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Pump station - Doom II wad


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Hi everyone.

Originally I was working on a replacement for Doom Episode 1 but got overall dissatisfied with what I was making up in Doom Builder. It all seemed to be too rectangular and symetric. So I decided to make a Doom II single level wad instead to work on exactly these issues. I came up with this techbase level:

 

Name: Pump station

Map: Doom II, Map 01

Difficulty settings: Yes, but not extensively tested. Manageable on UV without secrets

Multiplayer: No

Port: GZDoom (might work with others, only tested with this one)

Format: Doom II

No freelook, crouching or jumping intended

Link: pumpstat.wad (idgames archive)

 

Before I upload it to the idgames archive I'd like to know what you think about it, if there are things you'd improve, etc.

 

Screenshots:

Spoiler

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Thanks in advance. :-)

 

Edit: updated link to latest version

Edited by Stocki

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Very nice classic techbase with great pacing. I enjoyed the progression of weaving in and out of the facility, requiring just enough navigational skill to be fun but not so much that I ever got lost. I'd also like to point out that the map was quite pretty in a delightfully subtle way. Just the right amount of detailing to look nice but not get in the way of gameplay or readability.

 

If I had one complaint I'd say the encounter over nukage feels a little bit like you HAVE to tank a little damage from one of the arachnotrons if youre trying to avoid a tracer from the rev. (This was particularly difficult for me since I had arrived there with quite low health)

 

 

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Thanks to you both for playing the map.

Yeah indeed. It can be hard to manage the fight above the nukage without taking at least some hits from the Arachnotrons. I'm now thinking about maybe placing some more "islands" in the slime so you can go over the edge and take all three enemies out separately, if you are careful enough.

From Biodegradables Playthrough I'd say I should place another SSG somewhere earlier in the level. There is one in a secret though.

By the way: Congratulations for grabbing the first chainsaw! You can reach it by other means. I even tried multiple times to jump over into the secret. I couldn't manage it and thought the gap was wide enough. :-D

 

 

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As Bio said: straightforward and fun.  Almost didn't make it through this one; my play was a bit sloppy in places and I kept finding myself on dangerously low health as a result.  Still a good time.

The first few seconds of gameplay didn't record properly; I don't know why not.  It's only the first 20 seconds or so, though.

 

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Pump station

 

Ultra-Violence || Zandronum || HG_S-Doom

 

Status:

Deaths → 0

Saves → none

 

Screenshot-Doom-20210224-075823.png

Screenshot-Doom-20210224-080524.png

Screenshot-Doom-20210224-082850.png

Screenshot-Doom-20210224-083448.png

Screenshot-Doom-20210224-084845.png

Screenshot-Doom-20210224-103610.png

 

A really interesting map, quite entertaining if you ask me, I really like how the structure of everything looks like, this being not a linear map of course, but it does have a really good exploration, the architecture used In each place it is very interesting, from areas with tiers, areas with elevators, areas with a "backyard", areas with closed spaces and other things, now with the fighting, this is also very good here, since the fighting does not come to be very annoying, maybe the beginning if it is, due to the fact that there are Hitscanners, but then, after having the shotgun, everything begins to be calmer, even more when you already have the other weapons, but yes, here the combats are not so unfair, everything is really well balanced, and despite having somewhat heavy enemies to deal with, as is the case of the Archviles, or the Revenants, the truth is that I did not have much problem with it, and even more so that there are enough medicine cabinets s and Power ups with which to stay alive for a while longer until the end. Very good job that has been done on this map, I really liked it, I enjoyed it a lot, and I hope to see maps just as entertaining as this one that I had already tried.

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Hi Orcsbreath and ElPadrecitoCholo. Thanks for playing and sharing your opinion on it.

I'm currently thinking about making some secrets a little bit more obvious and have already moved one secret area, just to make the connection between a switch and the area of effect more obvious.

Furthermore the final battle will have some stimpacks available on the nukage level.

And I'll see to make the chaingun in the green room available. ;-)

@ElPadrecitoCholo: Were you able to find all secrets by searching (I assume so, because of the time) or did you take a look at the WAD in the editor?

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4 minutes ago, Stocki said:

Were you able to find all secrets by searching (I assume so, because of the time) or did you take a look at the WAD in the editor?

 

Mostly searching, although I had to use the help of the "Idclip" trick in some areas for not knowing exactly where the switches were or ways to unlock something, and in other areas, just apply the jump, since I am not much of a game in Vanilla 100%, and over time, the guilt was also due to not being able to find that last monster that I needed.

Edited by ElPadrecitoCholo

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  • 3 weeks later...

Hi everyone. I've considered your comments and updated the map. It is now available via the idgames archive. You can get it here:

pumpstat.wad. I have also updated the link in the opening post.

Thanks again for testing and for your comments and suggestions.

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