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[WIP] Doombox - Boom Compatible


Help me rate the difficulty of this wad  

5 members have voted

  1. 1. What is the highest level of difficulty you think you could complete this wad comfortably?

    • Can't complete at all
      1
    • I am Too Young To Die
      0
    • Hey, Not Too Rough
      1
    • Hurt me Plenty
      1
    • Ultra-Violence
      2


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For the past few months I have been watching the user Coincident speedrun the wad Zone 300. This has inspired me to create my own map with a set off restrictions. Instead of line or sector count though these levels will be restricted in the space the player can occupy.

 

In Doombox the player is restricted to an area of 2304x2304 map units*. From first spawn until the exit switch is pressed, the player can not leave that area.

 

*Only player accessible sectors count, things like teleporter closets or voodoo doll trickery are allowed outside the box as long as they can't be reached by the player.

 

Download:
Doombox.rc2.wad (Google Drive)

 


Name: Doombox.wad
Map Format: Boom
Ports Tested: PrBoom+, GZDoom
IWAD: Doom2.wad
Map(s): MAP01-MAP08(for now)
Music: (None yet)
Gameplay: Single play
Difficulty Settings: Yes
Multiplayer Placement: No
Textures: cc4-tex.wad
Requirements: No Jumping(Disabled in gzdoom), No Crouching(Disabled in gzdoom), Freelook Permitted

doom00.png

doom01.png

doom02.png

doom03.png

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  • 1 month later...

Seems this has slipped past everyone, going to give this a much needed bump. 

 

Some unique puzzle/gimmick oriented maps here, the restriction in space isn't noticed/obvious most of the time.

 

 

I've played through maps 1-4 in prboom+um on hmp. 

A few thoughts/observations spoilered. Will get around to playing the rest these next few days.

 

Spoiler

I believe there's a way to have the player telefrag a voodoo doll or romero head as a death exit instead of using barrels to avoid the really, really loud explosion for people playing in prboom/dsda. I'm not sure how this is done tho.

 

 

Map one was a nice starter for the set, gets the player ready for the puzzle/gimmicky nature of the set. You could cut way down on the amount of shotgun ammo imo. 

 

There's also a misaligned texture here

 

doom00.png.a5af0ad83e62b41f0e1969b06aa3dba7.png

 

 

 

Map 2 didn't click with me, I got tired pretty quickly of trying to trial and error what the next thing to do was. After shooting the first switch, hitting the next one and running down to hit the third, I couldn't figure out where/what to do next, especially with the time limit on the walls. Ended up skipping this one.

 

 

Map 3 was okay, didn't care all that much for the cramped and symmetrical, but with different traps, beginning. Enjoyed the second half more. I do have a complaint about trying to get out of this building.

 

doom02.png.4bd4fa3dc3116ecf4d9da8f76eb03b7c.png

 

The monsters block the player from jumping down, forcing multiple trips on the lift hoping that a gap opens up that you can squeeze through. I assume it's intended for the player to get out to kill the viles and other demons, instead of doing something like SSGing once and jumping back down to ride up till everythings dead. Very tedious either way. If there were a platform before the door allowing three sides for the player to jump off would probably be better than the door exiting directly to the ground.  

 

 

Map 4 is my favorite of what I've played so far. I enjoyed how the map fucks with the player, the multiple trips through the lava room, figuring out the arrows indicating teleports etc.

 

 

Hopefully some more people pick this up (and that you return to doomworld since it's been a few weeks since logon :p).

Edited by TeK (⌐■_■)

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