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Favorite exploration-focused maps


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What the title says: what are some of your favorite exploration-focused maps? They can be official maps or not, doesn't matter. Also, if it's too hard to think of a whole map, describing the portion of a particular map is fine too.

By "exploration-focused" maps, I mean ones where the primary (or at least significant) game experience or challenge of the map comes not from "combat puzzles" or slaughter or the like, but actually navigating through the map, perhaps to find keys to unlock areas, finding the path forward like one would through a maze, or perhaps even somehow manipulating the level itself to progress through it.

I'll give a pretty simple example of one I enjoy -- E1M7 (Computer Station) of Doom 1. I find it has a nice combination of navigating a maze-like space that isn't explicitly a maze as well as some key-hunting. The level itself has enough landmarks and overall has a good aesthetic, and the keys, while not hard to find, help guide the flow of exploration.

I'm sure folks can think of plenty of examples they don't like, but I'm only interested in the ones people do like here please.

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a platforming wad is probably not the answer you expect but jumpwad is awesome. No monsters, you actively look into every corner of the map on your own trying to find as many gems as possible. Map02 probably has the strongest exploration "sandbox" feel of all maps, it's one of the least linear

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Spontaneously I’m reminded of Mechadon’s work, although I haven’t played extensively… but for instance ’Fomalhaut’, MAP10 of THT: Threnody is a masterpiece that in my opinion puts emphasis on exploration. (It has some big fights, too, but I don’t think they qualify as ”slaughter” or ”combat puzzles”).

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I'm going to put Dust Devil out there as a recent(ish) map I played which was rather exploration and puzzle heavy.

 

It is an advanced set of maps made for GZDoom ports that is a quick 30-ish minute adventure between two primary maps, with "progress" saved between map traversals. You'll be going back and forth between the two primary settings, a tech-base in the desert and an abandoned archaeological dig site, to get your hands on an artifact and recover it. The premise is simple, the execution is extremely well done, and it makes tasteful use of a lot of advanced engine features such as line portals and stacked sectors to great effect. There's also a decent amount of combat to be had along the way, but I'm going out on a limb here and say that the primary focus is the recovery of the artifact and finding a way out of the hellhole. On top of that are some rather unusual ways to make progress in the map, for example figuring out how to deactivate various laser barriers. It features custom monsters to surprise you along the way as well, but not in a way where the custom monsters feel shoehorned in, it all ties in rather nicely with the overall theme and story.

 

My first time playing through was almost magical and surreal in a way, because of the highly unusual geometry for Doom maps and some of the effects employed. The first time you traverse the central hub area you too will likely feel that something is "off" as you explore rooms stacked on top of other rooms which makes for a pretty compact and somewhat confusing layout. I can't recommend it highly enough. It's not a megawad or some other serious commitment, just a short and sweet adventure that does not overstay its welcome. 5/5 would recommend. I wish there were more projects like this one which made good use of advanced engine features. Oh well.

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Sorry for the plug, but my recent wad is quite exploration oriented aswell. Might be interesting.

 

 

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I found another good one. Ribbiks' classic Swim with the Whales.

 

I know what you're thinking: that combat-puzzle -centric, soul-breaking mapset for masochists? Yes. SWTW is beyond me, too, at least I think so -- but yesterday I wanted to try my hands on it, and chose the Hey, not too rough! difficulty. Turns out on that difficulty it's not that hard of a mapset. Surely not exactly a novice experience, but still faaaar easier than I anticipated. I don't think I came across even one such fight that I had to retry after numerous failed attempts. Most of the fights could be handled just like any casual fight, there's no ammo starvation. Easily the most time-consuming part was to explore the maps. They're big, especially MAP03, with numerous nooks and crannies and interconnections.

 

(Interestingly enough, on HNTR it almost seemed MAP02 was harder than MAP03 combat-wise, or was I just in the zone with MAP03?)

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Not sure, it's really been a while since I've played many of those.

 

Hell's Farthest Shore

Dartagur Dungeon

I think Primkao might count but then again, maybe not

Woddexial from Japanese C ommunity Project

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Posted (edited)

I have a few that I like.

 

The Thing You Can't Defeat - decent way to kill like a half hour of your life. Seeing the once familiar unravel around you is very fun. This is a short and easy one.

 

My House - I think everyone knows why I mention this, I only mention it because no one else has and someone has to bite the bullet. I do love this map, but I understand why people got annoyed with its takeover of the forums.

 

Maskim Xul - Dean of Doom did a great video on this one, though it might be one of the sawed off wads videos now that I think about it. Just your classic highly explorative and interconnected map with a bit of modded magic in the mix. Well, map 2 is anyway. Map 1 is an intro map and map 3 is mostly combat from what I remember.

 

Grove - Probably some of B.P.R.D.'s best work if you ask me. A bit -- ok very -- obtuse at times, but rewarding to solve yourself if you haven't been spoiled already.

Edited by WhateverComic07

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