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the walls.wad / (Doom 2 map)


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Hello! Its Pezl with new map for Doom 2, this time it is called The Walls, so be careful! Never know which wall moves and summons monsters on you!

I hope you will have fun playing this, down there are some info,download and stuff. Happy new year!!! My last map in 2022

(open spoiler) INFO ABOUT THE MAP:

Spoiler

===========================================================================
Primary purpose         : Single play
===========================================================================
Title                   : The Walls
Filename                : the walls.wad
Release date            : 12/31/22
Author                  : Pezl
Email Address           :


===========================================================================
* What is included *

New levels              : 1
Sounds                  : No
Music                   : No
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : custom textures
Other files required    : None


* Play Information *

Game                    : Doom 2
Map #                   : MAP01
Single Player           : Designed for
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Other game styles       : None
Difficulty Settings     : Not implemented


* Construction *

Base                    : New from scratch
Build Time              : about a week
Editor(s) used          : Doom Builder 2, Slade 3
Known Bugs              : none
Tested With             : Crispy doom, ZDoom (GZ,Z,LZ)
Doesnt work with        : Eternity ,dsda probably doesnt work too but you can try it on your own

 

ttwalls.png

---------------------------------------------------------------------------

DOWNLOAD: the walls u1.zip

 

 

 

 

 

Spoiler

Old versionns, dont download .

 

Edited by Pezl
v1.1

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Fun, weird, little map! Some evil archies and a big ol' spider in my way kept things interesting. Some unusual custom textures in here that remind of fall, which is nice, because even tho winter has just begun I've already had enough of the cold!

 

 

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Hey mate. Thank you for the video, had fun watching it! Id like to know why did that texture bug even happen but I guess not every port can run the map.

3:26 youre right its a fireblu texture wih different hue

6:48 haha that was a painful trap when i realise now. Id say the room is there only because pre-bossfight ammo and secret opener

Also thank you for the other nice words! Appriciate that

26 minutes ago, thelamp said:

Fun, weird, little map! Some evil archies and a big ol' spider in my way kept things interesting. Some unusual custom textures in here that remind of fall, which is nice, because even tho winter has just begun I've already had enough of the cold!

 

 

 

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Fun map, but it has a few weird design issue for me.

 

  • The two red key indicator are a bit annoying since the door do not open before you use the switch near the beginning of the map, having those there only make it look broken
  • Also, unless I missed something, having the player go back the long way after each key with no additional ambush is a bit boring
  • I do not understand the point of the yellow key, it's in the same room as the blue key.

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3 hours ago, Delisk said:

 

Fun map, but it has a few weird design issue for me.

 

  • The two red key indicator are a bit annoying since the door do not open before you use the switch near the beginning of the map, having those there only make it look broken
  • Also, unless I missed something, having the player go back the long way after each key with no additional ambush is a bit boring
  • I do not understand the point of the yellow key, it's in the same room as the blue key.

Hello there, Thanks for the vid Delisk! The video of you playing is crazy, the mod must be fun to play with.

I understand the indicators can look like a broken part but i wanted to somehow help people find where does it open when u hit the switch behind red doors. (Guess it wasnt needed at all) and also youre right with the keys.

Anyways glad you had fun though!

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This was a pretty fun level, I liked the strange aesthetic, though the pepsi textures did feel a bit out of place. The biggest issue I had was the backtracking at a couple points, unless I missed some path to get back quicker after you collect the red and blue keys. One technical issue I encountered was the yellow door at the end of the level. It seems it's too close to the last door and doesn't work properly in crispy doom. Outside of this, I had a good time, it was a very nice and dynamic experience.

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1 minute ago, Wilster_Wonkels said:

This was a pretty fun level, I liked the strange aesthetic, though the pepsi textures did feel a bit out of place. The biggest issue I had was the backtracking at a couple points, unless I missed some path to get back quicker after you collect the red and blue keys. One technical issue I encountered was the yellow door at the end of the level. It seems it's too close to the last door and doesn't work properly in crispy doom. Outside of this, I had a good time, it was a very nice and dynamic experience.

HEy Thank you for playing Wilster! Im glad you found this map fun, the pepsi posters and stuff are there because I somehow found funny putting that as easter egg since I drank a lot of pepsi druing making this lol. Anyways must agree with the close door and backtracking, youre right. (I like to make people go through map back because you can potentially find secrets by going back.)

Might change the doors on the end but dont remember how much space on the grid there actually is (if there is any)

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So you probably won't want to play this on Eternity because how that port usescustom textures because they won't load, whereas there's a sky texture error in DSDA.

 

Good map though! You missed a part where I managed to telefrag a Mancubus at the same instant I was hit by a Revenant rocket! After that, died to a seemingly random trap with the last enemies. although backtracking to practically the beginning was annoying. funny soda ads though.

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13 hours ago, LadyMistDragon said:

So you probably won't want to play this on Eternity because how that port usescustom textures because they won't load, whereas there's a sky texture error in DSDA.

 

Good map though! You missed a part where I managed to telefrag a Mancubus at the same instant I was hit by a Revenant rocket! After that, died to a seemingly random trap with the last enemies. although backtracking to practically the beginning was annoying. funny soda ads though.

Thank you for the nice words @LadyMistDragon appriciate you playingp l'll make sure to mention that it doesnt work on that port

12 hours ago, s4f3s3x said:

This levels crashes DSDA, like as soon as I press "New Game" the program just CRASH and that' crazy, why? 

Thats weird, I will look into that later, thanks for reporting this one. Dont know if I can do somenthig with it but will try

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Update v1.1 Better Crispy Doom Support
- Removed yellow keycard  - (no doors no key
- Removed yellow door at the end  - (was hard to open yellow door in crispy so its gone

 

 

(I did not find any way to fix dsda crash error, sorry)

Edited by Pezl

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25 minutes ago, Pezl said:

Update v1.1 Better Crispy Doom Support
- Removed yellow keycard  - (no doors no key
- Removed yellow door at the end  - (was hard to open yellow door in crispy so its gone

 

 

(I did not find any way to fix dsda crash error, sorry)

 

This is what I got from the terminal:

 

Spoiler

Playing: DOOM 2: Hell on Earth

adding /Users/xxx/.dsda-doom/doom2.wad

adding /Users/xxx/.dsda-doom/dsda-doom.wad

adding /Users/xxx/.dsda-doom/autoload/all-all/doom_wide.wad

adding /Users/xxx/.dsda-doom/autoload/doom2.wad/the walls.wad

 

P_InitSwitchList: unknown texture SW1BRCOM

P_InitSwitchList: unknown texture SW2BRCOM

P_InitSwitchList: unknown texture SW1BRN1

P_InitSwitchList: unknown texture SW2BRN1

P_InitSwitchList: unknown texture SW1BRN2

P_InitSwitchList: unknown texture SW2BRN2

P_InitSwitchList: unknown texture SW1BRNGN

P_InitSwitchList: unknown texture SW2BRNGN

P_InitSwitchList: unknown texture SW1BROWN

P_InitSwitchList: unknown texture SW2BROWN

P_InitSwitchList: unknown texture SW1COMM

P_InitSwitchList: unknown texture SW2COMM

P_InitSwitchList: unknown texture SW1COMP

P_InitSwitchList: unknown texture SW2COMP

P_InitSwitchList: unknown texture SW1DIRT

P_InitSwitchList: unknown texture SW2DIRT

P_InitSwitchList: unknown texture SW1EXIT

P_InitSwitchList: unknown texture SW2EXIT

P_InitSwitchList: unknown texture SW1GRAY

P_InitSwitchList: unknown texture SW2GRAY

P_InitSwitchList: unknown texture SW1GRAY1

P_InitSwitchList: unknown texture SW2GRAY1

P_InitSwitchList: unknown texture SW1METAL

P_InitSwitchList: unknown texture SW2METAL

P_InitSwitchList: unknown texture SW1PIPE

P_InitSwitchList: unknown texture SW2PIPE

P_InitSwitchList: unknown texture SW1SLAD

P_InitSwitchList: unknown texture SW2SLAD

P_InitSwitchList: unknown texture SW1STARG

P_InitSwitchList: unknown texture SW2STARG

P_InitSwitchList: unknown texture SW1STON1

P_InitSwitchList: unknown texture SW2STON1

P_InitSwitchList: unknown texture SW1STON2

P_InitSwitchList: unknown texture SW2STON2

P_InitSwitchList: unknown texture SW1STONE

P_InitSwitchList: unknown texture SW2STONE

P_InitSwitchList: unknown texture SW1STRTN

P_InitSwitchList: unknown texture SW2STRTN

P_InitSwitchList: unknown texture SW1BLUE

P_InitSwitchList: unknown texture SW2BLUE

P_InitSwitchList: unknown texture SW1CMT

P_InitSwitchList: unknown texture SW2CMT

P_InitSwitchList: unknown texture SW1GARG

P_InitSwitchList: unknown texture SW2GARG

P_InitSwitchList: unknown texture SW1GSTON

P_InitSwitchList: unknown texture SW2GSTON

P_InitSwitchList: unknown texture SW1HOT

P_InitSwitchList: unknown texture SW2HOT

P_InitSwitchList: unknown texture SW1LION

P_InitSwitchList: unknown texture SW2LION

P_InitSwitchList: unknown texture SW1SATYR

P_InitSwitchList: unknown texture SW2SATYR

P_InitSwitchList: unknown texture SW1SKIN

P_InitSwitchList: unknown texture SW2SKIN

P_InitSwitchList: unknown texture SW1VINE

P_InitSwitchList: unknown texture SW2VINE

P_InitSwitchList: unknown texture SW1WOOD

P_InitSwitchList: unknown texture SW2WOOD

P_InitSwitchList: unknown texture SW1PANEL

P_InitSwitchList: unknown texture SW2PANEL

P_InitSwitchList: unknown texture SW1ROCK

P_InitSwitchList: unknown texture SW2ROCK

P_InitSwitchList: unknown texture SW1MET2

P_InitSwitchList: unknown texture SW2MET2

P_InitSwitchList: unknown texture SW1WDMET

P_InitSwitchList: unknown texture SW2WDMET

P_InitSwitchList: unknown texture SW1BRIK

P_InitSwitchList: unknown texture SW2BRIK

P_InitSwitchList: unknown texture SW1MOD1

P_InitSwitchList: unknown texture SW2MOD1

P_InitSwitchList: unknown texture SW1ZIM

P_InitSwitchList: unknown texture SW2ZIM

P_InitSwitchList: unknown texture SW1STON6

P_InitSwitchList: unknown texture SW2STON6

P_InitSwitchList: unknown texture SW1TEK

P_InitSwitchList: unknown texture SW2TEK

P_InitSwitchList: unknown texture SW1MARB

P_InitSwitchList: unknown texture SW2MARB

P_InitSwitchList: unknown texture SW1SKULL

P_InitSwitchList: unknown texture SW2SKULL

portmidiplayer: No output devices available

R_TextureNumForName: The file /Users/xxx/.dsda-doom/autoload/doom2.wad/the walls.wad seems to be incompatible with "DOOM 2: Hell on Earth".

R_TextureNumForName: SKY3 not found

 

Saving session...

...copying shared history...

...saving history...truncating history files...

...completed.

 

Hope this may be of help : )

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@netcurse2000 Thank you for the video playthrough, hope you had fun and congrats for the 100% in all categories! My maps are somehow getting weirder and weirder Id say at least maybe thats just my creativity, dont really know lol

@s4f3s3x 

This looks strange, it looks like all the textures used are missing or somenthing like that. Will do some research but yeah, not sure if i can say I can fix that,

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29 minutes ago, Clippy said:

 

Thank yo for the video playthrough Clippy! I hope pepsi gives me a real sponsorship for this,

2:40 yeah we do have round signs here.
9:40 I see that red marks are really confusing lol should not be here because almost everyone I saw got stuck there for a second :D
10:28 There was a teleporter actually, only for 1 side but think it saves time by few ten of seconds, sending F for missing that 1.

 

Anyways hope you enjoyed, probably one of my best maps I've made in my whole career

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