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A short demo of a wad I'm working on.


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There are 3 maps at the moment, all replacing maps 01, 02, and 03. I tested the wad in GZdoom so I'd recommend you use that to play it.

Some sprites for the monsters and sky graphics have been changed as the levels are supposed to take place on Deimos from Doom 1; and to go along with that there is a few changes to some enemy behavior, like hell knights lunging at you if you get close to them.

Some things to note are that this is a Doom 2 wad and not an Ultimate Doom or simply 'Doom' wad, so if you feel like playing it then set your launcher to Doom 2.

With that said feel free to leave your thoughts and enjoy!

 

 

download for the .deh file

 

download of the wad itself

Screenshot_Doom_20240204_135306.png

Screenshot_Doom_20240204_135323.png

Screenshot_Doom_20240204_135326.png

Screenshot_Doom_20240204_135338.png

Screenshot_Doom_20240204_135355.png

Edited by Sentrygunner

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You set the access for the file wrong, I get the "You need access Request access, or switch to an account with access." message.

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5 minutes ago, Delisk said:

You set the access for the file wrong, I get the "You need access Request access, or switch to an account with access." message.

thanks for telling me, I'll fix that

 

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The maps might be short but this is a really good start! I like how you tried to inject personality into the maps as well as the light Dehacked changes:)

 

 

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Any suggestions for the theme of map04? I still want it to be space themed, but with some kind of train station or refueling base motifs.

Heres an image of the wip map for context.

Screenshot_Doom_20240209_190410.png

Screenshot_Doom_20240209_190443.png

Screenshot_Doom_20240209_190710.png

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Do you consider getting for your wad it's own MIDIs ? If you are interested, I would be glad to willingly do the MIDIs for it! 

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I guess if you're thinking of using refueling base, you could have an outdoor area although it would be up you as far as its extensiveness is concerned. Make the rocky areas look like actual rocky areas though, maybe like  Surface Tension from Half Life as one example.

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  • 2 months later...

I completed Deimos.wad with GZDoom with the Brutal Doom Community Expansion DOOM mod, well designed DOOM2 levels, 82/100. Each level in the WAD was well designed, but the main weakness of each level is gameplay length, because the action ends as soon as the action begins, and the gameplay length of each level is relatively short in length.

 

MAP01 - 83/100
MAP01 is a level that is made to scale which takes place within a tech base full of enemy ambushes with enemies waiting to take the player by surprise in believable environments. The level is atmospheric with dramatic lighting present throughout the level with varying environments spread throughout the level, and each area has a different appearance.

The level difficulty is the main problems with the level, because there is a significant amount of space for the player to move around the level, which reduces the effectiveness of enemy ambushes. Place enemies behind objects, walls with openings or inside monster closets to ambush the player to increase the level difficulty.

 

MAP02 - 78/100
MAP02 is the worst level in Deimos.wad with the least number of enemies present, no Secret Areas to explore, and the gameplay length of the level is very short. MAP02 is best described as a concept design of a level instead of being a full length level, because the level feels unfinished with areas of the level being completely empty.

 

MAP03 - 85/100
MAP03 is the best map in Deimos.wad, because the level includes the most theme variety in the WAD, themes which will include outdoor locations, a Tech Base theme, and even Limbo themes. This level is challenging level with enemies appearing in larger groups, and more powerful enemies will appear in the level increasing the level difficulty.
The level will have a resemblance to The Ultimate DOOM, and the presentation of the level will not disappoint, but the main weakness of the level is the short level length. There is excellent theme variety present in the level, but the action ends as soon as the action begins, and adding more enemies to the level will increase the gameplay value.

 

GRAPHICS: 85/100
GAMEPLAY: 80/100
PRESENTATION: 82/100

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On 5/6/2024 at 10:23 PM, FireWarden1000 said:

I completed Deimos.wad with GZDoom with the Brutal Doom Community Expansion DOOM mod, well designed DOOM2 levels, 82/100. Each level in the WAD was well designed, but the main weakness of each level is gameplay length, because the action ends as soon as the action begins, and the gameplay length of each level is relatively short in length.

 

MAP01 - 83/100
MAP01 is a level that is made to scale which takes place within a tech base full of enemy ambushes with enemies waiting to take the player by surprise in believable environments. The level is atmospheric with dramatic lighting present throughout the level with varying environments spread throughout the level, and each area has a different appearance.

The level difficulty is the main problems with the level, because there is a significant amount of space for the player to move around the level, which reduces the effectiveness of enemy ambushes. Place enemies behind objects, walls with openings or inside monster closets to ambush the player to increase the level difficulty.

 

MAP02 - 78/100
MAP02 is the worst level in Deimos.wad with the least number of enemies present, no Secret Areas to explore, and the gameplay length of the level is very short. MAP02 is best described as a concept design of a level instead of being a full length level, because the level feels unfinished with areas of the level being completely empty.

 

MAP03 - 85/100
MAP03 is the best map in Deimos.wad, because the level includes the most theme variety in the WAD, themes which will include outdoor locations, a Tech Base theme, and even Limbo themes. This level is challenging level with enemies appearing in larger groups, and more powerful enemies will appear in the level increasing the level difficulty.
The level will have a resemblance to The Ultimate DOOM, and the presentation of the level will not disappoint, but the main weakness of the level is the short level length. There is excellent theme variety present in the level, but the action ends as soon as the action begins, and adding more enemies to the level will increase the gameplay value.

 

GRAPHICS: 85/100
GAMEPLAY: 80/100
PRESENTATION: 82/100

Much appreciated! Indeed the levels are very short. As i've continued to make maps in my spare time i've tried to remedy that issue, scale tends to play a big part in it. Also yes, I agree that map02 is pretty disappointing in terms of gameplay. Thank you for the feedback. I will try to incorporate it into future wads I may or may not make. 

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I liked the size of the maps, we are after all on the first maps, supposed to be easy.
I played with the possibility of being able to jump, I don't know if that's welcome.
Here are some returns in more detail:


image.png.23d5e075beaf025edbd61049473e4ea0.png
In the first level, for no reason, this door still locked, whatever I was doing. I don't really know why.
In the third level, in the yellow or blue key room, you can jump and see two mars (I guess?)

image.png.375bd820af49672289bce7f2f7c83642.png
Map 2 : this guy is blocked and useless

image.png.e3e0b41f55cd6b46a5832928361e5876.png
Liked this use of this patern for your map design
 

image.png
In the third level, you can jump on the border of the window and see two mars!

Edited by Korsuv

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