neubejiita Posted July 21, 2009 Here is a new map I have made for Doom.exe. Ultimate Doom. http://bejiitas_wrath.tripod.com/doom_wadfiles.htm Just look for the: UAC Tech! Doom.exe. NEW! Entry and right-click to download it. 0 Share this post Link to post
Kyka Posted July 21, 2009 Just had a play through this. I gotta say I really enjoyed this level. The architecture was huge and I loved the fact that it was really dark outside, and well lit inside. It really helped convey a sense of isolation and spookiness. The only thing that let it down a little I thought was the number of misaligned textures. (especially the lighting textures). Given how non-square the layout was, I know it is harder to get good alignments, especially with the use of stargr textures etc, but even so,I thought this could have been a little neater overall. Ammo/health was just about perfect. Spoiler There was a huge chunk of the level that can be bypassed entirely as well. I don't mind that coz I really like exploring, but some people might. But I liked this level a lot. Will be keeping this one. And when I get a chance, might have a look at a few of the other levels on that page of yours. Nice work. 0 Share this post Link to post
Udderdude Posted July 21, 2009 Not a bad map. Getting maxkills felt like a bit of a pain, mostly because of all the random imps thrown around, and that pitch-dark room with some barons and cacos in it. 0 Share this post Link to post
pavera Posted July 21, 2009 Yeah that was great, I liked how open and fluid it felt. Big windows that looked outside, rooms that worked together very well, and lots of space to fight in. I guess I missed that pitch black room with barons, cause I finished the map fighting only imps/demons/zombies. I guess I'll explore next time. 0 Share this post Link to post
Insane_Gazebo Posted July 21, 2009 http://www.sendspace.com/file/ypp9oj Here's a demo of me playing it for the first time :) Yeah, I didn't mind it. It certainly had a classic doom feel. My only suggestions would be, that perhaps it might make more sense to force the player to explore the rest of the station - as it is, you could certainly skip a large chunk if you were heading straight for the exit, and not interested in 100% kills. Edit - Forgot to mention: The demo is recorded in ZDoom 2.3.1. 0 Share this post Link to post