Counterattack

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Author

Brett "Mechadon" Harrell

About This File

Counterattack is a 7-map mini episode for Doom II. Each map was designed to be played from pistol-start; continuous play is fine but will make the play through much easier. This map set originally started out as a single map contribution to the Vinesauce map contest held in 2016 by Joel "Vargskelethor". The map in question (MAP02) was started on in early September, and finished on September 9th. Afterwards, I officially started the project on October 10th (shortly after finishing MAP04).

My goal with this project was to exercise with the Doom II texture assets, and to create some maps for practice. All maps use stock Doom II textures (aside from skies and minor extras). The maps are medium-to-large in size and have many different paths that you can take. Replayability was a design goal I tried to aim for. Difficulty is somewhat middling, but should ramp up a bit towards the end.

There is no way to exit to MAP31, so you will have to warp to it in order to play it. There is a secret exit in MAP31 that leads to MAP32, so have fun hunting for it!

Note that MAP06 and MAP30 are not meant to be a part of the main campaign. MAP06 is for story purposes for ports that can't display the ending text. MAP30 is there as a way to keep the game from [potentially] crashing because I replaced some of the IoS things in the DEHACKED (its also a dumb in-joke).

Also note that you shouldn't use jumping or crouching in these maps. It has been disabled in ZDoom, but some ports will still allow it. If you do use jumping or crouching, you may break the maps. Mouselook is ok but it may make certain secret triggers easier than intended.

Note for PrBoom+ users: Use complevel 9

Credits

Mechadon

Sky textures for MAP01, MAP02, MAP03, and MAP4 were composed of various stock images that I do not have credits or sources for.

Both sky textures for MAP05 were edited from stock space images from NASA.

MAP32 textures come from the game "The Adventures of MicroMan, Adventure 1: Crazy Computers" by Brian Goble. I ripped and edited them to work in Doom.

COOP sign is an edit of the Doom exit sign.

Vargskelethor Vinesauce mushroom texture is by Joel (with slight edits by me to get it to look decent in the Doom palette).

Base

From scratch

Build Time

6 months

Editors Used

GZDoom Builder, SLADE, GIMP, WhackEd4, Notepad++, Sid2Mid

Bugs

In MAP01, the Red Keycard crusher section doesn't time properly in ZDoom because of some difference with voodoo doll scrollers. It doesn't break the sequence, it just makes it possible to get stuck under one of them if your not careful. Sorry I couldn't figure out a way to fix this :(

In MAP04, at the Yellow Skull fight, a large section of the floor lowers into some steps. Monsters like to get stuck on the edges and I don't know of a good way to get around this. So use it to your advantage I guess.

The final boss's death & sight sounds don't play at full volume (this is fixed in ZDoom).

Multi-part lifts are used in numerous places throughout all of the maps. I have tried to mitigate the possibility of them breaking as much as possible. But a busted lift is still something that may happen.

The wide-screen statusbar graphic replacement currently doesn't look right in Zandronum 2.1.2, Odamex, and Doom Retro (and maybe others).

Some of the later maps may cause lag in certain ports and/or on certain machines.

There are probably lots of little slimetrails in many of the maps. Don't worry, they won't hurt you.


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Scotty

  • 5
   3 of 3 members found this review helpful 3 / 3 members

Somehow these maps manage to feel absolutely huge and nonlinear without drastically creating confusion for progression, and this creates a lot of replay value. Combat is varied and traps inventive. Astonishingly beautiful detailing.

 

This is a masterpiece.

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silentzorah

  • 5
   2 of 2 members found this review helpful 2 / 2 members

Absolutely amazing, from the challenging combat to the map detailing.  Worth every star I can give.

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Eris Falling

  • 5
   1 of 2 members found this review helpful 1 / 2 members

Absolutely amazing. The detailing/architecture, the atmosphere, the gameplay, the music selection.. everything is spot on here. Each level takes at least 20 minutes and you can expect to get lost a bit but at no point does it feel boring. I love maps like these.

 

That was 2 hours well spent, fantastic WAD.

1 person likes this

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WH-Wilou84

  • 5
   1 of 2 members found this review helpful 1 / 2 members
Expertly-made maps. Mechadon is one of the very best, and here's to hoping he'll continue to release new Doom-related content in the future.

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Ajora

  • 5
   0 of 1 member found this review helpful 0 / 1 member

Mechadon must be some kind of a wizard because the map pack I just played through was pure magic. 

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NuMetalManiak

  • 5
   0 of 1 member found this review helpful 0 / 1 member

holy shit i got lost, and i fucking ENJOYED it. now there's some pretty amazing combat in each and every one of these gargantuan maps too, but you'll definitely need a guide if you want to get through these maps and their secrets too. so much fun still.

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Zalewa

  • 5
   0 of 2 members found this review helpful 0 / 2 members
Each single one of these maps is like a juicy megawad on its own. The text file has horridly broken whitespace, though.

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Killer5

  • 5
   0 of 1 member found this review helpful 0 / 1 member
Sick wad.

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trrobin

  • 5
  

When I first played around in Mechadon's earlier work "Vela Pax"; I was, like many others, simply FLOORED by the sheer scale of this doomer's mapping prowess.

 

His other maps, like on BTSX, were also exceptionally good; but these maps were/are on another level of map design.

In terms of sheer creativity; Mechadon shows what is possible, with a vision and determination; and with just stock textures to boot!

 

With Counter Attack, it's more or less the same sort of vibe that was on Vela Pax but a little more streamlined and "compact" if you can even say such a thing about maps like these...

It has some similar looking areas to Vela Pax, but it's mostly different and of it's own, and absolutely just as awe-inspiring.

 

This is pure inspiration. Thanks Mechadon.

 

 

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Gallic00

  • 5
  

Very impressive adventure maps.  I like how the levels unfolds like a geometric strip-tease.

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Fonze

  • 5
  
Mech gives us all something to study; these maps are simply beautiful with expertly made layouts.

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  • File Reviews

    • By lupinx-Kassman · Posted
      An old partial conversion that uses dehacked for some nifty effects. You can leave shotgunners in a sorta slumped state, watch a building get demolished, and use a mancubus's arm as a weapon among other things. Goof++; Tickles my soft spot.
    • By Meril · Posted
      Some missing textures, weird maze. Not sure if author tried to make multilevel illusion or not but anyway he screw up. 2.5/5*
    • By Meril · Posted
      Map is made correct, but short, bland, plain, nothing more than some rooms filled with monsters opened one after another.
    • By Meril · Posted
      Impressive features for 95 wad, but it is made by good engineer but no artist. Ladders, map with indicators which switch left to find, great concepts. But ladders are glitchy (in GZDoom) player and monsters sometimes getting stuck in floor. It's a shame that gameplay is bad. Starts in the room filled with mostly hitscanners (infighting gets almost 40 of them), vaults filled with ammo. Visuals: 2/5 Gameplay: 2/5 Cool stuffs: 4/5
    • By Walter confetti · Posted
      Funny short map, I remember to have played already this map quite long time but I don't remember where... Anyway I like the new music.