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Marble Crypt for Doom 2


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Story:

 

In another reality, the Doomslayer awakens from his eternal slumber when demons infest his tomb.

He sets out to clear them out, with extreme prejudice. His trusty Super Shotgun should be nearby;

not far from where he left his armor. Gear up and get to work!

 

Map Info:

 

A map set in a crypt, and it's environs. Started work on it a while ago and has been perfecting it over the last few months.

Combat can be expected to be frantic and somewhat cramped, so quicksave often. UV difficulty recommended

for the intended experience, but lower difficulties make certain encounters easier.

 

Game: Doom 2

Replaces: MAP06.

Single Player: Designed for

Difficulties: Yes

Tested with: GZDoom. Run with anything else at your own risk.

Map Format: Doom 2 (limit removing)

 

Freelook: Yes

Jumping: No

Crouching: No

 

Download:

 

Marble Crypt.zip

 

Screenshots:


 

Spoiler

 

Screenshot_Doom_20240224_113841.png.bd9da76759e56fdc9cbf0d5ae2cc0d44.png

 

 

Screenshot_Doom_20240224_113908.png.6714c5454087dcd6b2bad73da67de472.png

 

 

Screenshot_Doom_20240224_113758.png.aa302b8f73a9937d983a17450696ad66.png

 

 

Screenshot_Doom_20240224_114016.png.6b3a75bba553c8fa0b4a9bb611f59f84.png

 

 

Edited by Zesiir
Updated file

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Pretty decent. The map is bland in design in some areas (The red room cyberdemon maze for example), but overall the gameplay is good. My favorite part was that one middle marble section before the ASHITTY walls area. I liked that broken grave thing in the cyberdemon room, and most of the encounters were pretty challenging. Secrets were pretty easy to find, but I only got 8 of them.

Edited by IHave10Shells

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Thanks for the feedback!

 

25 minutes ago, IHave10Shells said:

The red room cyberdemon maze for example

 

The idea was to make the player hurry along in that section so I didn't bother detailing it too much.

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33 minutes ago, Zesiir said:

Thanks for the feedback!

 

 

The idea was to make the player hurry along in that section so I didn't bother detailing it too much.

yeah I kinda did that so it makes sense.

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11 hours ago, Zesiir said:

Tested with: GZDoom

Map Format: Doom 2 (limit removing)

It should be Map Format: Boom, as for as I can tell.

 

Anyways, here's a complevel 9 (Boom) demo recorded in DSDA-Doom.

noisy_Marble Crypt.zip

 

Cool little dungeon crawly, trap oriented gameplay.  I got 10 minutes in with 64 kills before my demise.

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2 hours ago, SleepyVelvet said:

It should be Map Format: Boom, as for as I can tell.

 

You're right! I could've sworn I changed it... Should be fixed now.

Edited by Zesiir

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That slime trail was BAD! But I'm sure you already knew that:) But I found this map much more tolerable than the last one in any case. It was nice!

 

 

 

 

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12 hours ago, LadyMistDragon said:

That slime trail was BAD! But I'm sure you already knew that:)

 

I didn't. It doesn't show in GZDoom. Not sure how to fix it.

 

Thanks for playing, anyhow.

Edited by Zesiir

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  • 1 month later...

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