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Rosefyre

A Quick Romp, My First Doom 2 Map

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Just my first dip into creating levels in Doom 2. I grew up on the game but never quite got into map creation for it, although I'm unsure why, as I got really into level creation for stuff like StarCraft, WarCraft, and so so many maps for TTRPG's. I'm learning as I go and as I come up with ideas, and haven't really figured out how to package things into the WAD, so OTEX is gonna be required until I figure that out and actually sit down to do it I got non-animated textures working in the WAD, so OTEX is only required to get animated textures animating properly. I think I understand how to get it going properly from here forward, so hopefully my next map can actually have everything packaged up properly.

 

Tested with GZDoom
UDMF Format
Was primarily tested with freelook and jumping enabled, but they aren't required to beat the map (I ran through it at least once with them disabled)
A single level
OTEX required for the animated textures
Not too hard, tested mainly on Hurt Me Plenty, but there are some changes for different difficulties (more/less enemies for higher/lower difficulties, swapped enemies in one or two spots, less/more ammo for higher/lower difficulties)

 

Download Here (Google drive for now)

Screenshot 01.png

Screenshot 02.png

Screenshot 03.png

Edited by Rosefyre : Updating link for updated file, changing description to reflect changes with WAD

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Google drive link is request only.

As for adding Otex textures to your wad, you'll need to use Slade3.

Create the appropriate markers, "P3_START" and "P3_END", and place your textures between them.

Es1.png

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As for making the drive file public, back where you got the link, there should be a spot to set it as a public link. select that, then copy and edit your post. This looks great, and I can't wait to see it!

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Thanks for pointing that out! I updated the link, and when I'm free I'll grab Slade and get the textures added to the WAD!

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Nice little level :)

 

Spoiler

I like that we see the Mancubus final room from a few angles as foreshadowing thats a really nice touch, also some of the little texture details like beat up floors are good.

In the cave ambush I'd maybe suggest tweaking the lift up walls for the ambush so they appear one sided on the map, as it stands they're clear gaps in the automap so its obvious there's going to be an ambush and where from if you check

 

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Oh my god what the hell is up with the STARTAN in....no, I'm just kidding! Seems like that might be the last part that was made. That one secret was quite cute too!

 

 

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