MannerKing Posted June 15, 2023 (edited) Good evening everyone, today I'd like to introduce you to my first vanilla-compatible Doom 2 wad. F.O.B is a 6-map vanilla compatible single-player wad that also comes with a dehacked file. I got inspired to make this wad from watching Doomkid's youtube videos on vanilla compatibility. I started making Doom maps back in 2016 and I haven't stopped since. I looked at this wad as a nice challenge to my mapping skills. I had mapped with formats like UDMF for years so mapping in the Doom format was a nice change of pace. I enjoyed every second of the process and hope you enjoy this wad! Features Include: - Custom Sprites & Textures - Custom Music - Custom Sounds - An ENDOOM screen - Vanilla Compatibility - 5 single-player maps including a bonus 6th map This wad has been tested with: - DOSBOX - Chocolate Doom - Crispy Doom - Woof - DSDA-Doom - PRBoom-Plus I would appreciate all the feedback that I can get. I definitely want to make more wads like this in the future so the feedback here will affect me greatly. I hope you all enjoy your time playing F.O.B! Screenshots: Spoiler Updates: Spoiler Updates to F.O.B as of 7/29/2023 -------------------------------- I have addressed some of the issues that user @galileo3ldos01 brought up. These include: - A helmet trooper in MAP01 would sometimes not teleport out as its destination could be blocked. I changed the linedef action from a Walk 1 to a Walk Repeatable teleport. - In MAP04 I merged the bars together so they will no longer cuddle your eardrums with the sounds of several sectors closing. - Non-reachable rockets in MAP05 have been removed and instead, some decorative Things were added. - In MAP05, the monster teleport room in the Archville arena has been rotated 90 degrees to assure that the demons teleport out properly. - Slime trails in MAP05 have been fixed, there are probably more slime trails in the wad as a whole that I missed but I'm sure it's not a huge deal. (Creator's Note: If you handsome people find any more issues be sure to post about them and I'll check it out.) Get the wad here: F.O.B.zip Edited July 29, 2023 by MannerKing 17 Quote Share this post Link to post
Async Unicorn Posted June 16, 2023 Very good wad, all maps were fun and interesting. I can't say much, because my memory of DOOM maps is quite terrible. However, in MAP03 there's a broken secret sector, I guess (look at the purple lines). I can't trigger it, no matter how I try. Maybe it's not a secret, but IDDT didn't help at all, and in DSDA, purple lines should mean unrevealed secrets. Spoiler 0 Quote Share this post Link to post
MannerKing Posted June 16, 2023 1 minute ago, Vanilla+Unicorn said: Very good wad, all maps were fun and interesting. I can't say much, because my memory of DOOM maps is quite terrible. However, in MAP03 there's a broken secret sector, I guess (look at the purple lines). I can't trigger it, no matter how I try. Maybe it's not a secret, but IDDT didn't help at all, and in DSDA, purple lines should mean unrevealed secrets. Hide contents Thanks for the heads up, I'll be sure to check it out when I get a chance. 0 Quote Share this post Link to post
MannerKing Posted June 16, 2023 @Vanilla+UnicornThe issue was that the outer sector that you can see highlighted in the image above was marked as a secret. I went ahead and fixed it as well as reuploaded the wad so it should be good to go. 1 Quote Share this post Link to post
Insaneprophet Posted June 17, 2023 Super fun stuff. The entire time I thought I was playing an old Doomkid wad like the original Rowdy Rudy or Doomed In Space or something. Good stuff 1 Quote Share this post Link to post
galileo31dos01 Posted June 27, 2023 Hello! I played your wad today, used crispy-doom, pistol starts on UV. I will echo Insaneprophet's sentiment, this brought to mind some fun times I had playing different classic, shovelware-styled Doomkid maps. Extra thumbs up for the cacobot, the silver plasma dudes, and for the status bar as well. I was in the mood for something strongly vanilla and this fulfilled the need.. thanks for making this! Few observations: Spoiler - In map 01, a helmet trooper couldn't teleport out, possibly because the destiny was blocked at the moment. Rule of thumb is to use a WR action for this type of off-map closets, either 97 or 126. - Very small advice: for sets of bars with identical properties, like here in map 04, if you merge them together it'll help reduce noise when they open. - In map 05, this mechanic bruiser didn't teleport out. I'm not exactly sure why though, there seems to be enough space to cross the teleport line, and other bruisers had no problems. Maybe it didn't want to walk to the north while I was in the southern parts of the map. If so, a fix would be to flip the closet 90 degrees to the left, so all monsters will always attempt to walk to the west and find the line much guaranteed. - Noticed a couple minor slime trails in the east and south fire closets at the BSK area. I think it's as easy as moving vertices or adding another one in the affected parts. - Are these rockets decorative? I could bump the farthest one at least! - This is also minor: some particular texture transitions can be improved in places -- there's no hard rules to texturing (or most anything), and relying on metal support can feel old sometimes, I know that myself. This for example, as simple as it is, looks seamless (ignore the chevron lol). I only took those two screenshots on the fly just to show the contrast, though there were probably a few more examples in other parts. In the scheme of classic/shovelware-esque visuals, this might even blend in with the vibe, so it's more about how refined you want things to look, and your visuals did come as polished in general, which made the first example stick out immediately. P.S. loved the long staircase in map 04 You said you wanted to make more stuff like this, so I hope to see more in the future! 1 Quote Share this post Link to post
MannerKing Posted July 26, 2023 On 6/26/2023 at 9:00 PM, galileo31dos01 said: Hello! I played your wad today, used crispy-doom, pistol starts on UV. I will echo Insaneprophet's sentiment, this brought to mind some fun times I had playing different classic, shovelware-styled Doomkid maps. Extra thumbs up for the cacobot, the silver plasma dudes, and for the status bar as well. I was in the mood for something strongly vanilla and this fulfilled the need.. thanks for making this! Few observations: Hide contents - In map 01, a helmet trooper couldn't teleport out, possibly because the destiny was blocked at the moment. Rule of thumb is to use a WR action for this type of off-map closets, either 97 or 126. - Very small advice: for sets of bars with identical properties, like here in map 04, if you merge them together it'll help reduce noise when they open. - In map 05, this mechanic bruiser didn't teleport out. I'm not exactly sure why though, there seems to be enough space to cross the teleport line, and other bruisers had no problems. Maybe it didn't want to walk to the north while I was in the southern parts of the map. If so, a fix would be to flip the closet 90 degrees to the left, so all monsters will always attempt to walk to the west and find the line much guaranteed. - Noticed a couple minor slime trails in the east and south fire closets at the BSK area. I think it's as easy as moving vertices or adding another one in the affected parts. - Are these rockets decorative? I could bump the farthest one at least! - This is also minor: some particular texture transitions can be improved in places -- there's no hard rules to texturing (or most anything), and relying on metal support can feel old sometimes, I know that myself. This for example, as simple as it is, looks seamless (ignore the chevron lol). I only took those two screenshots on the fly just to show the contrast, though there were probably a few more examples in other parts. In the scheme of classic/shovelware-esque visuals, this might even blend in with the vibe, so it's more about how refined you want things to look, and your visuals did come as polished in general, which made the first example stick out immediately. P.S. loved the long staircase in map 04 You said you wanted to make more stuff like this, so I hope to see more in the future! Sorry for the late response, lost track of time and my mind wandered elsewhere. I'll be sure to address the things you listed and see what I can do, thanks for the assistance! 1 Quote Share this post Link to post
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