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Rastrelly

Molten Halls - zDoom, single map

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Molten Halls is the attempt to build a more complex and varied level, which provides several types of gameplay in one, while still sticking to basic Doom.

 

IWAD: Doom2.wad

Sourceports tested on: zDoom, gzDoom, Zandronum

Number of levels: 1 (MAP01)

Difficulty levels: supported, but balanced for UV

 

Additional:

  • several textures and one DECORATE object added for flair purposes
  • also tested on Brutal Doom v21 - works fine, but it is balanced for vanilla

 

Download

 

Screenshots



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Excellent map, mate. Your layout really kept me guessing throughout. I'm not very experienced on UV yet, but I played it on such since that's what you balanced to for. You fucking nailed my arse to the wall a fair few times, but it only had me determined to finish it. The only time I felt it was a bit much was the teleport ambush when collecting the blue key because after dying about 8 times in a row, I somehow got by chance, so maybe take out a few monsters on that bit. But otherwise, I loved all your traps and monster closets. The one with the red key especially caught me off guard and made me yelp as I desperately fled backwards, stabbing at my keyboard like a madman. Overall, I enjoyed myself.

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On 5/29/2020 at 10:47 AM, Biodegradable said:

Excellent map, mate. Your layout really kept me guessing throughout. I'm not very experienced on UV yet, but I played it on such since that's what you balanced to for. You fucking nailed my arse to the wall a fair few times, but it only had me determined to finish it. The only time I felt it was a bit much was the teleport ambush when collecting the blue key because after dying about 8 times in a row, I somehow got by chance, so maybe take out a few monsters on that bit. But otherwise, I loved all your traps and monster closets. The one with the red key especially caught me off guard and made me yelp as I desperately fled backwards, stabbing at my keyboard like a madman. Overall, I enjoyed myself.

Thanks a lot for the feedback! This is extremely valuable. I am happy the map was fun to play - trying to improve in regard of gameplay design XD

And yes - the place you mentioned (blue key room), and the mancubus room, are the places I'm going to revamp based on the feedback I received to make them smoother - both are too crammed, it's basically impossible to avoid damage there.

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