Arrowhead Posted August 10, 2023 (edited) Hello, everyone! We (myself, @MrPred @Worst) wanted to release this in time for Quakecon 2023! (thanks to @4MaTC for the cool titlepic) This is a pack of 10 'GZDOOM: Doom2 in Hexen' DM levels. Most maps are of medium size - we aimed for 3-4 person FFA in this pack, but most of these maps can likely hold 6-8 if need be. This is our tribute to Quake 1, a favorite game of ours. We wanted to create a crossover between Quake 1 and Doom 2 DM. That's why we opted for the original Doom 2 weapons instead of weapons for Quake. We felt people hanging out on Zandronum would likely be more familiar w/ Doom's weapon set than Quake 1's. We also wanted to show what the default weapons were capable of doing w/ our new power-ups. This 10 map DM map pack's gameplay is based very heavily around nearly consistent power-up usage. While the Doom 2 weapons are used in this pack, keep in mind that this is NOT your typical Doom 2 DM experience. Power-up use is imperative to gain an advantage. Some power-ups make previously 'useless' deathmatch weapons into forces to be reckoned w/. These include: Quad Damage, Armor regeneration, health regeneration, haste, and fire-rate haste. We also have improved Zandronum bot support in this WAD, thanks to Worst. Bots prioritize picking up and using these new runic power-up items. These maps work very well for bots, and they seem to have an easy enough time navigating them. We aimed for visual diversity in our map designs - themes in this pack include: swirling forges, gloomy underground complexes, castles, ammo depots and more! There are 6 maps by Arrowhead & 4 maps by MrPred. All scripting / spriting work was done entirely by Worst. This set is designed to be played w/ jump ON, freelook ON, crouch OFF/ON, Item respawn ON, and weapon stay ON. This WAD has been tested to work w/ ONLY Zandronum and GZDOOM. This WAD will not function correctly in Zdaemon. Here are some screenshots from all 10 levels:MAP01: GLOOMY CASTLE - Arrowhead MAP02: CRYPTYARD - MrPred MAP03: WRATH FORGE - Arrowhead MAP04: DISMAL AGONY - Arrowhead MAP05: CHAMBER OF DESPAIR - Arrowhead MAP06: CASTLE OF THE DAMNED - REMIX - MrPred MAP07: DEVIL'S PANOPTICON - Arrowhead MAP08: FRAGPORT - MrPred MAP09: E1 MASH-UP - MrPred MAP10: ABSTRACT CONSEQUENCES - Arrowhead Thanks to our playtesters, as well as those who tested an early version of this WAD in 2022. Big thanks to those who let their MIDIs be used in other projects! Thanks to 4MaTC for making our TITLEPIC. Please check the included readme for a thorough credits. Here's the download link: https://www.mediafire.com/file/z2r3f0vt96kc29w/FINALBUILD-Q-Type-DM-1M.7z/file :D Edited August 10, 2023 by Arrowhead 16 Quote Share this post Link to post
Geniraul Posted August 18, 2023 (edited) In fact, this is a decent mapset! I was satisfied with most of the texture choices and item placement, and I caught myself thinking that I could return to almost all of these levels in the future :) There are 4 maps that I found outstanding, which are the maps 01, 06, 08 and 09 — they have a very quakeish feel to them, but at the same time feel like a deathmatch (although this is not uncommon to any of the other levels here either). Personally, I consider it a well-made DM crossover, always happy to see projects of this type! Spoiler I really appreciated the fact this WAD features (at some point) analogues of Q3 power-ups in the form of Q1 runes. The quad damage is not something you can often see in Doom ;) The idea of different types of "haste" — one for the movement and one for the firerate — also makes sense to me, since it doesn't let the gameplay get overwhelming on smaller maps. Another thing that didn't get past me is the reference to Quake's E1M2 and E1M3 on Castle of the Damned - Remix and to E1M1 and E1M2 on E1 Mashup (which is not surprising considering the names of the levels C:) This is eye candy in its essence (although I think it would be even better if the appropriate Q1 secrets here could be revealed as well). As for the map 02: Cryptyard, at first I was somewhat confused about the number of super shotguns this map features, but once I saw the firerate booster, I got the idea. It feels like the level was inspired by one of QDoom maps that has quite a lot of shells, so this is understandable. I liked the fact that some jump pads were present. As usual, I appreciate the use of Quake 3 sounds in the set ;) A project to revisit for sure! Edited August 18, 2023 by Geniraul 2 Quote Share this post Link to post
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