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Dutch Doomer

Tekgren Tension 2 [Playtest]

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A short map I've been tinkering on for a while. Gameplay can be challenging, plenty of traps in this short map. Kept a focus on fun and intersting gameplay. It needs (G)Zdoom or any other Zdoom based port. Gameplay might still need some additional work. I hope you like it :)

 

dd_tek2.zip

TT1.png

TT2.png

TT3.png

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This looks pretty similar to a pretty old map you made long time ago (maybe one year ago?), but looks a awesome classic map... downloaded!

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Cute little map, with a lot of care put into TEKGREN and METAL* texture alignments.

What was ZDoom needed for, though ?
The monster spawns could be done in Boom or even vanilla, with some dummy sector wizardry.

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Very nice looking map, was good fun to play through and just the right difficulty level for me. The traps/teleports kept things interesting rather than annoying for a change and the monster selection was spot on, well done!

 

Good to see your still mapping Dutch!.... you know ... this almost feels like a map01 start of a megawad :-) 

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Not a fan of maps with too many teleporting enemies, but in this case it was small groups with no big threats so it wasn't annoying.

Enjoyable small map. Recorded my playthrough:

 

 

 

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2 hours ago, WH-Wilou84 said:

Cute little map, with a lot of care put into TEKGREN and METAL* texture alignments.

What was ZDoom needed for, though ?
The monster spawns could be done in Boom or even vanilla, with some dummy sector wizardry.

I have ocd when it comes to aligning textures :p Most work went into that. I didn't really needed Zdoom other than using some flats as wall textures. Even my monsters closets were done with lifts and doors to release the monsters at a certain time. Wanted to be creative with that. I didn't really need Zdoom for this map. When I started on it I just rolled with it, didn't changed the format as I was going along.

1 hour ago, Liberation said:

Very nice looking map, was good fun to play through and just the right difficulty level for me. The traps/teleports kept things interesting rather than annoying for a change and the monster selection was spot on, well done!

 

Good to see your still mapping Dutch!.... you know ... this almost feels like a map01 start of a megawad :-) 

Thanks, glad you liked it. It could be a good starter map for a megawad, seems perfect for the lower level slots :) I'm still mapping, but I'm not very active anymore. I try to put stuff out when I can, just way too busy with other things right now.

1 hour ago, guineu said:

Not a fan of maps with too many teleporting enemies, but in this case it was small groups with no big threats so it wasn't annoying.

Enjoyable small map. Recorded my playthrough:

 

 

Thank you for the video, I'll watch in a sec. There's indeed quite a few teleporting enemies, just went crazy implementing those. I had fun working on this, thats what matters most in the end.

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Fun map, as expected from Dutch Devil. It really is great to see more stuff from you!

 

 

...I got lost because I'm stupid and didn't see a switch. Somewhat high pressure using limited space and low-tier monsters, real bueno.

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41 minutes ago, Octavarium said:

Fun map, as expected from Dutch Devil. It really is great to see more stuff from you!

 

...I got lost because I'm stupid and didn't see a switch. Somewhat high pressure using limited space and low-tier monsters, real bueno.

Sorry you got lost :( The switches are kinda small and easy to overlook. The map is somewhat non-linear which can add to the confusion. Wasn't planning to add non-linearity to the map, kinda sneaked in while building it :p

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