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Posted (edited)

I've finally finished this map I've been working on for fifteen years. No kidding, it's really from 2009. (I actually found it sitting in an old folder with some of my first maps and decided I liked it.) I made some major changes from the original design, and it fits well with a Doom 2 episode I'm wrapping up the design on.

 

This one has an experimental space station theme. It's pretty linear and straightforward but packs a punch. The player has plenty of mid- and high-tier enemies to dispatch, along with the low-tier enemies used to trip up the player.

 

There is one minor bug I couldn't fix.  In a sizeable mid-level room, you'll find a single-use teleporter. If you run over it from behind it will negate the teleporter. (There is a side trip line that can still be used.) This problem only seems to affect all source ports except for ZDoom/GZDoom. Let me know in the comments below if you can think of a solution. (using a repeatable teleport line wasn't a good idea due to its location. You'll see what I mean when you play the level.)

 

https://drive.google.com/file/d/122f4fSAIPJG0vpMmdWnIC3fsbKIkhhrg/view?usp=sharing

 

Game: Doom 2

IWAD: doom2.wad

Source Port: Limit removing

Level: Map07

 

Edited by Cybernight Zero

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That was really fun! It's interesting to see where you were at before posting some more overcoooked stuff like your first releases on the forums. It has that playful amateurish quality but with a more eager verve like something from JPCP. Pretty intense ending too! A couple of decisions definitely were a little weird (why place a ceiling Arch-vile in fron of one easy to avoid chaingunner) but ammo balance actually wasn't too out of whacked, though slightly in favor of the player.

 

 

 

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Nice! Most of the encounters are fairly challenging but not frustrating, which I appreciate. Plenty of ammo (especially cells) to take out all of the monsters once you get to the final room. I went without the secret until the last room, so ammo up to that point was rather scarce and made the encounters a lot more tense. If I could give any suggestions, maybe tone down the amount of cell ammo given to the player, as it trivializes the final fight too much in my opinion. Overall though, very fun map, and pretty good design wise given it was a very early map of yours. :-)

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