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Communications Center: A vanilla mapset with rockets.


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I just wanted to make a cool level with rockets and stuff. There's two secret areas, an optional fight and a yellow key lootbox. Also it's Friday the 13th.

 

Edit: New level with tan textures and rockets.

 

Music is Where Izit from RotT for MAP01, Run Like Smeg from RotT for MAP02.

 

Screenshots:

Spoiler

MAP01

doom38.png.fe699c33d67bc65d6692fba5b43a3978.pngdoom39.png.14b92f5c750bebb43080c0553afe9892.pngdoom40.png.dd217d83eb7d3c8b815d8e498588e4cb.pngdoom41.png.2f7b3b38a314c4c687436fa0d77250ee.pngdoom42.png.4590294a10ff9bd5dbed061e628e6864.png

 

MAP02

doom00.png.d163607eb5ef14e4734da97c794311f7.pngdoom04.png.54534a592c9eb99d9b2c95872e1b5cfc.pngdoom01.png.57705ca0e6c2540872a52a24ba38513f.pngdoom02.png.97b2c895272dac6aa7f360211ef6cc35.pngdoom03.png.af4ead1ec8bcefd52bd9278095e31c36.png

 

COMMS.zip V.1

COMMS.zip V.1.1

Edited by AtticTelephone

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A decent (if rather short) gimmick map, though with the notable exception of the revenant fight, it presents almost no challenge aside from avoiding blowing yourself up by accident. The cacodemon fight, in particular, is very easy to cheese by pumping rockets through the open doorway, which is too narrow for enemies to easily manoeuvre through. (I'd have the same complaint about the mancubus, but lone mancubi are easy enough to dispatch with a rocket launcher as it is, so it's not like the door issue makes it any easier.)

 

Getting the shotguns from the sergeants is pretty much luck-based, and given the gimmick, I'm not sure if they're supposed to be reachable at all (there are shells in the same room, and the shotgun is useful later on, so I guess you're supposed to get it, though I think there should probably be a way to get onto the crates if so.)

 

You've also got a couple of texture bugs: one of the lines on the lift in the yellow key room (linedef 926) has its lower texture on the wrong side, causing a HOM when the lift lowers, and there's tutti-frutti on the bars in the starting room (in vanilla, textures shorter than 128 don't tile correctly - if aiming for vanilla compatibility, you should actually test your WAD in vanilla or at least Chocolate Doom to catch such errors). Finally, while it's not strictly a bug, sector 159 (making up the solid wall behind the teleporter to the revenant room) has no reason to exist, and should really be void space (if only to make the lines show up as proper walls on the automap).

 

Keep at it!

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The map does do what it is supposed to do, this is a good start but it would gain lot from some visual makeover, mostly in the first room.

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A short and snappy map with some pretty fun designs. :)

One thing I like about this map is the red key platform using 2 light textures to make a funky looking flat, definitely original! :D

 

Difficulty is incredibly easy since there's not really many enemies. (the red key room lacked a trap weirdly and only had 1 imp... wouldn't be bad to add say 1-2 hell knights in there).

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A new level appears.

 

Tan and inspired by No Rest for the Living, this map is slightly harder than the first one, oh, and I think I came up with names. Tech Support and Tiramisu (for looking like a coffee flavored level).

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