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FortHunt - Doom II pwad


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I made this wad somewhere mid to late 90's. I tried it again lately and, despite being a total noob then, and the troubles I had with DEU, I enjoyed it a lot. I decided to go ahead and upload it. I'm getting into ultimate doom builder, and might revisit this map. I will probably at least make some new mods, so here is my first one for the record :)

 

Based loosely from Fort Hunt in Mount Vernon, Virginia. Built in the late 1800's

 

https://www.doomworld.com/idgames/levels/doom2/d-f/forthunt

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Screenshot_Doom_20240120_205556_01.png

Screenshot_Doom_20240120_205609.png

Screenshot_Doom_20240120_205651.png

Edited by Jing

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There are a few bugs, but nothing game stopping. Mostly monster closets not opening. 

 

Played it on the original Doom II back in the day. Using GZDoom lately. I think there are issues with these big rooms and freelook. You might want to disable freelook, or bind it to a key.

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No extra textures, sounds, etc. but I did make the custom music myself, and the title screen

Edited by Jing

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DSDA Doom, UV, comp level 9

 

A simple and fun level, with plenty ammo to enjoy the plasma rifle. A rare map where I could plasma imps and shotgunners without feeling bad about wasting ammo. I enjoyed the beginning where if you stick around the open area chasing the monsters, the imps will end up creating a flurry of fireballs, making me feel like in one of those ww2 games where you storm the beach and the enemies are always shooting at you with machine guns. Anyway, since you plan on making more maps, there are some things that negatively stood out to me while playing this one, which I hope to see improved:

  • Locked doors don't indicate which key they need. I was surprised when the red door didn't open because I was missing the red key, as it looked identical to previous doors.
  • The winding path to the red key felt a bit too long. I think it can be made shorter, with more monsters in the closet on the way back to make up for it.
  • With how large and open areas in this wad are, they are too sparse. The pain elemental room had the right idea to hang some corpses around for decoration, even if they got in the way. But the side areas around the fort are quite barren, and could do with looking less like joined rectangles.
  • The exit is not marked properly! I was expecting the walls to lower around me when I pressed the switch.

Unfortunately I didn't think to go around the fort on both sides, so I missed a lot of content in there, including the cyberdemon. But I noticed the row of invulnerabilities and appreciated them nonetheless.

 

forthunt.zip

Edited by Cocademon

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I really liked the architecture of the initial area, with those big black towers and the metal walls, although I think that if you are going to put hitscanners, you should maybe give the player a bit more cover. Some column or something similar.

Otherwise, it's a fun power trip.
 

 

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vey basic...feels like early 90s map gigantic empty areas... other tan hitscanners no monster is threat and can be avoided easily

prboom cl9 demo

popi9.zip

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On 1/23/2024 at 5:27 PM, Cocademon said:

DSDA Doom, UV, comp level 9

 

A simple and fun level, with plenty ammo to enjoy the plasma rifle. A rare map where I could plasma imps and shotgunners without feeling bad about wasting ammo. I enjoyed the beginning where if you stick around the open area chasing the monsters, the imps will end up creating a flurry of fireballs, making me feel like in one of those ww2 games where you storm the beach and the enemies are always shooting at you with machine guns. Anyway, since you plan on making more maps, there are some things that negatively stood out to me while playing this one, which I hope to see improved:

  • Locked doors don't indicate which key they need. I was surprised when the red door didn't open because I was missing the red key, as it looked identical to previous doors.
  • The winding path to the red key felt a bit too long. I think it can be made shorter, with more monsters in the closet on the way back to make up for it.
  • With how large and open areas in this wad are, they are too sparse. The pain elemental room had the right idea to hang some corpses around for decoration, even if they got in the way. But the side areas around the fort are quite barren, and could do with looking less like joined rectangles.
  • The exit is not marked properly! I was expecting the walls to lower around me when I pressed the switch.

Unfortunately I didn't think to go around the fort on both sides, so I missed a lot of content in there, including the cyberdemon. But I noticed the row of invulnerabilities and appreciated them nonetheless.

 

forthunt.zip

Hey! Thanks for the feedback. I may get back to this map. I have been learning ultimate doom builder in the meantime

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On 1/27/2024 at 4:31 PM, RataUnderground said:

I really liked the architecture of the initial area, with those big black towers and the metal walls, although I think that if you are going to put hitscanners, you should maybe give the player a bit more cover. Some column or something similar.

Otherwise, it's a fun power trip.
 

 

 

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Hey! Thanks for the feedback! and the video! Despite the trouble I had using DEU back in the day, I had fun when I found this on an old hard drive. I'm glad I decided to share it. Hopefully some future maps will be an improvement :)

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On 1/27/2024 at 8:42 PM, Riclo500 said:

This was great! Good job
 

 

 

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On 1/29/2024 at 8:48 AM, Zahid said:

vey basic...feels like early 90s map gigantic empty areas... other tan hitscanners no monster is threat and can be avoided easily

prboom cl9 demo

popi9.zip

Right on. Thanks for the feedback :)

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