clamgor Posted August 25, 2021 (edited) Heya! Made a new map after a while. It's called Meatbox Slam. You find yourself in a box that unfolds as you progress. Don't get swarmed. Find all keys. Good Luck! LINK: https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/meatslam Details Limit removing (ZDoom, GZDoom) Single and Co-op Play Game Doom 2 Map MAP01 --- Base New from scratchBuild Time 7 days.Editor(s) used Doom Builder 2, Slade 2Known Bugs Slime Trail (if you find any, let me know of other bugs!)May Not Run With Chocolate Doom, pRBoom+Tested With ZDoom 2.8.1, GZDoom 4.4.2 EDIT: idgames link is up! Screenshots Edited September 6, 2021 by clamgor 9 Quote Share this post Link to post
Noiser Posted August 25, 2021 (edited) On 8/25/2021 at 7:30 AM, clamgor said: Limit removing (ZDoom, GZDoom) Looks pretty cool, I love the screenshots! However I don't recommend using ZDoom\GZDoom as your main port if you want to make vanilla, limit-removing or boom maps - that's a recipe for disaster. Each format have it's own appropriate port to let you know how compatible your map really is: Vanilla = Chocolate Doom or Chocorenderlimits Limit Removing = Crispy Doom or prBoom+ on cl 2 Boom = prBoom+ on cl 11 (mostly) Edited September 23, 2021 by Noiser 2 Quote Share this post Link to post
Bri0che Posted August 25, 2021 (edited) Just finished it, impressive detailed map, you really put a lot of effort into it there no doubt about this, and I'm talking about the whole design albeit a bit confusing in some parts : for sure a disadvantage of the complexity of your map, this is not a major defect to me though, every map has his cons, and keeping in mind you did all of this alone this is an impressive achievment I couldn't be capable of personnally. I found no bug nor glich. Another point, I don't understand the second door secret openable with the G1/GR switch in the outside area, is that just here to tell the player that this is a "second possible way" ? Because there is no reward to go in otherwise (or I didn't found it ?). Anyway, I got fun, it really has a lovely charm, the exit door was particulary rough haha, I died almost 10 times here xD Edited August 25, 2021 by Briøche 1 Quote Share this post Link to post
clamgor Posted August 26, 2021 On 8/25/2021 at 7:53 PM, Briøche said: Just finished it, impressive detailed map, you really put a lot of effort into it there no doubt about this Hey, thanks for the feedback! On 8/25/2021 at 7:53 PM, Briøche said: Another point, I don't understand the second door secret openable with the G1/GR switch in the outside area, is that just here to tell the player that this is a "second possible way" ? Because there is no reward to go in otherwise (or I didn't found it ?). Also yeah, I basically put that secret in there as an alternate route of entering the second area without facing the monsters waiting at the front entrance haha, there are also some stimpacks and ammunition in the secret room in case the player's running low on either and found the secret beforehand 1 Quote Share this post Link to post
rampancy Posted August 30, 2021 (edited) this is an awesome map. idk why this isnt getting more attention here. nice execution of a cool concept. are mlook/jumping intended? i couldnt find the answer in the readme. maybe im blind... Edited August 30, 2021 by rampancy 1 Quote Share this post Link to post
clamgor Posted August 31, 2021 19 hours ago, rampancy said: this is an awesome map. idk why this isnt getting more attention here. nice execution of a cool concept. thanks! 19 hours ago, rampancy said: are mlook/jumping intended? i couldnt find the answer in the readme. maybe im blind... I tested it on ZDoom with these settings enabled and found that playing it with Vanilla settings might hamper the player during the starting area, honestly didn't think about it because I was focused on executing the concept. I'm not used to all this complevel stuff and don't know which sourceports are ideal for mapping and testing vanilla WADs. Is prBoom+ the ideal? 0 Quote Share this post Link to post
rampancy Posted August 31, 2021 around here prboom+ is probably the most fashionable compatibility wise. gzdoom specific features are more niche. freelook isnt zdoom specific though and i think its more widely accepted. i usually play with it off bc doom but i noticed a couple hell knights early on that i couldnt really target without it, hence the question. usually you will find a note in the text file if the author expects you to freelook to complete the level. 1 Quote Share this post Link to post
clamgor Posted September 6, 2021 UPDATE: idgames link is LIVE! Thanks for the feedback! 1 Quote Share this post Link to post
FireWarden1000 Posted September 23, 2021 I completed Meatbox Slam meatslam.wad with LZDoom on Hurt Me Plenty, this map was outrageous, 90/100. meatslam.wad is 1 of the most original Doom 2 maps that I have tested. The progression in the map is not really apparent at first. As you move through the map, the map will expand. Every area in the map is full of traps, and ambushes with enemies appearing from anywhere in the map. This map was action packed, and full of numerous details in the environment. The switches in the map were hard to find, because there are no "hints" that will lead to the switches. My only complaint was the level of lighting in the map. The building area was completely dark. Any time I was ambushed, I would had to retreat outside, and fight the monsters outside in the light. Add more lighting to the interior locations. 1 Quote Share this post Link to post
princetontiger Posted September 30, 2021 Well done! Was looking at the new list on idgames and was intrigued by the name... I really enjoy single map wads because I don't feel the "pressure to perform" the rest of them. :) 1 Quote Share this post Link to post
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