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Blue Fire Park


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Name: Blue Fire Park
Map Format: PC DOOM (.WAD)
Ports Tested: GZDoom w/Brutal Doom MOD, w/PSXTC MOD, DOS DOOM v1.9
IWAD: DOOM2.WAD
Map(s): MAP START (GZDOOM MAPINFO included)
Music: Me
Gameplay: Single, deathmatch player starts included but not tested yet
Difficulty Settings: Yes
Multiplayer Placement: Yes
Build Time: About 2 weeks.
Textures: None new
Requirements: No jumping

BFTTLPIC.png.45b121ed5d29d0a2505171654725d0a5.png

 

Blue Fire Park is another short and minimal WAD with a par of 8 minutes.

 

Blue Fire Park.zip

 

In my previous WAD, Venom Pits, I was originally trying to make a WAD that would fit into Playstation DOOM limitations.  I might have actually met that goal with Venom Pits because the sidedef limit is something like 2000, not 1500. 

 

Anyway, Blue Fire Park clocks in at 1911 SIDEDEFs - and I mention SIDEDEFs because that seems to be the most difficult thing to keep under control for me.  I also kept the texture selection limited, as that's a necessity for PSX DOOM.

 

The screenshots below are from GZDoom with Brtual DOOM MOD - the added flammable weeds and grass add to the challenge - and GZDoom with the PSX Total Conversion mod.  I'd like to try to get it in a PSX ISO and see if it works in an emulator or actual hardware someday ... However you choose to play it, I hope you enjoy the brief jaunt through Blue Fire Park.

 

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Screenshots:

1552867589_Screenshot-Foyer-BrutalDoomMod.png.2d3d40d06bee3c4db5f90b265b97313a.png

 

1355199027_Screenshot-Foyer-PSXTCMod.png.047ef27899a33708cee1d1a35d41ab23.png

1499879563_Screenshot-River-BrutalDoomMod.png.3d951f1f805bebfccb43a281af104cd9.png

1205387821_Screenshot-River-PSXTCMod.png.c44596cfdeb65baddb2450f75790652e.png

2033641971_Screenshot-ThirdField-BrutalDoomMod.png.a19aad4ea6b753279f8376d370187b64.png

Screenshot - Beginning - Brutal Doom Mod.png

Edited by Lawrence
accidentally a picture twice

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Nice little level, minimalist but solid.
 

Spoiler

I failed to spot the button for the super shotgun for ages which left me getting knocked about more than I wanted, but thats on me it was perfectly obvious.  Also all the teleporting in of monsters felt really on point to wreck the player but not too much, felt nicely balanced and the points they came in was finely tuned.

I did feel a bit robbed by the secret with one ammo clip in it, and felt sure something else at the end of the corridor should have done *something* but also snarky secrets that aren't worth the resources are part of the game :)

 

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Thanks everyone for checking it out and posting videos.  :)

 

@ScrappyMcDoogerton the blue text is pretty cool.  you were so close to the rocket launcher switch. :)

@Biodegradable it was entertaining to see you fall into the red key trap. :)

@Clippy lol sorry about the yellow key.  Glad you made it through.  Thanks for catching the texture errors, they'll be fixed on the idgames upload. 

 

 

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