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Sunk In Hell


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The story is as original as the original Doom 2 story and as long as Romero's hair.
"Sunk In Hell" involves diving into a true hell in terms of game experience, so do not expect things to be easy and effortless.


In Brief about wad

The narrative is in a single flow (instead of a collection of different maps), so there is some linearity in the walkthrough.
The WAD consists of maps with replacement of weapons, behavior of monsters (in the hardcore version, do not expect mercy), player behavior, items and all sorts of little things, such as decals, decorations, blood, dust, smoke and other things.

 

About me and this wad

Spoiler

I've been making maps in Slade for quite some time now, for 3 years. It doesn't mean that I'm a master in this business, because I don't do it continuously and only when I have free time and inspiration. I started this project right after I was inspired by @GermanPeter's video (Youtube channel) "Trying to Make Sense of Doom 2's Maps".
Previously, I've made many maps and reinterpretations of Doom 2, but never posted them. But @GermanPeter's video ignited a new spark in me, and until now I interpreted Doom 2 maps a little differently. With this project I would like to share how Doom 2 could be in the hands of someone who wants to see not too abstract a picture of Doom 2 history and not too detailed and realistic, but rather something in between where there is still room for re-imagination and re-interpretation by other players and community members.

 

 

Tested in: GZDoom, Boom
Format: Doom 2 vanilla
This map expect: 

  • Freelook
  • Crosshair (optional)

Features

  • No autoaim
  • Bullet spread like in CS
  • Custom Weapons: UMP45, HK417, SPAS12 et.c.
  • No reload
  • Angry monsters, low pain
  • 3 game modes: Normal (cheats allowed), UV and N (no cheats)
  • New Music
  • New Textures: doors, water animation, walls
  • New Items: energy and heal orbs, shields, ammo et.c
  • All monsters drop some items: zombies (energy and ammo) and monsters (orbs)
  • Changed start menu and intermission

IWAD: Doom II
Start on: MAP01


SIK v11 : levels 9

UPD:

New:

  • Added new level - MAP09

 

Download:https://1drv.ms/u/s!ArJqO35mii2Ok8kSvthSpKB_5Qn66Q?e=TgmuOn - 51 Mb

 

TXT file

Spoiler

===========================================================================
Archive Maintainer      : No special instructions
Update to               : Sunk in Hell v11.wad
Advanced engine needed  : ZDOOM
Primary purpose         : Single play
===========================================================================
Title                   : Sunk in Hell
Filename                : Sunk in Hell v11.wad
Release date            : 18.03.2024
Author                  : Nikamir
Email Address           : Nikamir@nika.mir
Other Files By Author   : None
Other Authors        : None

Description             : The story is as original as the original Doom 2 story and as long as Romero's hair.

Additional Credits to   : Max Sansalone - Royalty free Drum loops
            : Sergeant_Mark_IV - Simple Better Decals for GZDoom/Zandronum
            : Russell Holzman - Upside-Down (#7)
===========================================================================
* What is included *

New levels              : 9
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : Not applicable


* Play Information *

Game                    : DOOM2
Map #                   : MAPXX
Single Player           : Designed for
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Other game styles       : None
Difficulty Settings     : Not implemented


* Construction *

Base                    : New from scratch
Build Time              : 18.03.2024
Editor(s) used          : Slade v3
Known Bugs              : Unknown
May Not Run With        : Unknown
Tested With             : GZDoom, Boom

* Copyright / Permissions *

Authors MAY use the contents of this file as a base for
modification or reuse. Permissions have been obtained from original
authors for any of their resources modified or included in this file.

You MAY distribute this file, provided you include this text
file, with no modifications.  You may distribute this file in any
electronic format (BBS, Diskette, CD, etc) as long as you include
this file intact.  I have received permission from the original
authors of any modified or included content in this file to allow
further distribution.


* Where to get the file that this text file describes *

The Usual: ftp://archives.gamers.org/pub/idgames/ and mirrors
Web sites: www.doomworld.com
FTP sites:

 

Update logs:

Spoiler

SIK v10 : levels 8

UPD:

New:

  • Added new level - MAP08
  • Some special effects to projectiles

Some tweaks:

  • Add more radius to AA12 Explosion rounds

 

SIK v9 : levels 7

UPD:

New:

  • Added new level - MAP07
  • Added M1014 - Automatic Benelli Shotgun
  • Hell Mancubus with black blood

 

SIK v8 : levels 6

UPD:

New:

  • Added MAP06 - through cluster crusher
  • Added MACS (in secrets)

 

Some tweaks:

  • Cacodemon, Arachnotron and Hell knight now have 666 health points
  • Change Spider mastermind attack
  • Cacodemon, Arachnotron and Hell knight now drop some stuff too

 

SIK v7 : levels 5

UPD:

New:

  • Added MAP05
  • Added new textures (Doors)
  • Added Bullet cases
  • Added Shell cases
  • Added AA12 with Explosion Rounds
  • Added Red Blood
  • Added Blue Blood (Cacodemon)
  • Added smoke to the fire ball (Imp)
  • Added smoke to the weapons
  • Added special effect to explosion of ExplosiveBarrel

 

Some tweaks:

  • Reduced bullet spread in HK and UMP
  • The color and lifetime of wall debris have been changed
  • Increased explosive impact from explosion round

 

Bugfixes in:

  • MAP04 lift
  • Animation of Dirty Waterfall
  •  

SIK v6 :

  • A lot of cosmetic tweaks
  • MAP06 as teaser: contains New Arachnotron and AA12 with explosion rounds

 

SIK v5 :
Levels: 4

New Modifications:

  • New textures


SIK v4 :
Levels: 3
New Modifications:

  • New behavior to ShotgunGuy (Angry)
  • Angry Spectre Imp (Always)
  • Angry Pinky (Always)
  • New weapon HK147 - no autoaim, bullet spread like in CSGO
    • New ammo 556
  • Replaced shotgun to - SPAS

 

SIK v3 :
Levels: 2
New Modifications: added waterfall animation

 

SIK v2 :
Levels: 1
New Modifications:

  • New weapon UMP45 along with Pistol
  • New behavior for weapons
  • New behavior for Zombiman
  • A little tweaks in MAP01

 

 

 

 

 

 

 

Edited by Nikamir
Last Update 18.03.24

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I'm glad I'm not the only one who got inspired to do this.

 

You're right, it's quite an ominous map. Well-balanced with enemy placement and pickups, and the music fits well.

It had quite an apocalyptic feel to it, the way some areas had collapsed, and you had to navigate outside of the techbase's layout.

 

If there was a secret Rocket Launcher though, I missed it.

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Fun little map, not too challenging at all even for a player like me. I did get a little confused with the doors though, I thought they were keycard doors but the colours were just part of the door decoration I think?

 

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Hello guys!
I added some complexity to the gameplay.
Added new weapon UMP45 which uses Pistol Clips.
New shooting behavior has been used (in particular for UMP45). Freelook is a must. No auto-aming (in particular for UMP45). Try not to miss.
The dynamics of Doomguy’s movement have been changed so that he doesn’t rush around the map so arcadically, but also doesn’t experience the effect of a disabled person with an arrow shot through his knee.
The behavior and effects of shooting have also been changed. Some special effects.
The behavior of Zombieman has been changed, now he can give you change, and not be a punching bag. And despite the fact that they are zombies and still have a broken aim, now this does not mean that they will just give their soul to Doomguy. Be careful.
The behavior of ammo drops for Zombiemen has been changed. It’s not a fact that they will have it, and at the same time it’s not a fact that it won’t be enough.

Download SIK v2 in:

 

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@CravenCoyote Thanks for the video and comments.
Indeed, the stripes in doors are just decoration. In SIK version 2, a new texture has been added, instead of a yellow stripe there is a green one.

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Good stuff, nice to see it continues into Underhalls. The UMP is cool, though I wish it could do a teeny-tiny amount more damage.

 

Other than that, not much to complain about really. Music is still good, and so is atmosphere.

Edited by Zesiir

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Interesting twists on original maps.

SMG is nice addition (but to be fair - everything better than starting pistol)

Movement speed is slow enought to make me play carefully but still fast enought to dodge imp projectiles

 

Overall map visuals are strange. Its like doomguy sleeping and seeing a bad dream.

Edited by Kserks96

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SIK v4 - Hard

Added level MAP03

New behavior to ShotgunGuy (Angry)

Angry Spectre Imp (Always)

Angry Pinky (Always)

New weapon HK147 - no autoaim, bullet spread like in CSGO

New ammo 556

Replaced shotgun to - SPAS

 

Enjoy

Spoiler

m3_1.jpg.48cd428ce8d1ba9196bfd90907a7095f.jpg

 

 

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Add new map (MAP04) - SIK v5

New monster - angry trooper with HK, New secret weapon with high piercing damage through monsters {find it if you can}, New textures, et.c.

 

Enjoy
 

 

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SIK v6
UPDATE:
Some cosmetic tweaks: menu, naming, intermission, items, game modes
Added last level as teaser with AA12 with explosion rounds and Hellish Arachnotrons

 

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SIK v7 : levels 5

UPD:

New:

  • Added MAP05
  • Added new textures (Doors)
  • Added Bullet cases
  • Added Shell cases
  • Added AA12 with Explosion Rounds
  • Added Red Blood
  • Added Blue Blood (Cacodemon)
  • Added smoke to the fire ball (Imp)
  • Added smoke to the weapons
  • Added special effect to explosion of ExplosiveBarrel

 

Some tweaks:

  • Reduced bullet spread in HK and UMP
  • The color and lifetime of wall debris have been changed
  • Increased explosive impact from explosion round 

 

Bugfixes in:

  • MAP04 lift
  • Animation of Dirty Fall

 

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I had a lot of free time, which I took advantage of and created another map.

New MAP06 - through cluster crusher. If you like pain, this map is for you.
imgs

Spoiler

2024-03-10.png.f479937ecf29c6cb53db0344950fc327.png155158598_2024-03-10(5).png.626e4f6510d0dd5699251b831c03b78d.png

 

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  • 2 weeks later...

SIK v11 update. Since version 8, new 3 maps have been added (map07 - map09).
Doomguy sinks deeper and deeper into hell.

 

Take a look at the teaser for this update.

 

 

Edited by Nikamir
update

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Okay, some feedback:

 

-Please get rid of the screenshake for the UMP, it makes my head hurt

-The shotgun in pump action mode is a downgrade from the UMP both in DPS and range. Consider making it semi auto, since the SPAS can work that way. Also, does any game ever use the SPAS with the stock unfolded?

-The zombies are a bit too hardcore.

-Cloaked imps? A bit too hardcore.

 

Are we supposed to play this with crosshair on?

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6 hours ago, Serathis said:

Okay, some feedback:

 

-Please get rid of the screenshake for the UMP, it makes my head hurt

-The shotgun in pump action mode is a downgrade from the UMP both in DPS and range. Consider making it semi auto, since the SPAS can work that way. Also, does any game ever use the SPAS with the stock unfolded? 

-The zombies are a bit too hardcore.

-Cloaked imps? A bit too hardcore. 

 

Are we supposed to play this with crosshair on? 

Thank you very much for your feedback!

 

- Okay, I'll think about it.

- To get a semi-automatic shotgun you need to go through several levels.

- Zombies, demons and other monsters are hardcore. Almost all monsters are in aggressive mode. This is how everything was planned. Welcome to Hell.
- Crosshair is optional. It wasn't programmed in .wad.

Thanks again for the feedback provided.

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