Evolution of Mapper

Here is a 3 level set of terrible wads that I made when I tried to get arid of mapper's block about... 3-4ish years ago.

 

They're terrible, and are of no representation of what I'm doing now.

 

You've all been warned.

EvoOM1.7z

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Bold upload, old scraps submitted as is.  As you mention, most people won't care too much for these.  For what it's worth: quick fda romp in prboom cl9

 

Also, just in case it's relevant: 1) Map02 and 03 were DNF's cuz of seemingly inescapable pits;  2) Mostly HOMs unless i was supposed to use a texture pack or something.

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Yep, very bold.

 

Useless scraps that became nothing.

 

Forgot to mention that Pluntonia is the wad of choice, not standard doom 2.

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A masterpiece of the caliber of map01 deserves a maxdemo. This was actually pretty amusing lol.

 

 

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The Cyberdemon stomping around in a closet with no room to move (or even attack) and the Mancubi boxed in behind exploding barrels were nice touches.

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I found the original outline .txt file I had to explain this set.

 

Apparently I set out to create a small set of levels that most people could relate to when mapping. Starting out with the amusingly terrible first map and ending with one that looked standardized and like a real first release with a lot of experience behind it.

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I have played this on both GLBoom+ and GZDoom, with GLBoom+ it's HOM galore and inescapable pits you can't see clearly whereas while playing in OpenGL on GZDoom, pretty much the missing textures and HOMs  aren't as much of an eyesore. And I have to say, all the maps were oddly funny in their own ways, being able to fist a stuck Cyberdemon is something. I didn't finish all the maps as I thought there was no exit in MAP03 only to find it when playing on GZDoom, and there was no sign of some switch or door to lead to the end of it, ah well. A brave move indeed to have this be played by anyone.

 

Spoiler

Of course, I can't resist not doing a Tyson run on MAP01.

 

 

evoom101t-503.zip

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