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Gates To Hell v2.0

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About This File

"Hey MORTAL! yeah you, I have a game for you, step into my realm for a spell...."

This is my first Ever Doom Map, always tangled with the idea of making one but never got to it. This started as an experiment to learn DoomBuilder and have fun most of all.

This is MAP01, though it's a bit of a mega-level, it is not too complex. It can be linear at times and arena-like at others. Not much puzzle solving like old id maps, this is more like a Gauntlet through hell where sometimes you have to run, or fight, use the map to your advantage or fall victim to it's architecture.

Fight through 7 mini layers of hell, slaughtering hellspawn and flipping the bird along the way. The Main Idea I had here was to give the sense that you were truly delving down Into the depths of hell, lower and lower, to the core.

Any criticism is appreciated, I had a lot of fun making this wad and went at it for 3 days semi-feverishly Learning what I needed of Doombuilder along the way.

I got my initial vision done and then some but like I said, it's a first attempt :)

That being said, keep your eyes peeled and save often:P Now for some important footnotes:

-You Will need the ability to jump

-You WILL need to have fall damage disabled



-This is Designed for GZDoom and was mostly tested with project brutality. You can use vanilla doom as well but what is important is using the GZDoom Engine, there was alot of liberal torch placing and lighting changes, and using something like Zandronum just makes it look like shit an takes away the feeling I had in mind.

-Works with Zandronum but not recommended

-Is pretty crazy fun with Project Brutality! Normal doom is good too, just not as Hectic.

-Playing Project Brutality on Brutal difficulty and traditional mode was the main testing Method and provided a nice weighted challenge, balanced enough, for someone like me who is average yet knows the map literally inside out.

-Going Above Brutal difficulty is nuts for me, but perhaps you real hardcore players may find enjoyment.

-Looks like It can be speedrun, though that would be near suicide, I believe it's possible and a challenge in itself, Otherwise my full playthrough, at a decent pace was around 18 minutes so expect it to be in that realm.

-Health and Ammo, seems to me was plentiful enough, maybe once I found myself having to use the chainsaw to get through one more Horde. Keep in mind this is on Brutal Difficulty. If you play higher do let me know if you had enough but also keep in mind each section has what you need if you take a moment to look for it, in my experience anyway.

Alright! Go Give it a whack and tell me what ya think!


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  • File Reviews

    • By Obsidian · Posted
      This is a bit of an interesting one to revisit for me: Whispers of Satan was a mapset I played fairly early in my mapping career and it's influenced my approach to level construction and visual design more than I initially realized. At the time I ran out of steam around MAP22, but recently I decided to take another stab at it and finish all the levels. Which I did! Having done so, these are my thoughts.   Gotta start with the big one: Whispers of Satan is a damn good-looking mapset. Excellent texture usage and attention to detail were big draws for me when I first played this years ago and I ended up mimicking it a lot in my own work: to some degree I still do, honestly. Maps like MAP10, MAP16 and MAP28 stand out as particularly good examples of this school of design, with all the detailing work coming together to craft an excellent sense of place. This is bolstered by the custom soundtrack, which has some absolute bangers in it (in my decidedly unmusical opinion :P).   I also gotta shout out the fact that Paul and Kristian undeniably had fun putting this together, as can be evidenced by the silly little easter eggs and gags that are present throughout. There's the secret and super secret maps of course, but you can also spot a little bit of silliness in the main lineup and it's a touch I appreciate in the way that it gives a mapset life and charm. Again, it's something I was inspired by in my early mapping career and you can thank WoS for any gaff or joke you find in my own maps.   There is however an elephant in the room that I have to address and that is the map design itself. Other reviewers have pointed out the excessive symmetry that plagues a lot of the map architecture, but there is also a general sense of formula that can wear on you as you progress through the megawad: by the time you're in the final third of the main block of maps, you can distinctly see them falling into the same gameplay pattern and it starts chafing in a big way. MAP25 and MAP29 are two big culprits in my eyes, but there are plenty of early maps that follow the same formula and get a pass simply because of their placement in the megawad and (relatedly) the length of those experiences. This formulaic approach also creeps into the gameplay and monster usage and serves to make the latter half of the megawad something of a slog to get through, which explains why I didn't progress past MAP22 all those years ago.   I ain't gonna say that it doesn't deserve its Cacoward or anything though: I can appreciate the work that went into creating Whispers of Satan and the influence it had on what came after. It definitely has its flaws and as a gameplay experience it doesn't really hold up, but I can still admire it as a piece of Dooming history and I wouldn't be the mapper I am today if it didn't exist.
    • By Walter confetti · Posted
      Take a shot at this editor on dosbox and it's pretty impressive for such a old editor! Pretty easy and competent program, looks like a ancient version of the most popular Doom Builder editor.
    • By Maribo · Posted
      Heaven, with a blue coat of paint.
    • By JudgeDeadd · Posted
      A 10-minute long map with fairly unremarkable gameplay. As is the case with many old maps, its main strength is the visual variety of the different locations. Still, there's not that much in terms of exploration or branching paths; a good part of the map is just going from room to room and shooting at the anemic groups of monsters. Not terrible, but not a classic. 
    • By Dexiaz · Posted
      A surprisingly good map (especially for the date of release), which is actually a regular Doom 1 map with spicy content in kind of "secret" areas. The funny thing is the difficulty due to the readme info. Play it on UV, today it's a pretty easy map for Doom players.
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