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siteline.wad - a low-detail Doom 1 map with weird shapes and lots of windows


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IWAD: DOOM.wad
Replaces: E1M1
Single-player only. Needs a limit-removing port. Tested in GZDoom 1.8.2.0 and Crispy Doom 5.5.2.

 

This is my second Doom map and any feedback, positive or negative, would be very welcome.

 

SUMMARY: 
This is a medium-sized, unrealistic, low-detail, old-school, arcade-style map. I tried to make an interconnected 3D structure that's twisty and fun to explore without being a maze. In particular, I wanted to be creative with different types of windows (not just their shapes, but their functions) and sight lines, hence the name. The architecture is fairly simple. Small details are primarily used for contrast and to guide the player. I did my best to create interesting combat encounters using only small/medium-sized groups of Doom 1 monsters. You be the judge whether I've succeeded at any of this.

 

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More screenshots:

Spoiler

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DESIGN NOTES: 
-Time to complete: 20+ minutes.
-Designed without looking up/down. If you look up and down, you can trivialize a couple encounters and secrets, but the map is still completable.
-Lighting is designed for software rendering mode.
-There are no crusher deathtraps, the setpiece moments aren't meant to be super hard, and no infighting or secrets are required.
-The automap will help with some of the secrets, as will thinking about how areas of the map connect to each other. In the second half, there is an untagged soulsphere secret that is a puzzle.
-Because of the length, I would suggest a checkpoint save after you get through the blue door.

 

To be clear, everyone should play this map however they want! I'm just letting you know how it was tested and balanced.

 

DIFFICULTIES:
UV: A little bit stingy with ammo until the end, and moderately stingy with health. I think Doom 1 monsters work best with a small (small!) amount of resource management, and I also try to encourage the player to use multiple weapons.
HMP: More breathing room, less pressure than UV. Probably too gentle for long-time players, but hopefully not a cakewalk. About as tough as the hardest E1 levels on UV, I'd say.
HNTR: For casual play. Just blast everything. Also plays well with fast monsters once you know the layout.

 

 

 

 

 

 

 

siteline_1_8.zip

Edited by Worm
updated to v1.8

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I came because it's an Ultimate Doom map and I love UD. I stayed because holy shit this was a good/challenging map. Lots of verticality, constant threats... This map had everything. Good stuff.

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Awesome, thanks for the video and commentary. I wasn't trying to force bullet-counting in the very first room, I swear! I had hoped the number of imps would push the player to go grab the shotgun or at least escape to another room, but I also wanted it to be survivable if a player does want to pistol-dance, so that's why ammo is so tight at the very beginning if you decide to stay and fight. Nice job making it through without a death.

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Very fun so far. Here are my UV attempts before giving up on said skill for now

 

 

edit: played through on Skill 1 and still almost died! But got even more fun throughout! 

Edited by DuckReconMajor

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