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nervewar

Doom NW - Version 2.0

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Posted (edited)

Hey all!

 

So thanks (I guess) to the quarantine, I have finally finished the 2nd map of my Doom NW project! It is a lot larger and more combat oriented than the first map was. There is also a larger emphasis on platforming in this one :) The idea is to make a 3 level mini episode that has a good mix of gameplay styles.

 

Here's the details, and a download link is at the bottom. If you had already played the first map and just want to see the new one, you can use the "changemap MAP02" console command. Otherwise, I recommend playing both levels back to back for the full experience!

 

Doom NW

A seismic event has occurred and you have fallen into a collapsing UAC mining facility. Now you must make your way back out alive, and battle your way through the ore crushing facility!

 

Screenshots

 

87966824_Screenshot(86).png.40102a36fc66af587f74af8908925163.png

 

273813466_Screenshot(87).png.dc34f7cd055527c979de8686fbc673c2.png

382342128_Screenshot(95).png.f954e7236707761cd85f0c9f86e7edc9.png

901373721_Screenshot(93).png.bcb89e88ae94c331a40e1c2d8d13795f.png

 

Technical Stuff

Port: GZDoom (incompatible with other ports, sorry!)
Freelook: Yes
Jumping/Crouching: No
Hardware Rendering Required: No, but recommended

Base IWAD: DOOM2.wad

Current Version: 2.0

Release Date: 4/3/2020

 

Content

  • 2 levels, MAP01 and MAP02 (plan on adding a third and final map at some point)
  • Lots of custom textures/graphics
  • Custom ambient sound design
  • Custom intro and outro music

 

Gameplay

Difficulty settings: Implemented
Themes:

  • MAP01: Survival/Limited Resources
  • MAP02: Combat/Platforming

Map Sizes:

  • MAP01: Small-Medium
  • MAP02: Medium/Large

Rough Play Times:

  • MAP01: 5-7 Minutes
  • MAP02: 7-10 Minutes

 

RECOMMENDED SETTINGS:

Mouse Options

    Always Mouselook: ON

Display Options > OpenGL Renderer > Texture Options

    Texture Filter Mode: None

Display Options > OpenGL Renderer

    Sector Light Mode: Software
    Bloom Effect: On
    Ambient Occlusion Quality: High

 

Copyright/Usage Info

The crate textures designed by my good friend Bret Walters are free for you to use in your own maps as long as you credit him as "Bret Walters |  vimeo.com/user4779474"

 

All the rest of the custom textures, graphics, sound effects and music are done by me. You are welcome to use these in your maps as well as long as you credit me as "Brandon Duncan | nervewar.net"

 

Credits

Level Design / Texturing / Sound / Music:
Brandon Duncan | nervewar.net/doom

 

Crate Texture:
Bret Walters | vimeo.com/user4779474

 

Play Testers:
Bret Walters

Austin Glassco

Eric Sigg
Sean McKeon
Brian Simpson
Danny Silvers | lantanagames.com

 

Additional Resources from http://realm667.com and https://www.doomworld.com/afterglow/textures/

Full detailed credits in README.txt

 

 

DOWNLOAD

Dropbox link (10mb): https://www.dropbox.com/s/3tlb7ltutwzovvy/DoomNWv2.zip?dl=0

 

Hope you enjoy Doom NW!

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That's some great attention to detail in those screenshots, I especially like the crumbling/collapsing geometry in the first screenshot. It's always nice to see that type of level detailing being used so well. I'll give this wad a try when I get some more time on my hands.

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Hey thanks @phoo I appreciate hearing that after spending a ton of time on the details... Feels good to have it noticed :D

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