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Linkrulezall

UAC Something or Other

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This is a pretty challenging single player/cooperative map for Doom 2 that I spent about a week on-and-off creating. It's techbase-y, but I tried to incorporate a variety of colours into the map designs to keep it from looking too bland (inspired by John Romero talking about the blue carpet on E1M1). There's also some semi-complex scripts and features like breakable computer screens (4th screenshot) and a certain trick that I don't wanna spoil (you'll know it when you see it).

It should be compatible with any port that supports both OpenGL and UDMF, but I tested it with the most recent versions of Zandronum and GZDoom and it works fine.

http://puu.sh/ceRTs/e3b6417e4d.wad <<Download
(Right click and select "Save Link As" if it doesn't download when you click on it)

Screenshots:
http://puu.sh/ceSlT/2746760181.png
http://puu.sh/ceSnX/e44acadd9a.png
http://puu.sh/ceSqD/0e6c3c2c1a.png
http://puu.sh/ceSsn/1aead03c44.png

Music:
Lucifer Sam (edit) by Pink Floyd
Black Mountain Side by Led Zeppelin

Known bugs:
-The screen in the room with the berserk pack will send shards flying but not change to a broken texture
-Decals don't move with elevators

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Not bad, but the long-lasting corridor fights got old quickly, also I couldn't unsee heavy orthogonality. There are 2 berserk, 1st one freely given away and the 2nd one triggering an ambush, I've found it odd. I disliked the usage of breakable glass, it's pointless, sounds bad and out of place. I liked the HK ambush in RL room, it was well moderately challenging while easy to survive. I also liked the elevator movement script :). However, the way how you make the elevator usable was unobvious (pressing a panel in the central room after red door). Red key itself was a little unobvious to find too. This map contains a trollish death trap, triggered by the right switch behind red door. Final fight was rather tedious and non-challenging, I've used mdk cheat. I'd give the wad 2.5/5 stars if I could, otherwise 2/5.

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