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Bad Mega Man level designer tries to make Doom maps


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So I decided to take part in this year's NaNoWADMo in an attempt to properly get my foot in the door with Doom modding, as while I've had interest in it for the longest time I've never really sat down and actually tried to make a map or mod. My inital goal was to try and make 7 maps, then after spending the first half of the month making the first map I scaled down to a goal of 3 maps, and even after that I only got 2 out of 3 done!

 

The end result is a couple-map long Boom-Compatible WAD. Technically it's 4 maps long as there's an unfinished MAP02 and jokey "ending" map in the MAP04 slot, although MAPINFO-compatible source ports will skip the former.

 

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You may be thinking "why throw this out into the world when it's a fairly barebones state?" the main reason is because I wanted to show what I accomplished for NaNoWADMo rather than disapearing off the site after October ends, and also so I can get feedback on what I have completed so I can avoid making rookie mistakes later down the line. Obviously I would like to continue to work on this, but with October over I have some obligations that are currently more important than this.

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Here you go! I enjoyed exploring this, and you did a couple of things that took me by surprise :) I'm glad you liked mapping for Doom! 

 

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The maps are pretty standard in the layout, progression and design but there's some imagination at work here and there. The first map's pretty standard stuff, though the curved steps/hallway is and some of the texture work is neat. Bit short on ammo, though much like Dave pointed it out, might be just UV's fault there. Couldn't hurt to put more in though hehe. I respect the central premise behind the second map a fair bit. It's a fun idea. Lots of potential for growth should you decide to make more maps.

 

 

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Love the "being chase by a cyberdemon" gimmick in map 3 even though you can just go squeeze through him to the exit :P

 

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Edited by Philnemba

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