BetelgeuseSupergiant Posted October 30, 2021 (edited) Hello, Doomworld! October is almost ended, which means it's time to show my project to NaNoWADMo! Download MMR_1-1.wad! The mineral refinery, located on Mars was invaded by demonic forces. All humans are killed, you are the only one survivor. Now you have to fight your way through the invaders and leave the base to alert people of the invasion. I was inspired to create it by E1M3 "Toxin refinery" from Ultimate Doom. I wanted to take the best from this map, but so that it was not remake. Due to the fact that i'm a beginner mapper (this is my second map), different parts of the map can be quite different from each other (but i tried to fix it). Map was designed to play with Brutal Doom v21, because of this, it only works with BD v21 and mods, using it as a basis (for example, such as Brutal Doom Dox).Special thanks to: Ola Björling (Ukiro) - OTEX textures 1.1; SergeantMarkIV - Brutal Doom v21. Technical information: Name: MMR.wad Map Format: UDMF. Ports Tested: GZDoom 4.6.1. IWAD: Ultimate Doom. Map: E1M1. Music: None. Gameplay: Single play. Difficulty Settings: Only UV. Multiplayer Placement: No. Build Time: About 1 month. Requirements: Jumping, crouching and freelook are required. Resourses: OTEX and Brutal Doom v21 is necessary for correct operation. Screenshots: Spoiler Edited November 1, 2021 by BetelgeuseSupergiant 4 Quote Share this post Link to post
hakros Posted October 30, 2021 Hi, i've load the otex textures but there is missing textures in some places 1 Quote Share this post Link to post
BetelgeuseSupergiant Posted October 30, 2021 2 minutes ago, hakros said: Hi, i've load the otex textures but there is missing textures in some places Can you show exactly where? 0 Quote Share this post Link to post
BetelgeuseSupergiant Posted October 30, 2021 And you playing with BD? 0 Quote Share this post Link to post
hakros Posted October 30, 2021 (edited) 3 minutes ago, BetelgeuseSupergiant said: And you playing with BD? Yes, that was the problem. As BD is a mod I thought that the textures depended only on the otex pack. It is solved now ! Edited October 30, 2021 by hakros 1 Quote Share this post Link to post
hakros Posted October 30, 2021 I'll play it tomorrow its looks very nice ! Thanks for shared it ! 1 Quote Share this post Link to post
Teo Slayer Posted October 30, 2021 A map designed for Brutal Doom? Heck yeah, I'm in 1 Quote Share this post Link to post
BetelgeuseSupergiant Posted October 31, 2021 (edited) Tomorrow i plan to release a very small update with decorative changes Edited October 31, 2021 by BetelgeuseSupergiant 0 Quote Share this post Link to post
BetelgeuseSupergiant Posted November 1, 2021 Small update released. Changes: More decorations and better textures Spoiler 0 Quote Share this post Link to post
FireWarden1000 Posted February 20, 2022 I tested Martian Mineral Refinery MMR_1-1.wad with LZDoom, I was not able to complete the map. I decided to stop playing the map after I noticed fireballs travelling through the large water tanks in the water tank area. The map contains several large, and empty areas that are filled with enemies. The dynamic lights do improve the appearance of the map. The office furniture is well designed. Enemies are placed far away from the player. Doors are activated using timed switches that are placed far away from the activated door. My recommendations, build basic DOOM maps before moving towards more complex DOOM map designs. Smaller DOOM maps are easier to build compared to larger maps. Add more hiding places in the map for enemies, and the enemies will ambush the player. 1 Quote Share this post Link to post
BetelgeuseSupergiant Posted February 20, 2022 31 minutes ago, FireWarden1000 said: I tested Martian Mineral Refinery MMR_1-1.wad with LZDoom, I was not able to complete the map. I decided to stop playing the map after I noticed fireballs travelling through the large water tanks in the water tank area. The map contains several large, and empty areas that are filled with enemies. The dynamic lights do improve the appearance of the map. The office furniture is well designed. Enemies are placed far away from the player. Doors are activated using timed switches that are placed far away from the activated door. My recommendations, build basic DOOM maps before moving towards more complex DOOM map designs. Smaller DOOM maps are easier to build compared to larger maps. Add more hiding places in the map for enemies, and the enemies will ambush the player. Ok, thanks! 0 Quote Share this post Link to post
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