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AleDoom

-Aldebaran- a Doom II map

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Posted (edited)

Hi, this map uses UDMF format, Doom II assets, 32in24-15_tex_v2.wad, Computer Machines sounds from Realm667 site, R&M music Scary soundtrack made by Reza Hoseini (downloaded from Pixabay) and was tested with GZDoom 4.7.1. May not work with other ports.

Jumping and free look required.

 

"Plot":

 

You wake up alone, surrounded by darkness. In fact, it is the beginning of a nightmare.

 

aldeb1.png

 

aldeb2.png

 

aldeb3.png

 

aldebaran.zip

Edited by AleDoom

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Posted (edited)

pretty good map, the last cyberdemon is pretty lame tho, you can just cheese it with the amount that amount of cells

 

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Not too shabby, Ale. From a visual standpoint, it looks great. You did very nicely with your lighting, design and texture work. The combat overall is a little humdrum, but all things take practice. My only real big criticisms would be the lonesome and basically non-threatening Archie that shows up after collecting the red keycard and the unnecesarily cryptic yellow keycard. I spent probably a solid minute just running around the big empty room, humping/punching the crates and looking for buttons but I'll be buggered if I know how on Earth you're supposed to collect it. Oh and the music feels a bit misplaced.

 

 

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I died at the Archvile. The Teleporter sneak attack was probably unnecessary IMO. Other than that I like what I saw on my standard YOLO play I give most new maps. Keep up the good work. 

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It does not allow me to download the file. 

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Posted (edited)
4 hours ago, RED77 said:

It does not allow me to download the file. 

Sorry, I uploaded the file again, in a smaller size than the previous one and with "Exit Signs" on the final door.

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12 hours ago, fai1025 said:

pretty good map, the last cyberdemon is pretty lame tho, you can just cheese it with the amount that amount of cells

 

Thanks for the reply! :)

 

10 hours ago, Biodegradable said:

Not too shabby, Ale. From a visual standpoint, it looks great. You did very nicely with your lighting, design and texture work. The combat overall is a little humdrum, but all things take practice. My only real big criticisms would be the lonesome and basically non-threatening Archie that shows up after collecting the red keycard and the unnecesarily cryptic yellow keycard. I spent probably a solid minute just running around the big empty room, humping/punching the crates and looking for buttons but I'll be buggered if I know how on Earth you're supposed to collect it. Oh and the music feels a bit misplaced.

 

 

 

Thanks for the reply and video, sorry for the yellow key, i wanted to do it contrary to the obvious, with a simple jump, but in the end it is more obvious.

I had three music options and apparently chose the worst :(

 

10 hours ago, kalensar said:

I died at the Archvile. The Teleporter sneak attack was probably unnecessary IMO. Other than that I like what I saw on my standard YOLO play I give most new maps. Keep up the good work. 

 

You mean in the open area with the red key? what you say was not planned, i think i thought otherwise, sorry againnnnn

 

Cheers everybody!

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12 minutes ago, AleDoom said:

Sorry, I uploaded the file again, in a smaller size than the previous one and with "Exit Signs" on the final door.

That WAs a really good map!

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3 minutes ago, RED77 said:

That WAs a really good map!

Thank you!

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The best of your maps easily, though probably easier than what you've done so far. Just a few things though 1) The chaingunner trap opened when you collect the blue key is easy to skip, 2) Jumping's required in this map? Would've saved a few minutes of running 3) The opening room is too dark to see silver levers, I ended up turning it up just a little bit.

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6 hours ago, AleDoom said:

sorry for the yellow key, i wanted to do it contrary to the obvious, with a simple jump

 

My bad, mate. I missed that in the OP. You can pin that on me for not reading properly. :^P

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1 hour ago, LadyMistDragon said:

The best of your maps easily, though probably easier than what you've done so far. Just a few things though 1) The chaingunner trap opened when you collect the blue key is easy to skip, 2) Jumping's required in this map? Would've saved a few minutes of running 3) The opening room is too dark to see silver levers, I ended up turning it up just a little bit.

 

Thanks for the reply! 2) eheheh

3) i made it on purpose, anyway, the order of pressing he switches doesn't matter too much.

 

1 hour ago, Biodegradable said:

 

My bad, mate. I missed that in the OP. You can pin that on me for not reading properly. :^P

Not a problem! :)

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Just played it in UV. The map is great from a standpoint of overall design and visuals, but could use more enemies and better designed traps to make it more interesting. The only time I died was after descending the elevator to the room where are some Revenants and Knights (IIRC) and I was caught off guard. That room held the most interesting encounter in the whole map.

 

This map definitely deserves a second version. In time you will see that some monster combinations and placements work better than others.

 

Cheers!

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Posted (edited)
7 hours ago, ARMCoder said:

Just played it in UV. The map is great from a standpoint of overall design and visuals, but could use more enemies and better designed traps to make it more interesting. The only time I died was after descending the elevator to the room where are some Revenants and Knights (IIRC) and I was caught off guard. That room held the most interesting encounter in the whole map.

 

This map definitely deserves a second version. In time you will see that some monster combinations and placements work better than others.

 

Cheers!

Thank you for playing and for the tips, i will have them in mind!

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Posted (edited)

This is the Second Best Map I have found for July 2022! Map is Easier than I expected. What most made me excited about this Map is the Dark Room (A Hall Probably) with Falling Lavas and an Elevator. The Every Fight is Unique, easier than the previous map "Station Terror". But Here you must watch out the Archville after escaping with the Red Key from the Teleported Zone. In every Doom Wads, I am scared of the Archvilles killing me out from nowhere. Before starting the Last Fight, you may try to Kill the Pain Elemental and Cacodemons First. They are the only time consuming monsters in this Fight. The Ending Fight of this Map is only about to finish the Cyberdemon as usual, after you have collected the Yellow Key for the Exit Door. Is that really a Common Fight for most of the Maps to the Exit Door? The Beginning Room of the Map is without Lights and you have to switch them ON before escaping, I really liked that concept. Take your time playing the Map with all three Secrets!

 

I observed you skipped the Spiders in the previous map too. You could have used few Spiders in that Lava Falling Room or two Spider Masterminds in the End??? Just Yelling out, Shooting the Spiders attracts me in the Map very much, Haha! 

2022-07-09 (4).png

2022-07-09 (6).png

Doom II - Aldebaran (July 2022)_Trim_Moment.jpg

Doom II - Aldebaran (July 2022)_Trim_Moment2.jpg

Doom II - Aldebaran (July 2022)_Trim_Moment3.jpg

Doom II - Aldebaran (July 2022)_Trim_Moment4.jpg

Doom II - Aldebaran (July 2022)_Trim_Moment5.jpg

Doom II - Aldebaran (July 2022)_Trim_Moment6.jpg

Doom II - Aldebaran (July 2022)_Trim_Moment7.jpg

Edited by Thaumaturge_Tanishq : One more thought felt like to share

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Thank you Thau for the video and review!.

About the spiders, i used one in my first map an the littles ones in the second, altrough they are worse than this map...

I appreciate that you discovered the first secret also!

 

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