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Katamori

A possible implementation of Switcheroom idea in Doom 2

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Switcheroom is a kinda nice and original project idea. What if we could do it in Doom 2 - the question is: how?

Well, I have a possible way to do it. The rule is simple: create a map which has an architecture like MAPX, but it uses the theme of MAP(33-X)!

I have no time to manage a community project, if someone is interested in it, feel free to copy this list below and start a new thread for it!

Here's the complete list, with my first impressions:

MAP01 architecture with MAP32 textures: Nazi complex entrance hall?
MAP02 architecture with MAP31 textures: Nazi complex corridors
MAP03 architecture with MAP30 textures: *silence*  
MAP04 architecture with MAP29 textures: chance for crowded Arch-Vile jumpscares
MAP05 architecture with MAP28 textures: Bloody sewers
MAP06 architecture with MAP27 textures: Slaughterhouse?
MAP07 architecture with MAP26 textures: Mines with Mancubuses? LOL it's exactly the same Eris did in D2INO
MAP08 architecture with MAP25 textures: Tricky Bloodfalls... Seems legit
MAP09 architecture with MAP24 textures: Underground Pit? More legit
MAP10 architecture with MAP23 textures: Refueling base with barrels!!!4!
MAP11 architecture with MAP22 textures: it'd make the key trap even more funnier!
MAP12 architecture with MAP21 textures: Brick factory
MAP13 architecture with MAP20 textures: It shouts for making it real!
MAP14 architecture with MAP19 textures: 50 shades of the inmost grey dens
MAP15 architecture with MAP18 textures: a more hellish Industrial Zone
MAP16 architecture with MAP17 textures: *silence*
MAP17 architecture with MAP16 textures: *silence*
MAP18 architecture with MAP15 textures: a more modern Courtyard
MAP19 architecture with MAP14 textures: An anncient Citadel would be more...ehm..Citadel-ish.
MAP20 architecture with MAP13 textures: Sea City?
MAP21 architecture with MAP12 textures: Industrial heaven?
MAP22 architecture with MAP11 textures: *silence*
MAP23 architecture with MAP10 textures: *silence* 
MAP24 architecture with MAP09 textures: any differences?
MAP25 architecture with MAP08 textures: the one who can do it deserves a the mapper of the year at Cacoward!
MAP26 architecture with MAP07 textures: same here
MAP27 architecture with MAP06 textures: some kind of undfriendly barracks or something
MAP28 architecture with MAP05 textures: SH*TTING BRICKS!
MAP29 architecture with MAP04 textures: Doom 3 influence
MAP30 architecture with MAP03 textures: can't even imagine...!
MAP31 architecture with MAP02 textures: *silence*
MAP32 architecture with MAP01 textures: *silence*

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Katamori said:

it's exactly the same Eris did in D2INO


Which is why this must never be allowed to happen.
In all seriousness though, it seems like the right way to do such a project, and the way you've described *most* of the levels, it does seem like the final result could turn out pretty cool. Just um, make sure mines with Mancubi is done by a professional, the idea had potential.

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Tempted to go for MAP32-in-the-style-of-MAP01 (and vice-versa) for giggles.

What's the gist, are these just edits or from scratch (didn't really check out Switcheroom, sorry)?

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The middle episode (MAP12 - MAP20) would be near-enough redundant with the 'reverse order' method, as they're all city-based with brown and grey bricks everywhere. You're better off just going the way that Switcheroom went and remaking a map in the style of a map from another segment.

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I was literally just thinking of ideas for this a few minutes ago. I had Entryway as Icon of Sin with the wall in one of the two outdoor areas, Underhalls flattened and squared for a wolfenstein texturing, etc.

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Katamori said:

I have no time to manage a community project, if someone is interested in it, feel free to copy this list below and start a new thread for it!


Death Egg should.

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