Phobus Posted August 10, 2019 (edited) Download link (/idgames) It's The Ultimate Doom... But smaller. Four one-map episodes await. Each map is made in about 6-7 hours in an attempt at speed mapping that clashed with my ambitions. All difficulties are implemented on the finished maps. For added flavour, each map uses a different format. E1 is Boom, E2 is ZDoom (Doom format), E3 is ZDoom (HeXen format) and E4 will be ZDoom (UDMF). The maps are, essentially, old-school maps inspired by their respective episodes that use some added features based on format and convenience. Here's a screenshot from each map as-is (no prizes for guessing which is which): Edited November 28, 2019 by Phobus Updated download links to /idgames 17 Quote Share this post Link to post
Tango Posted August 10, 2019 this is a really neat idea, and the screenshots look awesome. especially the last shot with those nice long gstone paths over the blood, love it 1 Quote Share this post Link to post
Phobus Posted August 16, 2019 (edited) Here's a tasty bump to let you know that this is now available to download. E1 should be playable in almost any port, but you'll need ZDoom for E2 and E3 and you'll need hardware acceleration for E4, as I've done an experimental Hall of Mirrors room. Do let me know if there's any performance issues there, as my PC seems to slow momentarily before smoothing out when I first look at it, and it's pretty powerful. I'm open to replacing or altering the room. Edited November 28, 2019 by Phobus Updated download links to /idgames 4 Quote Share this post Link to post
Doomkid Posted August 26, 2019 This is so damn adorable, the itty bitty menu graphics and name of each map would be enough for a 5* from me, but the maps are genuinely good and feel like pure Doom romps despite using more advanced features with each one. You nailed the texturing and the gameplay was nice and comfortable. Good work with this one, Phobus. 2 Quote Share this post Link to post
Phobus Posted August 26, 2019 Thanks @Doomkid, glad you enjoyed it! 2 Quote Share this post Link to post
leodoom85 Posted August 27, 2019 @Phobus I just played all 4 episodes and I really liked the little nodes used for the maps. The map that I liked the most was from the third episode, combining the big area from Unholy Cathedral, adding the small areas with switches from Limbo while fighting the mastermind AND finding the special secret to get the BFG? Solid stuff man. I think I should have read the README first before trying to play E4 with Zandronum because guess what..........portals are a nope with that port. And the actual hall of mirrors (using the Line_Mirror special) does took a toll with the framerate (have a kinda decent laptop here but entering that room, it went from like 150 fps to nearly 5 fps). I had to use the automap instead to walk through that room. In E4, some areas reminded me sometimes of Sigil, like the area near the yellow skull with the metallic fences and stuff...maybe it's just me heh Btw, I guess that was a good idea to put secret keys to get the "special secret" and reward the player for the effort and correct me if I'm wrong but, I think I haven't saw anything of E1M9... Anyway, solid mapset that it does a nice reminiscence of all episodes, compressed and keeping a steady difficulty. 3 Quote Share this post Link to post
doomfighter667112349 Posted August 27, 2019 cool maps i love e3 e1 e2 1 Quote Share this post Link to post
Phobus Posted August 27, 2019 Thanks for taking the time to comment guys - it makes a big difference to me to know people actually play (and hopefully enjoy) my maps! @leodoom85 - I'm intrigued by the Line_Mirror special, I have to admit. There must be a way to make a Hall of Mirrors along the lines of what I did that doesn't impact performance so much. My only guess is to try and limit how often they reflect other mirrors... Which may even be a GZDoom setting, come to think of it. E1 is a strange beast to try and riff on, because the "rules" are much clearer than for E2 and E3, but there are remarkably fewer clear motifs and ideas to reference or copy. E4 felt like a halfway house between the two, as the texturing scheme was pretty obvious, but the ideas for each individual map are quite specific. I think my choice of layout probably hindered the "E4-ness" of that map as well, but I was keen to do something with portals. 1 Quote Share this post Link to post
leodoom85 Posted August 27, 2019 (edited) Yea, rendering ALL sectors at once by using that action will affect performance for sure, just like using a crapton of 3D sectors and stacked sectors/line portals. Edited August 27, 2019 by leodoom85 0 Quote Share this post Link to post
BoJustBo Posted November 16, 2019 Just played this blind so when I saw that hall of mirrors I was surprised because I thought it was vanilla. Good stuff all around and unlike in Ultimate Doom I felt it got better as it went along instead of the other way around. 1 Quote Share this post Link to post
Phobus Posted November 19, 2019 Thanks for sharing your thoughts @BoJustBo - I think there's something to be said for adding new features into classic game play and I hope more of the community embraces all the advances we've seen in time! 0 Quote Share this post Link to post
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