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[Boom] "Home... Sweet Home?"


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1 minute ago, dmnwizard said:

I'm sorry if I'm not seeing correctly, but where's the download link, sir?

Oh, Jesus... I forgot the most important part. Sorry! I've fixed it by now.

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25 minutes ago, RastaManGames said:

Oh, Jesus... I forgot the most important part. Sorry! I've fixed it by now.

haha! no problem! I just downloaded your map and I gonna to play it. I'm enjoying it a lot! Thank you for creating and sharing it!

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Wasn't expecting it to be easy, but it does play about how I expected it would. Hopefully this won't take too many more attempts to pull it off

 

 

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On 12/31/2022 at 6:47 AM, RastaManGames said:

Map Name: "Home... Sweet Home?".

Map Format: Boom.

IWAD: "Doom II: Hell On Earth".

Tested With: "DSDA-Doom".

FreeLook/Jumping/Crouching: You can use freelook, if you want to. Jumping and crouching isn't mandatories to complete this map.

 

Description: This map can be an entry to one small community project that was started in the middle of August of 2022. Sadly, all terms of development was broken. It supposed that all mappers can have one or two weeks on their map. Or, at least, one month. And... This is end of 2022 and only few maps (including mine) are there. I am sick of waiting (my map was completed and updated by the end of that month) and do not want my map to be forgotten in the community project that isn't even have any official thread here neither in Discord, so I am use my right as mapper to post my entry here as standalone map. It must be a MAP09, but I made it MAP01, so you don't have to use IDCLEV cheat. Also, it can be beaten via pistol start on UV and keys positions are variable along with enemies itself, depending on the difficulty setting.

 

Notes: To escape first building, you must find the way to the security room. Don't be shy and use a console here to open main exit along with rear entrance. It might be difficult to find this out, so I am writing it here. I hope that nobody gonna get very confused to proceed further. I mean... It is a natural instinct of Doomer to hump every wall and possible interactable object, isn't?

 

Additional Credits: Engine Technology for MARS3D game and its textures. Also, @Jimmy for his awesome track "Kraft Twerk" that is used on the map.

 

Download (Google.Drive)

 

ITYjosa.jpg

 

Mmm good job, im loved city levels and this map very good

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demo. So I was playing this during Rosie's stream so I lowered the difficulty...maybe it didn't matter so much because getting out of the opening building was a serious puzzle so anyway

homesweet.zip

Edited by LadyMistDragon

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Played through your map and enjoyed it; I liked the use of the Wolfenstein soldiers. It was fairly easy for me, which I didn't mind, and I didn't have much trouble getting out of the first building. Really liked that music too.

 

 

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Figured I would post the vid here too, great non-linear urban make and awesome mod to play it with!

 

 

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Great fun, I really enjoyed this. Lovely to see a map, with a 'realistic' theme and some action, that doesn't ramp up the difficult to insane levels even on HMP just for the sake of it :)

 

The only bit I didn't get is the

Spoiler

chaingunner sniping you at the end from a tower near the bridge of the ship

Are you meant to be able to get to him and steal his drop-items, or is he just (essentially) a gun turret?

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I did it! Thanks to the Heavy Assault loadout and a berserk pack I looted from a chaingunner >:D

 

 

 

Edited by thelamp

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What a cool map :) So many details thrown in and the difficulties range from 'walk in the park' to 'challenging, but not frustrating'. Also the music is really nice. Well done!

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amazing map - Im super sleepy and played bad but hey loads of fun and some buddies came along to help me exlpore town - good stuff - all the little places - super fun - seriously how someone getting over that wall stuffs n that f'n rev up there - nihgt

 

 

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I made some changes according to some feedback and playthroughs:

(*) Added some decorations to phone booth that is placed on decorative part of the level. It was just mine silly idea.

(*) Auto-map gonna show you undiscovered secrets now along with some nice little arrows that is pointed to places which you can find appealing to explore.

(*) Added some punishment for two annoying snipers if you are entered cargo ship, so dealing with them can be less annoying to get 100% kills.

(*) Added some decorative glass to the cargo ship, 'cause w/o it its windows looked really sad.

(*) Made computers in security room of starting building a little bit higher, so you not gonna miss these buttons now due to "jumping".

(*) Added invisibility powerup near entrance of the docks just in case if you are feeling yourself very struggling with hitscanners.

(*) Now SSG gonna "tease" you by the looking in the window of hotel room. Also you can jump from there to the streets if you want to.

(*) Added 6 stimpacks to various places. 2 to the rusty wall, 2 to the backalleys, 1 to the control tower and 1 to the warehouse.

(*) Changed texturing of gantry crane. Thanks to @ukiro for those sweet beams & to @thelamp for idea.

(*) Added proper SWITCHES lump for "Boom". All hail noisy new buttons! I never gonna forget that last row that must be empty...

Edited by RastaManGames

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  • 2 weeks later...
  • 3 months later...

 

Wouldn't expect stock tex + another texture pack + OTEX to work well together used in such an area-delineated fashion but this actually does! Enjoyed that some of the secret parts were still challenging to find even with the automap pointing at them. Favorite aspect overall might be the sense of exploration being so high despite the map's footprint being relatively modest; it always felt like there was something new to find.

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