I'm going to generally assume this map is based off the DOOM video game; that being said, I could be totally wrong. Nonetheless, I'm finding there's nothing too creative or attention-grabbing about your map. It appears to be just a compound with separate hallways and bare rooms. It's great to adapt a video game stage into ZS, but has to be done in an evocative way; nothing unique has been done to transform it into a level of your own outside the physical layout from the game. I would recommend adding different levels (1st, 2nd floor), as well as some obstacles within the corridors and rooms; perhaps re-creating some of the weapons you can use in the game, or one of the boss enemies. This would add to your theme and give the map more depth. I hope this helps!
When the lights shut off And it's my turn to settle down My main concern Promise that you will sing about me.
Post by Subelectronite on Apr 29, 2023 20:31:24 GMT
Hi dimedimovski, thanks for your submission. Seeing an adaptation of another video game map in ZS is exciting, and your use of custom textures and blocks is definitely not going unnoticed. Shad has said a lot of my thoughts as to what could be improved, however.
The first is the layout, to which you could add your own flavour. If you check out other adapted ZS maps (most notably Mario Kart maps such as waluigi_pinball, airship_fortress, delfino_square), you'll notice that the layout doesn't perfectly imitate the original game, and that's because layouts for other games may not translate well into ZS. For instance, there are a few dead ends, which, in ZS, are generally redundant paths. As Shad suggested, more variation in height can add more depth to the map. If you do so, make sure you consider the new area of the map - I think the map is a little on the large side as it is, particularly as paths tend to be circular, making it extremely difficult for first zombie to infect. I'm personally a fan of maps that are set within buildings and have exciting room and corridor layouts to them, so there is promise here.
The second is the aesthetic. I haven't played Doom before, but after quickly searching up some playthroughs, I see that you've opted for the original aesthetic. That can work, although it needs to be done well - a lot of the textures are a little jarring, particularly the block that replaced black wool, and some blocks (such as the obsidian and the ceramic) feel out of place, since we're combining Minecraft-style textures with Doom-style textures. If you choose to keep the Doom-style textures (perhaps to pay homage to the game), I'd analyse the textures again and see what you can polish.
Other things that can be done to improve the aesthetic include building the outside (there are areas where you can look outside but it's all plain Minecraft grass) and interior-decorating the empty rooms. Some of the rooms that have plain floors, ceilings and walls, which could receive some extra "flavour".
It looks like a lot of effort has gone into the map, so do consider the feedback given!