling from ear to ear the whole time as i watched you play, and your commentary really gave me goosebumps. I'd like to add that this isn't my first map as many of the commenters seem to think, it's in fact my fourth map. Also, besides the sky box (which isn't that visible in this map) i think freelook is importnat otherwise some traps would be unfair? Idk, i'm used to playing with freelook and haven't tested the map without it. Above all, i'm really glad you enjoyed your time playing it! Thank you so much Decino, and thank you to everyone who commented on this video. You guys have really made me happy!
Thank you for the submission! It's a fantastic map with some pretty evil traps and a great interconnected layout a lot of mappers can learn from. Keep it up, you're very talented and I'm sure a lot of people are looking forward to more of your works.
How much playtesting did you do before releasing this? It feels like the kinda project that's made with constant tweaking based on repeat runs. Taking note of what you do, and how to counter it, but not going too far as to be annoying. The Chaingunner in the toxic pit room with the Revenants feels like it was the perfect result of that. Stuff like the backtracking elevator switch as well.
@@fusrosandvich3738 I must've played it like 100 times if not more. Whenever i found a way to cheese a fight, i went back and made sure i could not do it. But i think the traps are all reliably beatable, with or without the secret items. As for that switch at the elevator, i've noticed from watching videos for decino and other doomtubers that backtracking is of utmost importance so i had to include it.
My guess is the mapper did a lot of study before making his first map. You can tell that he put a lot of thought into what he was doing. This map with all the details and ambushes took a lot of time to make, at least that’s my guess. Plus it’s punishing, he killed Decino after all. Yeah, that’s a hellish first impression.
Make no mistake, all the traps are supposed to kill you 😂 i think it would be frustrating on the first playthrough, but the traps can be approached in many ways once you know what to expect.
As a child, Johnny Cash took some singing lessons, and after a half hour, the teacher said "Son, i'm going to stop you right here. I can't teach you anything because you need to just keep on doing what you're doin." This dude needs to keep doin what he's doin
As someone who has made and released maps before, I have to say one thing to aspiring and new mappers. Only take constructive criticism. Doomworld has an awful lot of complainers, and listening to someone like that will make your mapping experience worse. I personally love making very hard, Endgame-Sunlust style maps, and I have had people straight up call maps I spent weeks making "Joke Maps" because the reviewer was unable to beat them. However, I also have gotten genuine constructive criticism before, and if I was going to ever return to the mapping scheme, listening to them would make my maps better. The person making this map has a bright future ahead of them if they wish to keep creating, because they made an awesome map with this one.
Thank you! I have received a complaint about enemy placement and ammo scarcity before. Someone even said the enemy placement is annoying, when i have beaten the maps with and without the secrets which are supposed to make the fights easier.
First time mapper can mean one of two things: 1) It is his first time mapping for Doom and this is just raw talent. 2) He has experience creating maps or levels in other games and is a first time mapping in doom.
this one is in stark contrast to the 'grove' one. I unironically love techbases, and this one is brutal! the design, enemy placement, even the secrets were fun! oh yeah!
I don't have any constructive criticism to add, I'll just put my 2 cents in and say that Mehlad is on the right track in terms of creating a sense of "place" as opposed to a map that feels like connected bits of geometry. As Decino pointed out right away, elevation differences, lighting, texture choices, theming, it's thoughtful and continuing to refine that sensibility is going to take you places.
Agreed. Yes, maps are just a "box" where we find different combat encounters and it's the combat that's what makes Doom fun (unless you're a masochist who likes platforming in Doom of course). HOWEVER, the map and its environment is like that bit of spice that can kick things up a notch. Maps can be very abstract too, but they still have to be something MORE than just a "series of corridors and boxes where you fight".
If this is mapper's first release... I imagine he either gifted or did a great deal of learning before. Or both. Anyway, it looks very cool and challenging. Yay, pinky did another кусь.
If... I, as a non map maker can even give my two cents on this map... It's AMAZING. The flow of the battles, the music, the atmosphere, the enemy placement. If i have just a little pet peeve with the map is that on the main room before the toxic waste is lowered, i feel an Archvile was needed if the secret was all those rockets, with all the corpses there 2 archviles teleporting at different times would have been a great fight to use the spaces and the pillars going up and down to give you a safe space. Other than that, if this was the Author's first maps... DAMN. He's going places.
5:24 I think the window design is grate! 10:15 I’m thinking you’re supposed to use infighting to conserve your ammo. 21:00 instinct would be to back away from the gunners; they hit the barrels behind you and blow you up. The best compliment I can give this map is that when you reached the end (with the elevator that takes you back to the beginning) I was hoping there was more to the map. I was kind of sad that it was over already.
That was a really good map. I appreciate your commentary in it too. I like when you pointed out little details, like the chaingunners that prevent camping. This play-through wasn't just a map showcase but an impromptu class on good map and gameplay design.
My guess, this is a first or early times Doom mapper, but a seasoned level designer for other games, because this map is really professional! In fact it reminds me somewhat of a monster Quake map from a set called Violent Rumble from last year.
Lmao at Decino's "calm down, dude!" (compliment) after the rocket launcher fight. I thought why doesn't Decino just run back the way he came, but that door closes! Very evil trap!!
Can't believe this map was made from a new mapper. Might be a pseudonym of seasoned veteran? Deadly but manageable encounters literally shout their creator's mapping experiences. Personally I was very surprised and impressed by the room where you saw revenants and mancubi outside with teleporting hell knight inside.
The rationing of ammo and health is really well done!! My understanding is that's usually very hard to play test for various difficulty levels (and player skill levels). Seeing Decino have to juggle his whole arsenal in order to stay in the fight was very satisfying to see!
For a beginner mapper this looks more like an advanced mapper. The visuals, enemy placements etc looks really well done. Definitely a wad playing through
Given the choice of texture and how it feels like a good wad; well thought out level using tropes reminiscent from some infamous mapers - it's kinda obvious the person whom made this learned a lot from the other people in the community and apply everything they could understand intelligently. Hell i'd wadger they tested it themselves. It would fit great inside Evilternity or BTSX.
It's the effect of accumulated knowledge. It raises the bar higher and higher, constantly. Then again this is far on the right side of the "first map quality" bell curve.
This was so well done and so brutal, I want to see his next map! Maybe a long gauntlet with ending and beginning in the same room but archies spawn when you click the button at the end. No ammo but the respawned chaingunners.
Just 4 maps up as of yet. I'm going for a full megawad, but it's gonna take longer than i expected. Ironically, the more i learn the harder mapping feels.
Holy Crap! For a relatively new mapper that was extremely impressive! You got some serious skills my dude! The visuals are amazing, every area feels real and looks like a real place! About the only thing I would say that could be considered criticism at all would be to suggest maybe play around with the lighting a little bit more. Darken some areas here and there and maybe make some areas only have a few limited light sources. Make those ambushes all the more terrifying and challenging! Speaking of which, well done with enemy placement and the way ambushes are set up! Putting those pinkies, specters, and chaingunners in just the right spots to deny retreating and camping made every fight intense! And having Revenants, Imps, and Mancubi sniping you at times forced quick reactions to avoid getting wrecked! Even Zombiemen were well used to chip away at your health while you're trying to prioritize more serious threats! Again, well done! Keep it up and you'll be a famous mapper in no time! Thanks for the amazing video and stay safe out there!
If this really is a first Doom map, then no way Mehlad hasn't done user maps for other games before. That, or like others said, he sat his butt down and studied the blade of linedefs until he got to this point. The map is extremely well thought out. You mentioned Ribbiks, and I agree, but the style of some of those traps struck me as more like Paul977, another spicy mapper. He likes to lay down some 'gotcha' tricks to his setpieces like those barrels - imagine backing up into them and a fireball or bullet setting them off.
Hey decino, just wanted to ask for some time. Some might have asked before (maybe even me, but I am _old_ and forgetting). Would you like having a series on how to create maps, MIDIs etc.? As you analize maps and give advises, it would be inspiring to see it structured, and/or collaborated with other mappers (who knows, maybe even cyriak)
I must say, watching you bob and weave through projectiles in this level has been a highlight of this map. Great job to the map maker, not only does the level look nice, but the enemy placement was well planned out
This is one of the best designed, both visually & gameplay-wise maps I've seen played on this channel...almost certain it's a veteran map maker who's having fun "smurfing" lol well played
Author might be "new" to doom mapping, but no way it's a new mapper in general. He probably was making stuff before, and with the knowledge of good combat and mapping tested on himself, experience from watching/playing good maps such as Sunlust, it's understandable how he can create a map like this so early on.
This isn't even just a great first map, there are maps in great wads by experienced mappers that are worse than this. The texture usage immediately stands out as fantastic and this person has an impeccable eye for using enemies for area denial. Great map!
Decino, I hope you can make a series (of sorts) highlighting maps from new or promising mappers. The maps don't have to be perfect (your feedback is very good too). I hope the format will encourage new mappers to continue improving their mapping skills because they see players actually playing/enjoying what they have created. Doom always needs fresh (mapmaker) blood!! 🎉
Also, I know it won't always be possible, but if the mapmakers can make a comment on your video playing their map so we can give them praise or ask them questions that would be awesome. I think the interactions were really good/positive the times when a mapper also had a YT account and made a post under your video playing their map.
The map layout for allot of those fights were really clever, I love when a room is designed to work in conjunction with a fight instead of a generic box where you strafe in a large circle with little to no threat. Only thing I could say that was rather mean was the hell knight that teleports on top of the player, evil.
There's new and 'new'. Like my friend's girlfriend from Germany, we spoke German with her for years until one day she finally got confident enough to start speaking Dutch. She wasn't speaking it before but she was studying. I guess mapmaking is similar, if you do a lot of reading and looking into what other people are doing before actually doing it yourself you'll be much better than someone who just downloads a doom editor and gives it a shot on their own.
It was funny that you said you were gojng to focus your criticism on gameplay rather than looks, because by the end of the map I think the lighting might be the only thing that could use some work. Love maps that loop around. Bits like the blue key, and the mega armour where you get taunted with an item that's so close but seemingly impossible to get to. Really like the switch at the end. When you get through a map like that it makes it feel so well connected, like a real facility and not just corridors and open spaces placed for gun fights.
This is either a naturally gifted new mapper, or as i'm observing in the community, experienced mappers releasing ambitious/experimental wads under pseudonyms...
Could be a new mapper. You never know how much time/effort was spent behind the scenes before a mapper created something up to their personal standards. Also there are a lot of tutorials available now... and a lot of great inspiration in the shape of other excellent megawads or maps!
I some doubts too. Using simple shapes and still making it look good takes time. I use to make build engine duke levels and it took me a year or so to get to a comparable level and that was looks not to mention enemy placement. So if this really is a newbie, I expect greatness in the future
I actually like this map. Very challenge but the map itself is really good for lots of details of Slimes and a very nasty traps almost all around you. 😬Ammers are not by much but at least it's durable. Dude Mehlad you did really well with this map. Secrets are not bad either so your getting easy stuff to plow through those enemies. Also keep your videos up as well decino. See you soon! 👏
Lots of dicey encounters, great visuals and atmosphere... I likey!!! Creative usage of multiple things, tho the moving pillars encounter was really cheesable, i would've got rid of the monster blocking linedef but instead add a button that makes a... Pillar wall being able to rise or close there (so it requires more than just going up the stairs) aand maybe make so Cacodemons spawn when you go up the stairs so you don't get tooo confy
I have a very hard time believing this is a new mapper! Top tier map layout, near perfect balancing. Maybe the texturing is a little too chaotic?? But that's such a nitpick. I *wish* my first maps looked anything like this. Seriously, the interconnected areas and how you move through them differently is some of the best I've seen.
you got a little comfortable with the idea of a newbie's map 😅man, I'm downloading every single submission you've played, these maps have been so good.
I think if the window ledge were a bit lower, making it more clear it was a step, it would be more obvious that you're meant to bail out into the nukage
@Aircraft Carrier Wo-Class Yeah I get that. But any trap that spawns enemies right ontop of the player for pretty much unavoidable damage isnt the best design IMO. Its not a terrible trap by any means just not my flavor
Looks great. If that's genuinely the work of a new mapper then hats off. If I have a criticism, it's that the fight behind the blue door isn't as challenging as it's set up to be, with all that ammo and health, and a free supercharger. Either the mapper overestimated the challenge or you found a way to cheese it he hadn't anticipated. What was the point of the monster-blocking linedefs?
Wow I am actually blown away by this map I personally really liked the design of the level the combat looked really good those traps as well I mean yeah those were pretty bad in a good way though. I really would be interested to know what their inspiration was for making this level more in the sense of what wads inspired their design choices for this level if any wads influence them in how they wanted the combat to be in difficulty because like this map was really well done I wouldn't have thought for a moment that this was someone new to mapping like if they generally are new to it then they have so much potential and promise I'd be really interested to see what they will be making in the future I'd even go as far as saying that they could be winning caco awards in the future if this is what their making now when new to mapping. Is it caco awards on the doom world website I'm going to have to check that I'm sure it is but yeah anyway brilliant work and with that as always cheers for upload decino
freelook without autoaim is my preferred way to play, it's great to see someone use it who knows what they're doing :D (it helps if the setting reverts to autoaim apparently :D )
Excellent map. There is only one tiny mini thing that could be improved. The first lift that is open by a panel that grants access. I think it would've been better if the panel revealed a switch next to the elevator. We did see Decino backtracking a lot and every time he went to that elevator, looked around and then went a bit back to the panel to bring the elevator down. There is no point hindering player mobility in areas that have already been conquered. This applies to providing shortcuts too. (There were enough shortcuts in this level, no complaint here.)
You have no idea how happy this video has made me. You really made my day, no, YEAR. I've actually submitted this map last year too, tweaked the traps a bit since then as they were even meaner than i intended. I was smiling from ear to ear the whole time as i watched you play, and your commentary really gave me goosebumps. I'd like to add that this isn't my first map as many of the commenters seem to think, it's in fact my fourth map.
Also, besides the sky box (which isn't that visible in this map) i think freelook is importnat otherwise some traps would be unfair? Idk, i'm used to playing with freelook and haven't tested the map without it.
Above all, i'm really glad you enjoyed your time playing it! Thank you so much Decino, and thank you to everyone who commented on this video. You guys have really made me happy!
Thank you for the submission! It's a fantastic map with some pretty evil traps and a great interconnected layout a lot of mappers can learn from. Keep it up, you're very talented and I'm sure a lot of people are looking forward to more of your works.
Great map and great play through.
How much playtesting did you do before releasing this? It feels like the kinda project that's made with constant tweaking based on repeat runs. Taking note of what you do, and how to counter it, but not going too far as to be annoying.
The Chaingunner in the toxic pit room with the Revenants feels like it was the perfect result of that. Stuff like the backtracking elevator switch as well.
@@fusrosandvich3738 I must've played it like 100 times if not more. Whenever i found a way to cheese a fight, i went back and made sure i could not do it. But i think the traps are all reliably beatable, with or without the secret items. As for that switch at the elevator, i've noticed from watching videos for decino and other doomtubers that backtracking is of utmost importance so i had to include it.
I like the deviousness of this map. And the fast forward feature Decino was forced to employ.
My guess is the mapper did a lot of study before making his first map. You can tell that he put a lot of thought into what he was doing. This map with all the details and ambushes took a lot of time to make, at least that’s my guess. Plus it’s punishing, he killed Decino after all. Yeah, that’s a hellish first impression.
Make no mistake, all the traps are supposed to kill you 😂 i think it would be frustrating on the first playthrough, but the traps can be approached in many ways once you know what to expect.
This mapper is going places if they are new. This is really good
Your so right if they generally are new to mapping and this is the kind of map's they are making now then they have so much potential and promise
@@Ben_of_Langley I think it's not a team but just one guy who made the map
@@osmarwinelionaiker4203 when did someone ask that?
@@jakeisthedoctor2308 I'm confused lol
@@osmarwinelionaiker4203 I didn't actually know if it was one guy or a team I was assuming it was one guy but cheers for the reply
As a child, Johnny Cash took some singing lessons, and after a half hour, the teacher said "Son, i'm going to stop you right here. I can't teach you anything because you need to just keep on doing what you're doin."
This dude needs to keep doin what he's doin
As someone who has made and released maps before, I have to say one thing to aspiring and new mappers. Only take constructive criticism. Doomworld has an awful lot of complainers, and listening to someone like that will make your mapping experience worse. I personally love making very hard, Endgame-Sunlust style maps, and I have had people straight up call maps I spent weeks making "Joke Maps" because the reviewer was unable to beat them. However, I also have gotten genuine constructive criticism before, and if I was going to ever return to the mapping scheme, listening to them would make my maps better. The person making this map has a bright future ahead of them if they wish to keep creating, because they made an awesome map with this one.
You know what they say, don't accept criticism from someone you wouldn't take advice from
Thank you! I have received a complaint about enemy placement and ammo scarcity before. Someone even said the enemy placement is annoying, when i have beaten the maps with and without the secrets which are supposed to make the fights easier.
First time mapper can mean one of two things: 1) It is his first time mapping for Doom and this is just raw talent. 2) He has experience creating maps or levels in other games and is a first time mapping in doom.
This looks like a Cyriak map and I dig it
Plays like one too.
That switch on the beginning elevator to allow backtracking is a feature that needs to be in EVERY map.
I Totally agree with you, back tracking should always be possible.
this one is in stark contrast to the 'grove' one. I unironically love techbases, and this one is brutal! the design, enemy placement, even the secrets were fun! oh yeah!
I don't have any constructive criticism to add, I'll just put my 2 cents in and say that Mehlad is on the right track in terms of creating a sense of "place" as opposed to a map that feels like connected bits of geometry. As Decino pointed out right away, elevation differences, lighting, texture choices, theming, it's thoughtful and continuing to refine that sensibility is going to take you places.
Agreed. Yes, maps are just a "box" where we find different combat encounters and it's the combat that's what makes Doom fun (unless you're a masochist who likes platforming in Doom of course).
HOWEVER, the map and its environment is like that bit of spice that can kick things up a notch. Maps can be very abstract too, but they still have to be something MORE than just a "series of corridors and boxes where you fight".
Thank you do much for your invaluable feedback! I really needed this 😭
Maybe this is where the barrels were made, which is why there were so many of them in the storage.
For a new mapper, they've clearly done their homework
Only thing that hints for new mapper is the ammo management and even that isn't too bad
If this is mapper's first release... I imagine he either gifted or did a great deal of learning before. Or both. Anyway, it looks very cool and challenging.
Yay, pinky did another кусь.
If... I, as a non map maker can even give my two cents on this map...
It's AMAZING. The flow of the battles, the music, the atmosphere, the enemy placement. If i have just a little pet peeve with the map is that on the main room before the toxic waste is lowered, i feel an Archvile was needed if the secret was all those rockets, with all the corpses there 2 archviles teleporting at different times would have been a great fight to use the spaces and the pillars going up and down to give you a safe space.
Other than that, if this was the Author's first maps... DAMN. He's going places.
5:24 I think the window design is grate!
10:15 I’m thinking you’re supposed to use infighting to conserve your ammo.
21:00 instinct would be to back away from the gunners; they hit the barrels behind you and blow you up.
The best compliment I can give this map is that when you reached the end (with the elevator that takes you back to the beginning) I was hoping there was more to the map. I was kind of sad that it was over already.
I counted about 14 times I would have been destroyed, but Decino is a master at squeezing out of danger. Excellent map!
A strangely unique and nice looking map. I ought to look into this WAD
The fast forward was an unexpected giggle
That was a really good map. I appreciate your commentary in it too. I like when you pointed out little details, like the chaingunners that prevent camping. This play-through wasn't just a map showcase but an impromptu class on good map and gameplay design.
the worst part of this map is that it ends. I was having fun watching it :)
My guess, this is a first or early times Doom mapper, but a seasoned level designer for other games, because this map is really professional! In fact it reminds me somewhat of a monster Quake map from a set called Violent Rumble from last year.
Lmao at Decino's "calm down, dude!" (compliment) after the rocket launcher fight. I thought why doesn't Decino just run back the way he came, but that door closes! Very evil trap!!
This was an incredibly fun map to watch. Hats off to the mapper.
Can't believe this map was made from a new mapper. Might be a pseudonym of seasoned veteran? Deadly but manageable encounters literally shout their creator's mapping experiences. Personally I was very surprised and impressed by the room where you saw revenants and mancubi outside with teleporting hell knight inside.
Just because he's a new mapper doesn't mean he has to give it away. He watched, learned, and yes he was mean!
Odd. My comments on shorts videos landed here.
If this is a first mapping effort, it comes from a _lot_ of in-depth analysis of how well-made maps flow.
What a good level! I wasn't expecting that death mid-map honestly, these traps were powerful.
We didn't expect to see decino so afraid of traps on a creator's first map, and all of them fair traps.
For a first time mapper. Kudos. He must have watched hundreds of playthroughs and learned how to position the enemy and obstacles, just right,
That, and I've been playing doom ever since i was 7 🫣
@@danceswithrevenants3407 What can I say.
The rationing of ammo and health is really well done!! My understanding is that's usually very hard to play test for various difficulty levels (and player skill levels). Seeing Decino have to juggle his whole arsenal in order to stay in the fight was very satisfying to see!
This mapper just might have a future👌🍻🤘
For a beginner mapper this looks more like an advanced mapper. The visuals, enemy placements etc looks really well done. Definitely a wad playing through
Given the choice of texture and how it feels like a good wad; well thought out level using tropes reminiscent from some infamous mapers - it's kinda obvious the person whom made this learned a lot from the other people in the community and apply everything they could understand intelligently. Hell i'd wadger they tested it themselves.
It would fit great inside Evilternity or BTSX.
Ceilings are an under-appreciated aspect of visual design, and this map has some really good ones.
Wow! Remember the days when a first map meant a few box rooms and some badly placed monsters? Times have certainly changed.
They had to. The skills my father learned in college physics are now part of highschool physics.
It's the effect of accumulated knowledge. It raises the bar higher and higher, constantly.
Then again this is far on the right side of the "first map quality" bell curve.
The beast of a map that is Deus Vult 1 (aka. The Dean of Doom's second most disliked map) is also it's author's first map.
I hope this guy keeps making maps. Very impressive.
This was so well done and so brutal, I want to see his next map! Maybe a long gauntlet with ending and beginning in the same room but archies spawn when you click the button at the end.
No ammo but the respawned chaingunners.
I would love to see this wad get a full play-thru!
Just 4 maps up as of yet. I'm going for a full megawad, but it's gonna take longer than i expected. Ironically, the more i learn the harder mapping feels.
Damn this map... Just... damn... Hope more will Come later from this creator
This is a really neat map. Last time I saw ambushes that enjoyable to watch was probably that Hotel California map.
Holy Crap! For a relatively new mapper that was extremely impressive! You got some serious skills my dude! The visuals are amazing, every area feels real and looks like a real place! About the only thing I would say that could be considered criticism at all would be to suggest maybe play around with the lighting a little bit more. Darken some areas here and there and maybe make some areas only have a few limited light sources. Make those ambushes all the more terrifying and challenging! Speaking of which, well done with enemy placement and the way ambushes are set up! Putting those pinkies, specters, and chaingunners in just the right spots to deny retreating and camping made every fight intense! And having Revenants, Imps, and Mancubi sniping you at times forced quick reactions to avoid getting wrecked! Even Zombiemen were well used to chip away at your health while you're trying to prioritize more serious threats! Again, well done! Keep it up and you'll be a famous mapper in no time! Thanks for the amazing video and stay safe out there!
If this really is a first Doom map, then no way Mehlad hasn't done user maps for other games before. That, or like others said, he sat his butt down and studied the blade of linedefs until he got to this point. The map is extremely well thought out.
You mentioned Ribbiks, and I agree, but the style of some of those traps struck me as more like Paul977, another spicy mapper. He likes to lay down some 'gotcha' tricks to his setpieces like those barrels - imagine backing up into them and a fireball or bullet setting them off.
I like the fast forwarding to your most recent "checkpoint".
Did this guy go to the Casali Bros School of map-making? Because I'm getting Plutonia vibes with these EVIL traps!
Dead 😂😂😂
For a “new map crater” this is good
Thumbs up to the mapper! That was pretty brilliant ❤
the textures are definitely a big plus on this level's design
Hey decino, just wanted to ask for some time. Some might have asked before (maybe even me, but I am _old_ and forgetting). Would you like having a series on how to create maps, MIDIs etc.? As you analize maps and give advises, it would be inspiring to see it structured, and/or collaborated with other mappers (who knows, maybe even cyriak)
There were a few evil traps, oh man. It's a very difficult map. Also beautiful, congratulations to author! Such a masterpiece
Great map, thx. Btw, due to free look I had better feeling where are you looking amd aiming at, was quite interesting. Thanx!
I must say, watching you bob and weave through projectiles in this level has been a highlight of this map. Great job to the map maker, not only does the level look nice, but the enemy placement was well planned out
This is one of the best designed, both visually & gameplay-wise maps I've seen played on this channel...almost certain it's a veteran map maker who's having fun "smurfing" lol well played
This is incredible for a new mapper or for anyone!
Author might be "new" to doom mapping, but no way it's a new mapper in general. He probably was making stuff before, and with the knowledge of good combat and mapping tested on himself, experience from watching/playing good maps such as Sunlust, it's understandable how he can create a map like this so early on.
This is one of the best maps I have seen awhile. Awesome job to the mapper.
This isn't even just a great first map, there are maps in great wads by experienced mappers that are worse than this. The texture usage immediately stands out as fantastic and this person has an impeccable eye for using enemies for area denial. Great map!
There is no camping in this map, thank you!
And he is new mapper? what!? Art. Doom Art.
Pumpkin man: I'll judge on the basis of combat.
*Combat judges him instead* XD
11:22 Turns out those walls were sus after all... :P
Decino, I hope you can make a series (of sorts) highlighting maps from new or promising mappers. The maps don't have to be perfect (your feedback is very good too). I hope the format will encourage new mappers to continue improving their mapping skills because they see players actually playing/enjoying what they have created. Doom always needs fresh (mapmaker) blood!! 🎉
Also, I know it won't always be possible, but if the mapmakers can make a comment on your video playing their map so we can give them praise or ask them questions that would be awesome. I think the interactions were really good/positive the times when a mapper also had a YT account and made a post under your video playing their map.
The map layout for allot of those fights were really clever, I love when a room is designed to work in conjunction with a fight instead of a generic box where you strafe in a large circle with little to no threat. Only thing I could say that was rather mean was the hell knight that teleports on top of the player, evil.
Hell of a nasty trap at 12:40 the one solitary doom guy corpse is testament to that
There's new and 'new'.
Like my friend's girlfriend from Germany, we spoke German with her for years until one day she finally got confident enough to start speaking Dutch. She wasn't speaking it before but she was studying.
I guess mapmaking is similar, if you do a lot of reading and looking into what other people are doing before actually doing it yourself you'll be much better than someone who just downloads a doom editor and gives it a shot on their own.
It was funny that you said you were gojng to focus your criticism on gameplay rather than looks, because by the end of the map I think the lighting might be the only thing that could use some work.
Love maps that loop around. Bits like the blue key, and the mega armour where you get taunted with an item that's so close but seemingly impossible to get to. Really like the switch at the end.
When you get through a map like that it makes it feel so well connected, like a real facility and not just corridors and open spaces placed for gun fights.
This is either a naturally gifted new mapper, or as i'm observing in the community, experienced mappers releasing ambitious/experimental wads under pseudonyms...
Could be a new mapper. You never know how much time/effort was spent behind the scenes before a mapper created something up to their personal standards. Also there are a lot of tutorials available now... and a lot of great inspiration in the shape of other excellent megawads or maps!
The visuals are great, the gameplay too, nice run :)
Man, this round of submissions is getting so cool, cant wait to get my hands in most of the maps.
sped up sections look funny as hell, thanks for keeping them in Decino
I some doubts too. Using simple shapes and still making it look good takes time. I use to make build engine duke levels and it took me a year or so to get to a comparable level and that was looks not to mention enemy placement. So if this really is a newbie, I expect greatness in the future
I actually like this map. Very challenge but the map itself is really good for lots of details of Slimes and a very nasty traps almost all around you. 😬Ammers are not by much but at least it's durable. Dude Mehlad you did really well with this map. Secrets are not bad either so your getting easy stuff to plow through those enemies. Also keep your videos up as well decino. See you soon! 👏
A little waste of ammo in the first run.
But this map is great, downloading it right now.
p.s. 15:13 i love this hell knight trap🤣
Lots of dicey encounters, great visuals and atmosphere... I likey!!!
Creative usage of multiple things, tho the moving pillars encounter was really cheesable, i would've got rid of the monster blocking linedef but instead add a button that makes a... Pillar wall being able to rise or close there (so it requires more than just going up the stairs) aand maybe make so Cacodemons spawn when you go up the stairs so you don't get tooo confy
Wow, that was intense! Nice map!
I have a very hard time believing this is a new mapper! Top tier map layout, near perfect balancing. Maybe the texturing is a little too chaotic?? But that's such a nitpick. I *wish* my first maps looked anything like this. Seriously, the interconnected areas and how you move through them differently is some of the best I've seen.
Some really cool traps here, and great nukage use. Definitely applause worthy.
you got a little comfortable with the idea of a newbie's map 😅man, I'm downloading every single submission you've played, these maps have been so good.
Great map. Great atmosphere. I enjoy a good trap/ambush, but 15:12 types are always a no-no for me. My only criticism.
after he kills the second hell knight it's funny to watch the revenant wailing away at the mancubus through the window
I think if the window ledge were a bit lower, making it more clear it was a step, it would be more obvious that you're meant to bail out into the nukage
I think the point was to push the player out of the room entirely into the larger space with the revenants and mancubi. It's an anti-camping trap.
@Aircraft Carrier Wo-Class Yeah I get that. But any trap that spawns enemies right ontop of the player for pretty much unavoidable damage isnt the best design IMO. Its not a terrible trap by any means just not my flavor
Probably could achieve the same thing another way like the room could be a little bigger
OMG, this is one of the most interesting maps I've seen. No way he's a newbie mapper
Music hits as hard as those monster traps bravo encore
Can we give Mehlad inverse Imposter Syndrome? Because the map looks really good.
Looked like a very hard yet balanced map to me. Also great visual, its got a nice style to it all.
Looks great. If that's genuinely the work of a new mapper then hats off.
If I have a criticism, it's that the fight behind the blue door isn't as challenging as it's set up to be, with all that ammo and health, and a free supercharger. Either the mapper overestimated the challenge or you found a way to cheese it he hadn't anticipated. What was the point of the monster-blocking linedefs?
I should definitely put an archvile there 😂
@@danceswithrevenants3407 That map's going to be a banger.
I like that you had to think and question your moves.
This new mapper will be the new ribbiks, one day it will be
Stuff like this inspires me as a new mapper.
Wow I am actually blown away by this map I personally really liked the design of the level the combat looked really good those traps as well I mean yeah those were pretty bad in a good way though. I really would be interested to know what their inspiration was for making this level more in the sense of what wads inspired their design choices for this level if any wads influence them in how they wanted the combat to be in difficulty because like this map was really well done I wouldn't have thought for a moment that this was someone new to mapping like if they generally are new to it then they have so much potential and promise I'd be really interested to see what they will be making in the future I'd even go as far as saying that they could be winning caco awards in the future if this is what their making now when new to mapping.
Is it caco awards on the doom world website I'm going to have to check that I'm sure it is but yeah anyway brilliant work and with that as always cheers for upload decino
What a really exciting map! Also, great playthrough.
This map looks great! Nothing to add! Maybe some plasma for emergency to be a bit more forgiving.
Awesome video today.
Damn. That was awesome. Thanks for taking us through this map, Decino. Good show.
I loved the theming on this map
freelook without autoaim is my preferred way to play, it's great to see someone use it who knows what they're doing :D
(it helps if the setting reverts to autoaim apparently :D )
It's a beautiful map with so much detail. And awesome gameplay. Way beyond my skill level, even cheating, so I am content to watch for now.
Amazing map, great to watch.
This was amazing. Shout out to the map maker. You should connect with Insane Gazebo and work on some Sunder fights 😊
Valve style title screen very cool. Ha what Decino has vertical look turned on? I see, that’s part of the map submission
Amazing map!
Great Map, GamePlay, and Map! Finally a tech base that looks like people have ever been there! 😮🤓🌐👌
Excellent map. There is only one tiny mini thing that could be improved.
The first lift that is open by a panel that grants access. I think it would've been better if the panel revealed a switch next to the elevator. We did see Decino backtracking a lot and every time he went to that elevator, looked around and then went a bit back to the panel to bring the elevator down.
There is no point hindering player mobility in areas that have already been conquered.
This applies to providing shortcuts too. (There were enough shortcuts in this level, no complaint here.)