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[Doom 2] Hell Frontier: 20 limit-removing maps for Doom 2 [Now on IDGAMES]


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Real damn shame about development; hope everything is okay on your end. I was actually secretly hoping you would start another awesome community project sometime after Solar Struggle release. Will surely play the hell out of this in the coming days.

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  • 2 weeks later...
  • 1 month later...

Alright, so I uploaded it to IDGAMES. Fixed a few things, most notably finally enabled some backtracking from the end of MAP05, but not much if you have already played it to warrant another playthrough. Updating the post now.

Maybe see you back in development thread later.

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  • 1 month later...

I played through your WAD. Some really great maps in terms of tight gameplay, aesthetics, and difficulty scaling. I can tell you put a lot of time into this WAD. It took me quite a bit of time to get through, over 5 hours, but I had a good time. I played on UV with pistol start (with the exception of Map02) Some things I liked about your maps:

  • MAP04 Bridge World
    • I liked your use of the teleporters to get around the map
  • MAP08 Fright Depot
    • I liked that hectic start
  • MAP11 Folie A Deux
    • I like the mirrored hell and techbase areas
  • MAP16 Nerve Center
    • I liked the main fight with the arch-viles even though I struggled a lot
  • MAP18 Wage of Sin
    • I liked that "maze" area you had to navigate and fight through
  • MAP19 Mt. Dismal
    • I liked the look of the map

 

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22 minutes ago, xolso said:

I played through your WAD.

I started watching, but it'll probably take a while before I'm able to watch the whole thing.

I'd like to apologize for giving you impression that you should run in circles for the secret rocket launcher on the first map, there's actually a switch in the room upstairs. I don't know why I added a door action to the other side.

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8 minutes ago, ViolentBeetle said:

I started watching, but it'll probably take a while before I'm able to watch the whole thing.

I'd like to apologize for giving you impression that you should run in circles for the secret rocket launcher on the first map, there's actually a switch in the room upstairs. I don't know why I added a door action to the other side.

Yeah I didn't think that was the intended way to get the secret, but I tried it anyways to see if it was possible

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Just got into this and so far the levels are really really fun. Layouts are intricate and nicly detailed, not overly so. Progression and enemy density is spot on perfect. Everything leads right into the next without being entirely linear and there is constantly someone to kill or be killed by. The secrets are there and not there at the same time so you can run into some with normal play and a doomers eye but to get them all youll have to most likely do some hunting. I am very pleasantly impressed, it plays out as just quality doom at its finest. Thank you for making this!

 

Lol, just read the last posts and i think i got the rocket launcher in the wrong way too, but hey, if it works it works 😀

Edited by Insaneprophet

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@xolso finished your video, thanks for playing. It was an interesting watch.

I'd like to note how good you are at navigating the levels, for what otherwise looks like blind run. Restores my faith in my layouts.

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I know i commented recently but i really just felt the need to reiterate exactly how great the maps are. I am in map 16 now and not only is there not one single dud but i dont think there are any i can single out as better than the rest. Every map continues to impress me in new and interesting ways. They are just so well built that nothing becomes monotonous or feels reused but it holds together superbly. ViolentBeetle has a style to their mapping that is familiar throughout but presents new ideas and senarios consistantly. Everything about this set has screamed proffesionaliam to me and i cant sing its praises loud enough. Thanks you again for making this!

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  • 5 months later...

Hi, sorry to bump this, but I would like to ask - is this project considered complete? Will you ever return to make 12 more maps, seeing as how you originally had plans to make a full 32-level replacement?

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19 minutes ago, Firedust said:

Hi, sorry to bump this, but I would like to ask - is this project considered complete? Will you ever return to make 12 more maps, seeing as how you originally had plans to make a full 32-level replacement?

Yeah, I do have plans, but perhaps not for 12 maps.

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