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Trance

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  1. Trance

    Doom II Dark World

    OP updated with the idgames link, for anyone waiting for that. If you'd like to leave a review, that would be a good spot for it.
  2. Trance

    Doom II Dark World

    Just as a heads-up, a streamer friend of mine will be playing this mapset tonight at 8 EST (about 7 hours from the time of this post). Tune in if your backlog is overwhelming but you still want to see the maps. http://www.twitch.tv/kaitocain If y'all find anything strange or broken about these maps don't hesitate to let us know about it. The couple of days before release were sort of a blur as we got all our pieces packed up into one WAD, so we may have missed some things.
  3. Trance

    Doom II Dark World

    Long time lurker, never time poster. Active on the ZDF.
  4. (Boom-compatible sourceport required to run) These 11 maps are patterned after the first set of 11 levels in Doom II. The concept for this mapset was inspired by the Dark World levelsets from Super Meat Boy: levels with the same broad layout as the original they're based on, and with a familiar look, but with different aesthetics and a much higher challenge factor. The chief mapping guideline we followed was that if a player knew their way around the original map, then they should never get lost playing one of these. The goal is to provide longtime Doom II veterans with a fresh experience traversing maps which feel both instantly familiar and new and challenging at the same time. This set is equal parts creative endeavor and learning experience. With the exception of Grymmoire, the mappers in this project have few to no publicly released maps under their belt. The project took a lot longer than it should have taken to get to this point. It started in 2016 when Hellser set himself the challenge of recreating MAP02 from memory. The concept for the mapset was set shortly afterward, and what followed were several short spurts of creative work punctuating months of distraction at a time. Within those two years, the mapping meme of recreating Entryway from memory came and went, and the project may have lost most of what little originality it had at first. It should still be fun to play, though lacking in novelty. MAP11 was our finish line for release, but it isn't set in stone that we're going to leave it there. If this mapping concept resonates with anyone else, get with one of us about trying one of the later maps. We'd love to have this thing up to the full 32, but getting there ourselves might take the rest of our natural lives to do those maps justice. :P The maps are in Boom format, and tested with ZDoom v2.8.1, GZDoom v3.1.0, PRBoom+ v2.5.1.4, and Eternity v3.42.03. Demos for PRBoom+ are included in the WAD. NOTE: The maps were designed around vanilla's movement and aiming restrictions. You won't break things too badly with freelook, but you will sequence break like mad through jumping or crouching. MAP01: Gateway, by Trance MAP02: Underhells, by Hellser MAP03: Anguish, by Hellser MAP04: The Heart, by InsanityBringer MAP05: The Wasteyard, by Hellser MAP06: The Rise And Fall, by Trance MAP07: Dead, by Grymmoire MAP08: Deceive and Seduce, by Hellser MAP09: The Bloodpit, by InsanityBringer MAP10: Spawning Pool, by Hellser MAP11: Cocytus, by Trance Tall skies were grabbed from the Skulltag Resource Pack. Download link: d2dw.zip Idgames link: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/d2dw Screenshots: https://i.imgur.com/DVVeSq5.png https://i.imgur.com/Z8dHkMa.png https://i.imgur.com/qpydrja.png https://i.imgur.com/HCinDPK.png https://i.imgur.com/kjoX9bZ.png https://i.imgur.com/Mf13aK6.png
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