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R3v3.n4nt

Single map for vanilla Doom

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Hi.
I was spending too much time in editor drawing stuff(in UDMF format for GZDoom) but not "actual playable level with reacheable exit" so I made this map.
It's vanilla because I won't be distracted by advanced features. I was trying to focus on gameplay instead of design(end up drawing stuff anyway)
It is my first actual playable map and I have many things to learn so don't expect much from it. It's focused on adventure and exploration.
It take about 2-3 days to make actual level and more than 3 days of adjustements and make it work with original exe (removing homs, render artefacts, broken switches and so on)
Tested with GZDoom 4.12 and Doom2 HoE v1.9 with DosBox.
Difficulty UV-oriented but few adjustments for non-UV were made.
It is still have some bugs but not crucial( hope so).
This map have alot of ways for further improvement but i dont feel like spend even more time for it ¯\_(ツ)_/¯. 
Hope you would like it.

Underpants.zip

Screenshot_Doom_20240918_154041.png

Screenshot_Doom_20240918_154225.png

Screenshot_Doom_20240918_154253.png

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Not too bad! Maybe things were a bit on the cramped side and especially at the beginning but the ending was hilarious.

 

 

 

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great difficulty and lighting first cyber was hard to kill design is rather old school but fine

my demo i got killed at end for trying 100% kills popi9.zip

prboom cl2 uv iddt used

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I like what I see, but it is too late for me.

Here's a UV FDA recorded in DSDA-Doom: noisy_Underpants.zip

Underhalls, but Plutonia.  But the meme caricature of Plutonia.  I mean that in a good way.  I enjoyed this and might play it once it shows up on the IDGames archive.

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Neat!

I very much relate to your quarrel of making cute design elements, but not moving past the single room I've been obsessing over.

Limiting yourself to 100% vanilla and usage of only few textures is a great idea, should take that up as well.

 

As for my experience:

It was quite cramped at points, which isn't a detrement neccecarily.

Cramped Revenant fights are very technical and enjoyable, I just thought it was a bit much.

Mancubi in cramped sections are a doozie though, maybe think about their usefulness in the encoutners.

Also got lost a tiny bit, because of the samey textures, but that was part of the challenge I presume.

 

Great that you're finding creative ways to force yourself to make playable maps, keep goin!

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23 hours ago, SleepyVelvet said:

 

Have zero plutonia in my mind while making it.

23 hours ago, Ezo Fuzz said:

Limiting yourself to 100% vanilla.

Limiting myself to pure vanilla wasn't the best idea to be honest. I encountered some very interesting bugs, such as
1. a cyberdemon refusing to pass under the lamps in the elevator (despite the fact that there is no difference in height)
2. A fall into the abyss next to the lowering gates (this only happened a couple of times and never happened again, maybe I changed something?
3. a sidedef texture rendering in a completely unexpected place besides where it should be rendered (solved by dragging the vertices).
4. keycard switch that lowers every sector but one that it should causing visplane overflow(my lack of vanilla knowledge)
But it was still fun in its own way, although not very effective and works with the original Doom, which is pretty cool.

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I very much appreciated a good simple level.  So much focus on architecture these days, so I liked the straightforwardness of the design.  The ending gave me a chuckle.

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