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Greetings all. It has been a while but now that I have some free time, I have made this map.

I wanted to explore making a map using an alternative texture pack, in this particular case is OTEX (which is fantastic btw).

 

The Details:
Format: Boom

IWAD: Doom 2

Maps: 1, MAP01

Tested on: PrBoom+, GZDoom, Crispy Doom

 

The level should take 10 minutes to complete and mainly tested on HMP and UV.

 

It is my first time messing with SLADE to mess with textures, making a DeHacked file for map name changes and using DoomTools to extract textures, so hope those work fine.

 

Screenshots:

 

  Reveal hidden contents

 

Extra credits to:
James "Jimmy" Paddock - Tapioca Nights midi

Ola Björling (ukiro) - OTEX texture set

 

Download Link: https://drive.google.com/drive/folders/1ddx9jMcCZ1qvhhC3PWM8I4O07aYiNeoH

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Good, that was fun!

 

Nice looking map, with fun and balanced level design. Plus good choice of music.

 

Would love to play more maps like this one!

 

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Neat layout, neat music, no claustrophobia at all. Hitscanner and health placements are a fair challenge, punishing the players who don't mind them.

 

At the end, is it intentional to allow the player to slip past the Knights/Barons to reach the level exit?

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Thanks for trying out the map, everyone.

 

  On 3/23/2024 at 3:23 PM, Garland said:

At the end, is it intentional to allow the player to slip past the Knights/Barons to reach the level exit?

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They should initially be blocking the way, along with the pinkies that teleport in behind them. Both of them should make it more difficult to exit immediately but in a whole, there isn't anything preventing the player from running away in the last room.

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  On 3/23/2024 at 9:54 AM, wheresthelambsauce said:

Greetings all. It has been a while but now that I have some free time, I have made this map.

I wanted to explore making a map using an alternative texture pack, in this particular case is OTEX (which is fantastic btw).

 

The Details:
Format: Boom

IWAD: Doom 2

Maps: 1, MAP01

Tested on: PrBoom+, GZDoom, Crispy Doom

 

The level should take 10 minutes to complete and mainly tested on HMP and UV.

 

It is my first time messing with SLADE to mess with textures, making a DeHacked file for map name changes and using DoomTools to extract textures, so hope those work fine.

 

Screenshots:

 

  Reveal hidden contents

 

Extra credits to:
James "Jimmy" Paddock - Tapioca Nights midi

Ola Björling (ukiro) - OTEX texture set

 

Download Link: https://drive.google.com/drive/folders/1ddx9jMcCZ1qvhhC3PWM8I4O07aYiNeoH

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This was super fun!!! Thank you!

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I'd been on a bit of a Doom sabbatical for a few months, so this was a fun one to come back to. Nicely done, fam. I can't resist a good OTEX techbase map.

 

 

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  On 3/24/2024 at 1:03 AM, wheresthelambsauce said:

Thanks for trying out the map, everyone.

 

 

They should initially be blocking the way, along with the pinkies that teleport in behind them. Both of them should make it more difficult to exit immediately but in a whole, there isn't anything preventing the player from running away in the last room.

Expand  

They definitely block the way. It's impossible to get by them all before the spawns behind you swarm in and kill you.

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  On 3/25/2024 at 12:14 AM, Merginator said:

Yeah this map was kick ass and another reminder that I need to stop skipping over single map WADs.

 

 

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Nice playthrough. if Doom youtuber BeefGee taught me anything, running the hell away from the start of a fight is always a valid strategy :D

Thanks for playing.

Edited by wheresthelambsauce
getting BeefGee's name right

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