Descent To Hell MEGAWAD - Updates- [Testers Needed]

OK so i'm new here and i'm also new to DOOM editing, but i've been playing it since, litteraly, i was 3 years old. And 2 months ago i decided to play plutonia 2 and i was so inspired by it i decided do make my own megawad.

I picked up Doom builder 2 quite fast.

At first i was doing it just for fun but i just think it would be a shame if i youldn't share it with anyone.

So here's what's it about :

Screenshots:

http://www.majhost.com/gallery/JP-54/Doom/DTH/doom01.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom02.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom03.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom04.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom05.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom06.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom07.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom08.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom09.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom10.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom11.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom12.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom13.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom14.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom15.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom17.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom18.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom19.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom20.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom21.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/doom22.jpg



It will be all hell-based episoded everyone with a slightly different theme.

Compatible with any limit-removing source-port



I'm doing each one as i get an idea so don't expect full episode releases.

Also in terms of difficulty, i want to keep this pretty "accecible" for for everyone, I'm not some sort of Doom god but i make sure i pass all the levels i designed on UV skill.




***UPDATE********


New maps:

map05 - The Watchtower - last level in the Hell Ruins episode before the "boss" map, also the first difficult map

map15 - Last level of the Blood Canyon episode. Sets the theme for the episode and introduces the third Boss monster

map16 - Storage Facility - first map of the hell labs episode. Mstly easy but can get diffucult in some spots

map20 - Cooling Station - Final map of hell labs episode wich introduces the last boss monster. If you'll start with the pistol only with will be very hard on HMP and over.

map26 - The Damned City - Firts map of the episode of the same name. sets the theme for the whole episode. Probabily my favourite new map.


previous map 14 Hell Labs as been moved to map 19

previous map 26 Freakshow as been moved to map 25


Episode list:

1-6 Hell ruins

7-11 Tunnels

11-15 Blood Canyon

16-20 Hell Labs

21-25 undetermined

26-28 Damned City

29 and 30 - Deadzone



Monsters:

All 3 new monsters have been finishes. It took me a while to make the sprites for 2 of them.

- Spirits - they are basically the same as the spirits from hexen and act like lost souls, except that they can fly trough you. Alone they are quite pathetic but in large groups they can become extremely annoying.

- The Guardian - Based on the Maulotaur from heretic, its basic atack consists on trowing a rapid succesion of mancubus fireballs and then charging at you wich will instantly kill the player.

- The Cyber Marine - It's based on the final boss of duke nukem total meltdown, and because this is a psx game it was very painfull taking screenshots of the monster wich i could never get them from the back while he is atacking. He packs a super fast chaingun and he's very har to kill.


Screenshots

map05
http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom00.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom01.jpg

map15
http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom02.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom03.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom05.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom05.jpg

map16
http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom07.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom08.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom09.jpg

map20
http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom10.jpg

map26
http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom11.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom12.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom13.jpg
http://www.majhost.com/gallery/JP-54/Doom/DTH/Updates/doom14.jpg


You can download what i've got so far here:

https://www.dropbox.com/s/um77bb3rbcx5qxv/DTH.wad

Use the plutonia IWAD


I suggest you use glboom+ with compatibility level -9


previous maps in the wad:

map01 - Soul entrance - pretty easy, can be finished in under 30s

map02 - The evil truth - also mostly easy

map03 - Cavernous - satrting to get harder in some spots

map08 - Torture Chamber - Sets the theme for the tunnels episode

map19 - Hell Labs - my favourite map. Cramped corridors, endless monsters and super fast, non-linear gameplay

map25 - Freakshow - BFG slaughter map. One of 3 in the entire WAD

map27 - Foundations of madness - No ammo, no health, hundreds of enemies, labirynth-like, many areas armed with laser trip-bombs

map29 - The gatekeepers - Mini "boss" level. Easy if you find out the correct hidding spots

map32 - Hell Unleashed - Hardest map in the WAD

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I'm not really getting what's going on visually in some of the pictures, but this scene is really great. The map looks like a perfect fit for the veiny red sky.

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esselfortium said:

I'm not really getting what's going on visually in some of the pictures, but this scene is really great. The map looks like a perfect fit for the veiny red sky.


It's from map 30. I donĀ“t want to give much away but i can say it's insanely large.

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This actually looks surprisingly good, especially coming from a new-ish mapper. Really digging the directional lighting in particular, and that outdoor shot Essel linked is great. Keep this up. ;)

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Looks gnarly. Love the reddish organic hell theme, so I'll have to keep my eye on it. Just remember that a lot of projects get announced, but its hard to keep to a schedule to finish them, especially in the latter stages. Hopefully you'll be able to finish it.

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I'd get someone with good mapping experience to start checking over your maps I see some good stuff but noobish mistakes that you can learn to fix and avoid in the future I would be willing to do it but that is up to you.

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There are a few noobish things going on with respect to texture allignment, but it's a really simple lesson to learn and a quick fix so that's not a problem.
You have a real eye for creating a setting and theme for your maps, really impressed as it's far superior to anything I made when I started mapping.
Oh the outdoor hellish areas in the later pictures look awesome :)

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Some of the levels look a little square and repetitive, however some of those shots looks awesome. Looking forward to trying it.

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cannonball said:

There are a few noobish things going on with respect to texture allignment, but it's a really simple lesson to learn and a quick fix so that's not a problem.
You have a real eye for creating a setting and theme for your maps, really impressed as it's far superior to anything I made when I started mapping.
Oh the outdoor hellish areas in the later pictures look awesome :)


That would be great, i'm having trouble keeping both lower and upper textures aligned at the same time with the adjacent walls middle texture. Help would really be appreciated

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Easy solution, in doombuilder, select the walls which upper or lower linedefs and mark them as lower/upper unpegged, for example if you have a computer panel with the wall above and below the panel, then you mark that linedef as both upper and lower unpegged. If you have an arch/ doorway where there is a wall above you, then you only mark the linedef as upper unpegged, this will align the textures perfectly in the vertical axis.
Hope this helped :)

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cannonball said:

Easy solution, in doombuilder, select the walls which upper or lower linedefs and mark them as lower/upper unpegged, for example if you have a computer panel with the wall above and below the panel, then you mark that linedef as both upper and lower unpegged. If you have an arch/ doorway where there is a wall above you, then you only mark the linedef as upper unpegged, this will align the textures perfectly in the vertical axis.
Hope this helped :)



OMG thank you so much! This will vastly improve my life for now on. Now to fix every texture alignment in every map.

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The upper/lower unpegged thing is always a breakthrough for mappers once they realize how much easier it makes life.

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Pottus said:

The upper/lower unpegged thing is always a breakthrough for mappers once they realize how much easier it makes life.


This,
I was in the same boat not long ago, all the best with your project jp54 and I look forward to playing some of these maps in the future.

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Eris Falling said:

Shot 19 is a bit odd, aside from that, this is quite a good looking project.


I like this shot, actually

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Looks like a promising project! Don't stop! :D

BTW shot 12 is my favourite.

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I like the designs, but I would do this:
fix the lightning.
remove all gear pools, 4 medikits with another 5 big cell packs has never looked good anywhere I can think of.
fix the texture missalignments.

good luck with ur maps :)

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Ok people some updates...

- five new maps have been added.

- all 3 new monsters are complete and functional

- all the textures are now alligned (thanks Cannonball)

- some maps have been moved

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