URROVA Posted May 28, 2020 (edited) I was trying to make a map compatible with boom (or at least with PrBoom), and the truth is that it is a pretty good engine for its time. I tried to get as much juice out of it as I could, with its editing features, transfer_heights, transparent windows, colormaps and whatnot. And since I am so original, in the end I did not put a cyberdemon but two. Making this map I learned how to Make maps for boom with scroller floors, transparent windows, etc., Make stair builders, Better manage the UDB, to make light gradients, and height gradients, to make stairs, I started using a minimum of DEHACKED, for replacing the level names, etc. If someday I put myself in creative mode, I can make the most of the boom out there, since it is a good engine :) One thing: I tried it with the MSDOS boom and it is quite slow, I have no idea why, I would recommend PrBoom (or a more advanced engine) because I test it with this engine. Rules: NoJump, NoCrouch, NoFreelook. Likewise, I put a MAPINFO so that these rules are fulfilled in ZDoom-based engines The screenshots (made with GZDoom): Spoiler Download: https://mega.nz/folder/rOQDCQLA#WotvrioxVdGvwKeqj9n7bg The file is VOBM.zip. Inside the zip are the wad and the dehacked patch. The wad already has a patch dehacked inside so in engines like prboom it is not necessary to load the separate .deh. VOBM Labs_info.txt contains information about the map. Hope you like! And I would like to know what you think of the map. Edited May 29, 2020 by URROVA 3 Share this post Link to post