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Hell Keep - Revamped


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                                                                           doom-nightmare-hell-keep-revamped.png.acc9daa3567e5a6cffa4603e57299a4a.png

 

They (Hell) Keep coming! That was a terrible joke for you.

 

Beware folks, this is not the Hell Keep you all know and love, E3M1, but it is its cousin from console doom!

Still the first level of the Hell episode, I wanted to give this map a bit of a kick... as usual... even though I feel like I went a tiny bit too far with the "sky", but I had to make a proper keep! Come on! No one likes flat, blend and boring fortresses!

I also went slightly too far with the scripting thing perhaps, but I wanted to make a combination "lock" for one of the secrets :D do not ask me why, I just felt like it.

 

First things first, as always, thanks to PlayStation Doom TC for the original map, music and sounds! I also used the door sounds from Heretic cause they sound so much better for what I had in mind!

 

This time the goal was to make a real fortress, or at least something that can give that impression and I think I properly rendered what a hell keep should feel and look.

For the aesthetics I took inspiration from Destiny 2 (the "Shadowkeep" on the Moon), because of all that red that's present in this map.

Since I remember this map being quite hard pistol start and quite harsh with ammo, I decided to keep these main points in this revamp, so, if you want an advice, do not waste bullets on the wrong dudes :*

(Oh, I reworked the majority of the secrets, traps and progression routes, so, maybe it's better if you forget the old hell keep)

 

 

The usual (and more) changes I made to make it feel even better (hopefully):

  • Reduced Lost Souls hp.
  • DECALDEFS for torches, candles and health and armor bonuses.
  • Nightmare Spectre and Nightmare Imp.
  • New metal flats, lava fall, banner textures.
  • Breakable poles and lamps.
  • Archviles can be targeted by other monsters.
  • Extinct tall red torches.
  • Wood door sounds.

 

Some of these changes has been directly ported from my megawad D.N.A., link below.

 

 

Here's the screenshots:

BEFORE:

Spoiler

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I had to use "Bright" mode to take these.

AFTER:

Spoiler

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Here's the info:

  • Game : Doom 2
  • Port : GZDoom 4.10 (it uses GZDoom features, so it shouldn't be compatible with anything else)
  • Map Format : UDMF
  • Map # : MAP01
  • Single Player : Designed for
  • Cooperative 2-4 Player : Player starts only (I actually cannot test it for cooperative, so I don't really know how it works)
  • Difficulty Settings : Every Difficulty Implemented 
  • Jump : Not Allowed
  • Crouch : Not Allowed
  • Freelook : Optional
  • Base : MAP17 PsxDoomTC
  • Build Time : 2 weeks
  • Editor(s) used : Ultimate Doom Builder, Slade3
  • Render Mode (suggested): Hardware Accelerated
  • Sector Light Mode (suggested) : Doom
  • Known Bugs : Visual glitch in the lava ponds area, on top of the high step with the icon of sin texture

 

Here's the map: HELL KEEP REVAMPED

 

I hope you like it and feedback and critics are always welcomed!

 

More Revamps here:

 

My Megawad: Declared New Apocalypse

Edited by Kan3
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Love the visuals in this map :) Some good traps and for a rather short map it feels well balanced in terms of exploration and combat. The music adds a nice touch to the atmosphere. Well done!

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This rocks. Actually this FUCKS. I adore every bit of detail put into this, there wouldn't be enough words to describe how good this map looks. It's just simply amazing.

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5 hours ago, TheCyberDruid said:

Love the visuals in this map :) Some good traps and for a rather short map it feels well balanced in terms of exploration and combat. The music adds a nice touch to the atmosphere. Well done!

Thank you! That's a great relief, cause usually I'm more generous with ammo and I was afraid of having messed things up x)

 

5 hours ago, arsenalchan said:

This rocks. Actually this FUCKS. I adore every bit of detail put into this, there wouldn't be enough words to describe how good this map looks. It's just simply amazing.

You're too kind, sir :D Really appreciate you liked it!

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This is very impressive!

The only things that would made it even better would be to have be longer... But then I know how much work had to be done for this so I cannot complain.

 

 

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5 hours ago, Delisk said:

This is very impressive!

The only things that would made it even better would be to have be longer... But then I know how much work had to be done for this so I cannot complain.

 

Thanks a lot, mate!

That's because I stick to the original map project x) (and because I'm a little lazy too)

 

(Sorry about the combination thing, I made you lose a bit of time) 

Spoiler

The sequence is observable on 4 walls (that are the only that have that texture in the map) placed in a room :E

 

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