Murderous Owl Posted August 8, 2023 (edited) This is a map that requires Doom 2 and GZdoom. This is a short map made using Ultimate Doom Builder, and is set in a nuclear powerplant, and contains close combat (however I made sure there's enough space to, ya know, actually move around), with limited supplies and high enemy counts, and 2 secrets. Here is the mod download: The Powerplant.zip You can also download the mod here: https://www.moddb.com/mods/the-powerplant Let me know your thoughts on the map, any suggestions for changes or anything to keep in mind in the future, Happy dooming! Edit: So I fixed the map so now it doesn't have the default text The Powerplant(UPDATED).zip Edited August 10, 2023 by Murderous Owl 2 Quote Share this post Link to post
Bendža M. Posted August 9, 2023 Nice map. I actually died on my first try, got caught by shotgunners while getting (due to my own stupidity) crushed. Both secrets are easy to find and the bigger one was really great, definitely a highlight of this level. There are some misaligned textures (for example in the yellow door room), but that's no biggie. I would suggest to reduce the number of 90 degree angles, some parts of the map feel too square. It can be done very easily by adding sort of a pillar/beam to the corner, as seen for instance in the overgrown area in E2M3. Other thing, I fell like those specters in the nukage are unnecesary, but that's just my opinion. I really like how dead marines provide ammo clips, adds story element/soul to the level. 0 Quote Share this post Link to post
Murderous Owl Posted August 9, 2023 4 minutes ago, Bendža M. said: Nice map. I actually died on my first try, got caught by shotgunners while getting (due to my own stupidity) crushed. Both secrets are easy to find and the bigger one was really great, definitely a highlight of this level. There are some misaligned textures (for example in the yellow door room), but that's no biggie. I would suggest to reduce the number of 90 degree angles, some parts of the map feel too square. It can be done very easily by adding sort of a pillar/beam to the corner, as seen for instance in the overgrown area in E2M3. Other thing, I fell like those specters in the nukage are unnecesary, but that's just my opinion. I really like how dead marines provide ammo clips, adds story element/soul to the level. Thanks for the advice! The main reason for the amount of 90 degree angles is because I'm used to making more realistic indoor environments for source games, so I'm not really used to how Doom levels have very abstract layouts. The reason for the specters was just to have the player be a bit more punished for falling in. I'll be sure to keep your advice for next time! 0 Quote Share this post Link to post
LadyMistDragon Posted August 9, 2023 I guess.....maybe that maze didn't need to exist? There's no serious problems otherwise. I like how there aren't serious texture shifts, yet you try to have a number of different areas (like the little bookshelf room, library or smth). 0 Quote Share this post Link to post
Murderous Owl Posted August 9, 2023 16 minutes ago, LadyMistDragon said: I guess.....maybe that maze didn't need to exist? There's no serious problems otherwise. I like how there aren't serious texture shifts, yet you try to have a number of different areas (like the little bookshelf room, library or smth). Honestly the entire reason for the sewer maze being a maze was because I had no idea where else the player should go, since I was struggling for ideas after the crusher bit. 0 Quote Share this post Link to post
Riclo500 Posted November 12, 2023 Neat map, although I got stuck in the chess secret and had to noclip out of that 1 Quote Share this post Link to post
Murderous Owl Posted November 16, 2023 On 11/11/2023 at 7:07 PM, Riclo500 said: Neat map, although I got stuck in the chess secret and had to noclip out of that I think the reason you got stuck in the chess secret might've been because either the cacodemon (which took the place of the king) wasn't considered dead (which opens a hidden door) or because the tags got messed up. Tbf this was my first map after I had gotten used to how the level editor works, so I probably didn't do the scripting completely correctly 0 Quote Share this post Link to post
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