SuperKirbyYT Posted March 29 heya! I recently started mapping and after making my first map "Hell's Fortress" (It's not up anywhere, dont bother looking for it) I found myself really wanting to mess with what UDMF has to offer. Hell's Fortress was a UDMF map but I was still learning so I felt it better to just try making a vanilla-esc map. However for this map, I wanted to use all the tools available and ended up with Site 64! A Doom 64 inspired map using OTEX textures and featuring two custom enemies (One is just Nightmare Imps), and multiple ACS sequences! Download via Google Drive Tested in GZDoom, Doom II IWAD, Hardware Rendering, Single Map, Pretty standard difficulty until the final part kicks you in the 'nads. 6 Quote Share this post Link to post
IamtheLaw Posted March 29 Awesome map with tons of trickery! Very aesthetically pleasing and the lighting really helps build the atmosphere. Spoiler I noticed one door has a texture on the side that moves with the door. It needs the "Unpegged" flag. I forgot what door it was, it shouldn't be hard to spot in the editor. I tested the map with gzdoom plus a gameplay mod first and I got stuck on the last room where the different kinds of monsters spawn. Nothing would spawn. Not sure if it was that specific gameplay mod or what, I just thought I would let you know. Other than that everything functioned perfectly in default doom. Well done! 0 Quote Share this post Link to post
SuperKirbyYT Posted March 30 1 hour ago, IamtheLaw said: I know EXACTLY what door you're talking about. I noticed it when playtesting and made a mental note of it but never got around to fixing it. Whoops. Also yeah the mod was likely what bugged the final section. I did have a single time where the Cyberdemon but I dont really know what caused it. Reveal hidden contents I noticed one door has a texture on the side that moves with the door. It needs the "Unpegged" flag. I forgot what door it was, it shouldn't be hard to spot in the editor. I tested the map with gzdoom plus a gameplay mod first and I got stuck on the last room where the different kinds of monsters spawn. Nothing would spawn. Not sure if it was that specific gameplay mod or what, I just thought I would let you know. Other than that everything functioned perfectly in default doom. Well done! 1 Quote Share this post Link to post
LadyMistDragon Posted March 30 Great atmosphere and pacing for a second map! Overly tight ammo and I was too dumb to figure out the yellow key. The effect should probably be made a little more obvious. 0 Quote Share this post Link to post
SuperKirbyYT Posted March 30 12 minutes ago, LadyMistDragon said: Overly tight ammo keeps popping up in my early maps, though, boxes of rockets continually spawn in the center once the Cyberdemon appears. There's a camera you can open in the room directly to the left of the start. I suppose if I were to redo this I would make some sort of puzzle that completely stops progress until the player figures out that cameras exist. After you hit the switch the idea is you would check the camera which shows the Grey Door that cant be opened manually has now actually opened and inside was actually a pretty cool encounter I'm kinda sad you didn't get to see. 1 Quote Share this post Link to post
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