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First Map - BunkerBuster


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Hello everyone.  I was inspired by Stardate and Valiant, tho the combat is not so difficult.  Its purple techbase theme, with a quick trip to hell.  This map 01 is doom2 compatible and requires the IWAD.  Featuring palette swaps, pistol replacement, new monster, cc4 textures, custom midi and, more.  Tested mostly with Crispy, GZDoom and PrBoom+.

Tools used include, BD2, DBX, Slade, Whacked4, Doom writer, Dosbox, Dehacked

Included is the .WAD and .DEH files

BunkerBuster.zip

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I tested your map... it's very purple. Played on UV in GZDoom 4.5.0

 

Gameplay

First off, the map has very nice combat. Very few traps, but not repetitive by any means. You seem to want to put the player into the action very quickly, and the combat as a result is frantic, but not too difficult as a result. The placement of enemies is also well done. The revenants in the room with the boxes got me a few times. Back to the traps, they could have a bit more to them. The trap with the hell knight and imp was... a bit underwhelming. I'd also like to talk about the dehacked use in the wad. The Dehacked demoness(?) doesn't really add a lot to encounters, due to her low health and easy to dodge projectiles, in my opinion. She really feels out of place in the map as a whole, since she is used less than five times in the map.

 

Layout

The layout is very competent and simplistic, yet simplicity is often a very good thing, as it makes the environment very easy to memorize. Not much else to say, really.

 

Texturing and detailing

The aesthetic with the use of bright colours is certainly unique, though I can't help but feel there is bit of a clash with the hell textures. I do like the purple tech-base theme though it would be interesting to see this theme with custom textures. More of a observation, than a legitimate criticism on my part. It is worth noting that there are some texture alignment problems, though I'll get to that briefly.

 

Bugs

There are hit-scanners in these alcoves that are stuck and cannot move nor attack me  and a few texture alignment issues

https://imgur.com/a/AQTo2xx

https://imgur.com/a/eHZiU7V

https://imgur.com/a/MDMc46s

 

Conclusion

A pretty good map with a stylish aesthetic that needs a bit more polish. Overall, good stuff!

 

 

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BunkerBuster

 

Ultra-Violence || Zandronum || Vanilla

 

Status:

Deaths → 0

Saves → none

 

Screenshot-Doom-20210312-091746.png

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Screenshot-Doom-20210312-132146.png

Screenshot-Doom-20210312-132955.png

Screenshot-Doom-20210312-142320.png

Screenshot-Doom-20210312-143019.png

Screenshot-Doom-20210312-143035.png

 

A map that left me really surprised, go that if there is enough similarity with the aforementioned maps with which the author has been based to make this Wad. The structure and architecture used here are really phenomenal, I quite liked how everything looked purple, and the different kinds of details that were in each room, without a doubt I really liked how varied this map has been, and Not only that, the fighting doesn't disappoint either. Each confrontation is well balanced, with many very varied enemies, and taking into account the new enemy added to this map, the truth is that the way in which they were used each one was very ingenious, perfect to make the Marine annoy with the class. of demons that you must kill to get what you need, as well as the fact that this map has all the weapons to face the demonic hordes and the Cyberdemon that is in the part where you need the red skull to get out of the map. Overall it was a very pleasant and enjoyable experience, I congratulate you on such a good job that has been done here, and I look forward to future maps just as entertaining as this one that I have finished testing.

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