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Now Available: EXODUS, a set of 2 large maps


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After 4 months of on and off work, I finally have to present to you "EXODUS", a small WAD with 2 casual but LARGE vanilla maps built for Single Player and Coop. These maps were originally intended for 2 different Doomer Boards Projects (DBP) but were either not finished in time, or heavily modified from their original design. You may notice the second map is a much bigger version of my MAP10 from "Auger Zenith" (DBP37). A lot of the motivation to make and release this set here is from all the success AZ had and multiple mentions of MAP10 as a stand out map.

 

 

 

Tips for when you play:

  1. Save often. They're big maps, so starting over sucks.
  2. Exploration pays off. Secrets aside, taking a moment to walk around the many vast areas will usually reward you more than trying to quickly run from one area to the next.
  3. Observe and take advantage of shortcuts. If you fall off something, their is usually a newly revealed ladder or lift to take you back. If you're playing coop and respawn, the beginning will have a teleporter to jump you back into the action, and so on...

 

BEFORE DOWNLOADING, PLEASE NOTE:

1. Although the maps are made in vanilla format, this WAD will only run properly in a ZDoom based sourceport (testing was done with Zandronum). It is preferred that you play this with jumping disabled, but mouse look enabled (due to all the verticality).

 

2. If you plan on streaming or recording and posting to any social media platform such as YouTube, your video may be partially muted, flagged etc. unless you play the WAD with the alternate music track I included in a separate file in the .zip. MAP02 has music that might be filed in the Copyright ID system. More info on this can be found in the Read Me's included.

 

For more information and to download:

https://www.moddb.com/mods/exodus-doom-ii-wad 

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Pretty dang nifty. I died pretty fast in map01. Map02 was shaping up to be pretty good at about 100 monsters in. Its pretty wide spaces and pretty nice scenery. 

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Apparently, a lot of work has been put on this stuff you have going on here. Unfortunately, large maps are often something the community around here does not like. I haven't played it, but it feels like your work should be getting more attention than it is right now.

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I actually prefer larger maps with more casual gameplay greatly over tight maps with hardcore or very cramped combat. So I will support your endeavors with a download. :)

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I have a dedicated public Zandronum server hosting EXODUS @ 74.208.90.119:10667 or if you wish to find by name: "[DM] EXODUS.wad Coop Premiere! V1.1"

 

Don't forget, you can easily crush the Spider Mastermind with the crane ;)

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16 hours ago, RataUnderground said:

I'm not fond of very large maps, but I'll give it a try : )
Does this have balanced difficulties? Which is the recommended one for what skill? 

 

No difficulty gradient has been implemented other than some typical Romero-style-throw-an-extra-cyber-in-there-and-call-it-day stuff for Coop (actually there is a little more than just an extra Cyber in Coop)

15 hours ago, kalensar said:

Pretty dang nifty. I died pretty fast in map01. Map02 was shaping up to be pretty good at about 100 monsters in. Its pretty wide spaces and pretty nice scenery. 

 

I am sensing maybe the start of MAP01 is a bit low on ammo? I think it may have been kind of wrong of me to assume people would wander/explore the start area before entering the large building, because I think without doing that the player starts a little dry.

 

10 hours ago, Astro X said:

Apparently, a lot of work has been put on this stuff you have going on here. Unfortunately, large maps are often something the community around here does not like. I haven't played it, but it feels like your work should be getting more attention than it is right now.

 

You're actually absolutely right. Large maps (not necessarily completion time, but vast open areas) are something players tend to be more wary of these days than say, the early 2000's and earlier. The trend seems to be more compact style maps. Part of my motivation and why these maps were made the way they were, was to challenge myself to make open maps that were good enough that even those generally turned-off by the style would give it a second thought. Also, just to inject some variety into the community and not make same kind of map as the rest. Ironically, the great thing about my work with Doomer Boards was actually the fact that my approach clashes a bit with theirs, because that's what has made me learn the most and try the hardest to figure out a way that both satisfies their feedback while also not significantly sacrificing my style.

 

By the way, I really appreciate that last statement. I don't get to read stuff like that too often, so it's nice you think that. :)

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