Nikamir Posted February 19, 2024 (edited) 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 vanillaThis 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 March 20, 2024 by Nikamir Last Update 18.03.24 6 Quote Share this post Link to post
Zesiir Posted February 19, 2024 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. 1 Quote Share this post Link to post
CravenCoyote Posted February 19, 2024 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? 1 Quote Share this post Link to post
Nikamir Posted February 20, 2024 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: 0 Quote Share this post Link to post
Nikamir Posted February 20, 2024 @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. 0 Quote Share this post Link to post
Nikamir Posted February 20, 2024 SIK v3 Added second level MAP02. Screenshot Spoiler Download in 0 Quote Share this post Link to post
Zesiir Posted February 20, 2024 (edited) 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 February 20, 2024 by Zesiir 1 Quote Share this post Link to post
Riclo500 Posted February 20, 2024 The atmosphere with this was really nice! Great job 1 Quote Share this post Link to post
Kserks96 Posted February 22, 2024 (edited) 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 February 22, 2024 by Kserks96 1 Quote Share this post Link to post
Nikamir Posted February 23, 2024 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 1 Quote Share this post Link to post
Nikamir Posted February 25, 2024 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 0 Quote Share this post Link to post
Nikamir Posted March 2, 2024 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 0 Quote Share this post Link to post
Nikamir Posted March 9, 2024 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 0 Quote Share this post Link to post
Nikamir Posted March 10, 2024 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 0 Quote Share this post Link to post
Nikamir Posted March 18, 2024 (edited) 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 March 18, 2024 by Nikamir update 0 Quote Share this post Link to post
Serathis Posted March 19, 2024 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? 0 Quote Share this post Link to post
Nikamir Posted March 20, 2024 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. 0 Quote Share this post Link to post
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