Slackware Posted June 2, 2023 (edited) Hi, this is my first DoomWorld submission! I started working on this wad close to the end of 2022. I worked on it for a few weeks and then I stopped. A few weeks ago I started working on it again. I hope to make some sort of 12-15 map wad in the future, where i plan to include this level. The map itself is diffcult, but nothing too crazy. The tutorials about Doom mapping posted on Youtube by DoomKid, Chubzdoomer and A1s Mapping were very helpful. Game Configuration: Boom: Doom 2 (Doom Format) Tested in: PrBoom+ 2.5.1.5 Made with: GZDoom Builder r2787 and SLADE 3.2.2 Intended to be played with: No Jumping No Crouching Difficulty programing: All difficulties have now been implemented. Aside from stock Doom 2 textures, some textures from Scythe 2 and Alien Vendetta were used. Map music is from Scythe. Thanks for playing! Download: https://www.mediafire.com/file/hszire4ncx7s2cf/NovaProspekt.zip/file Edited June 3, 2023 by Slackware Fixed some things 17 Quote Share this post Link to post
EpicTyphlosion Posted June 2, 2023 Looks pretty nice! I'll be sure to try it out later. 1 Quote Share this post Link to post
Slackware Posted June 2, 2023 9 minutes ago, EpicTyphlosion said: Looks pretty nice! I'll be sure to try it out later. Thanks! 0 Quote Share this post Link to post
Dubbag Posted June 3, 2023 I'm sorry but i got super lost and the combat was too much for me, i thought it was a cool WAD and the architecture was amazing! I wish there was a little more health and ammo. 3 Quote Share this post Link to post
Biodegradable Posted June 3, 2023 Aside from the stingey health, the BFG "fuck you" tease and lack of key textures on doors important to progression, this map is excellent and devious. Your detailing is immaculate, your monster placement vicious, some fun set-pieces, oodles of charming Doomcute and a really solid grasp on the game's mechanics. BRAVO! I'd love to see more from you. 2 Quote Share this post Link to post
RastaManGames Posted June 3, 2023 (edited) Well... It was a way harder than I expected, but my expectations is my own problems (I guess). I adoring a huge quantity of Doom's cutes of good quality that can be seen almost everywhere on the level. Also, I want to agree with Doomer-comrades above that some locked doors is missing their lock indicators. I expected that door near candelabras to be yellow, but not red. Some places might need to have additional stimpacks, but it might be just me. Kinda strange that obvious trap with BFG-9000 was mandatory place for progression, but it wasn't that crucial and I always found my way to the next area of the map w/o any problems. For the first submission here it looks really damn good, I must say. It can be nice to see, at least, full-pledged episode from you with this level of detailing here & there. And I want to say that you might want to implement difficulty settings sometime, so this map can be accessible for more Doomer-comrades of all skills. Edited June 3, 2023 by RastaManGames 1 Quote Share this post Link to post
Geniraul Posted June 3, 2023 The Doomcute constructions that are present on the second screenshot seem very interesting, as I never expected for something so architecturally original to be created with these two textures, which are not the most eye candy ones, IMO. It is equally impressing to see such constructions appear straight on the first map! 1 Quote Share this post Link to post
Slackware Posted June 3, 2023 (edited) 11 hours ago, Dubbag said: I'm sorry but i got super lost and the combat was too much for me, i thought it was a cool WAD and the architecture was amazing! I wish there was a little more health and ammo. Thank you for playing my map! Yeah, the map is quite difficult, ill try to implement other difficulties as well. I will also color-mark some doors so that players don't get lost. I plan to make something better in the future. Edited June 3, 2023 by Slackware 2 Quote Share this post Link to post
Slackware Posted June 3, 2023 4 hours ago, Biodegradable said: Aside from the stingey health, the BFG "fuck you" tease and lack of key textures on doors important to progression, this map is excellent and devious. Your detailing is immaculate, your monster placement vicious, some fun set-pieces, oodles of charming Doomcute and a really solid grasp on the game's mechanics. BRAVO! I'd love to see more from you. Thank you for playing my wad! I feel honored. I will try to iron out some of the more obvious issues with the map. In the near future I hope to release a fully fledged wad. 2 Quote Share this post Link to post
Slackware Posted June 3, 2023 32 minutes ago, RastaManGames said: Well... It was a way harder than I expected, but my expectations is my own problems (I guess). I adoring a huge quantity of Doom's cutes of good quality that can be seen almost everywhere on the level. Also, I want to agree with Doomer-comrades above that some locked doors is missing their lock indicators. I expected that door near candelabras to be yellow, but not red. Some places might need to have additional stimpacks, but it might be just me. Kinda strange that obvious trap with BFG-9000 was mandatory place for progression, but it wasn't that crucial and I always found my way to the next area of the map w/o any problems. For the first submission here it looks really damn good, I must say. It can be nice to see, at least, full-pledged episode from you with this level of detailing here & there. And I want to say that you might want to implement difficulty settings sometime, so this map can be accessible for more Doomer-comrades of all skills. Thank you! I intended the map to be a very late-game map, that's why the difficulty is a little unhinged. I'll see what I can do in the future with other wad releases! 1 Quote Share this post Link to post
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