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Phobos 2.0 - DOOMII MAP01


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Posted (edited)

Hello :)

 

This is just one random single and fast paced map, phobos inspired.

I just wanted to make a little something with a non-vanilla stock texture for once since a lot of time, hey maybe I should retry a Boom format map with it next !

 

Have fun !

 

- The map have custom texture/custom music included into the WAD.

- The WAD should obviously work with everything that support the texture pack included into it. (playtest have been done with GZDOOM though).

- DOOM II IWAD and format ; MAP01 (actually there is also an unfinished MAP02 included, just don't bother yourself with this).

- UV only implemented (really no big deal, map is basic and easy to mid in term of difficulty).

 

Spoiler

image.png.8d2417b58cede4163194208984c7552e.png

 

DOWNLOAD :

https://www.mediafire.com/file/idx27fwa9irwgwj/Phobos2.0.wad/file

Edited by Bri0che

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Posted (edited)

Pretty fun map!  Short and not overly complicated.

 

I didn't care for the music that much.  I feel like it belongs in a JRPG or anime game but that's just my opinion.

Edited by IamtheLaw
Typo

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1 hour ago, IamtheLaw said:

I didn't care for the music that much.  I felt like it belongs in a JRPG or anime game but that's just my opinion.

 

It's exactly a track I randomly picked from a stock .midi site specialised into video games, and I believe it's indeed a JRPG. It sounded not that bad, so I just put it into it. :p

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Music was a bit weird, but the map is pretty good. Good use of STAR textures.

 

Beginning of the map was unexpectedly hard, I did not expect to run into both Revenants and an Archvile in the first room.

 

The key doors were a bit confusing. One door had blue lights and required a blue key, but another identical door required a red key. I did see the ceiling

textures, but it's not somewhere you usually look.

 

There was also this corridor with a very low ceiling for some reason. I thought it was a crusher at first.

 

 

Spoiler

Screenshot_Doom_20240401_144913.jpg.99735feb26c278054d582610fd2e4b81.jpg

 

 

 

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Finished it on my 3rd demo attempt in 5:23. Fun tech base level that has a difficult start, I really enjoyed this level Bri0che. I liked the way the level loops around with the whole red key - blue key sequence, and the archvile + revenant combo in the beginning was something that took me by surprise, (as it did other players it seems heh). I think it would have been better with more verticality (I elaborate further in my demo notes) but overall nothing bad that I could find in your level. The custom textures you used didn't feel out of place but I wonder if you could have used them just a little more, as all I could remember was the floor in the start room and the brown door that is inaccessible. I love a good tech base level that doesn't drag on too long, but makes me sweat for the short time I spend in it, keep up the good work!

 

Demo link: https://drive.google.com/file/d/1tj-supwhxlMGAoXgEeF0pXPz7XR_5Pid/view?usp=sharing

 

My full comments below (as included in the zip file)
 

Spoiler


IWAD: Doom 2     
PWAD: Phobos 2.0    
Map: MAP01 + MAP02 (Unfinished, ignored at author's request)
Author: Bri0che

 

DEMO NOTES:
Player: Napeyear
Skill: 4 (Ultra-Violence)
Exe: Dsda-Doom
Time: 5:23

 

Comments: A fun techbase map that starts off really vicious, and eases up a bit towards the middle and end of the level. One thing that other commentors mentioned was the music and I happened to enjoy it, it was upbeat and I found myself nodding along as I played, though I can see why people said it didn't match the theme at all lol. Map design was really good, and there were very few dead ends. I liked how the blue key switch was placed in such a way that the player wraps back around the level, rather than having a dead end that forces you to go all the way back the way you came. Texturing was quite nice, and I think the techbase aesthetic is always welcome in the doom mapping community, especially when you take care to make lighting and supports look good, as you demonstrated.

 

I managed to find 2/3 secrets, and I felt like they were adequately placed, only missing the backpack secret. Somehow I didn't notice the different STARTAN texture that you used for the door, so props to you for not making it super obvious. Making secrets not too obvious, but subtle goes a long way in making the player feel like they actually worked for a powerup. The chainsaw secret I thought was rather interesting, after shooting the switches outside to access the secret area, I wasn't expecting to go back to the hallway with the cacodemons, and then back out to the start room to find the chainsaw. Not bad at all, but rather peculiar sequencing in my opinion. You'll also notice I was dead set on trying to open the brown door in the start room, only to realize it was inaccesible all along, oh well...

 

In my demo you'll see I (strangely) ignored the raised platform that leads to the blue keycard and sort of wandered around the level. I'm not sure why I was lost for a half-minute, but that wasn't a fault of the level design at all, just my goldfish memory at work (in fact you'll notice I lowered the lift, and then walk right past it as its lowered... wtf?). The yellow key trap was really well done too, and I found myself fighting for my life against the revenants and chaingunners that spawned in, one of the few times I felt pushed to the brink in the level. This along with the archvile and revenant trap at the very beginning were the two most challenging moments of the level. Most people start their levels off easier, then making it progressively more difficult as it goes on, so this took me by surprise! I like when levels are structured differently than I would normally expect, it's no wonder this game is still alive 30+ years later.

 

If I had to make any changes, I would probably switch out the cacodemons in the hallway with something else, as the cacodemons are sort of crammed into the hallway due to the low ceiling height of that corridor. Or perhaps you could raise the ceiling in such a way that both of them could fire at the player simultaneously without being blocked by one another. (As if they were standing in a single file line waiting for there turn to hit the player lol).

 

I give it a 7/10 mostly because I wish the verticality was more pronounced, this is most apparent with the cacodemon trap in the hallway leading to the blue key switch where in my playthrough they sort of just stood behind each other while I whittled them away. Overall a really good effort, I only took a quick glance at level 2 in UDB, and I got to say you would have a great foundation to build the next level on, as I think level 1 works really well as an introduction to an episode, especially when you consider the difficulty being easier after the beginning of the level. Good job Bri0che!

 


 

 

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12 hours ago, Napeyear said:

Finished it on my 3rd demo attempt in 5:23. Fun tech base level that has a difficult start, I really enjoyed this level Bri0che. I liked the way the level loops around with the whole red key - blue key sequence, and the archvile + revenant combo in the beginning was something that took me by surprise, (as it did other players it seems heh). I think it would have been better with more verticality (I elaborate further in my demo notes) but overall nothing bad that I could find in your level. The custom textures you used didn't feel out of place but I wonder if you could have used them just a little more, as all I could remember was the floor in the start room and the brown door that is inaccessible. I love a good tech base level that doesn't drag on too long, but makes me sweat for the short time I spend in it, keep up the good work!

 

Demo link: https://drive.google.com/file/d/1tj-supwhxlMGAoXgEeF0pXPz7XR_5Pid/view?usp=sharing

 

My full comments below (as included in the zip file)
 

  Hide contents

 

IWAD: Doom 2     
PWAD: Phobos 2.0    
Map: MAP01 + MAP02 (Unfinished, ignored at author's request)
Author: Bri0che

 

DEMO NOTES:
Player: Napeyear
Skill: 4 (Ultra-Violence)
Exe: Dsda-Doom
Time: 5:23

 

Comments: A fun techbase map that starts off really vicious, and eases up a bit towards the middle and end of the level. One thing that other commentors mentioned was the music and I happened to enjoy it, it was upbeat and I found myself nodding along as I played, though I can see why people said it didn't match the theme at all lol. Map design was really good, and there were very few dead ends. I liked how the blue key switch was placed in such a way that the player wraps back around the level, rather than having a dead end that forces you to go all the way back the way you came. Texturing was quite nice, and I think the techbase aesthetic is always welcome in the doom mapping community, especially when you take care to make lighting and supports look good, as you demonstrated.

 

I managed to find 2/3 secrets, and I felt like they were adequately placed, only missing the backpack secret. Somehow I didn't notice the different STARTAN texture that you used for the door, so props to you for not making it super obvious. Making secrets not too obvious, but subtle goes a long way in making the player feel like they actually worked for a powerup. The chainsaw secret I thought was rather interesting, after shooting the switches outside to access the secret area, I wasn't expecting to go back to the hallway with the cacodemons, and then back out to the start room to find the chainsaw. Not bad at all, but rather peculiar sequencing in my opinion. You'll also notice I was dead set on trying to open the brown door in the start room, only to realize it was inaccesible all along, oh well...

 

In my demo you'll see I (strangely) ignored the raised platform that leads to the blue keycard and sort of wandered around the level. I'm not sure why I was lost for a half-minute, but that wasn't a fault of the level design at all, just my goldfish memory at work (in fact you'll notice I lowered the lift, and then walk right past it as its lowered... wtf?). The yellow key trap was really well done too, and I found myself fighting for my life against the revenants and chaingunners that spawned in, one of the few times I felt pushed to the brink in the level. This along with the archvile and revenant trap at the very beginning were the two most challenging moments of the level. Most people start their levels off easier, then making it progressively more difficult as it goes on, so this took me by surprise! I like when levels are structured differently than I would normally expect, it's no wonder this game is still alive 30+ years later.

 

If I had to make any changes, I would probably switch out the cacodemons in the hallway with something else, as the cacodemons are sort of crammed into the hallway due to the low ceiling height of that corridor. Or perhaps you could raise the ceiling in such a way that both of them could fire at the player simultaneously without being blocked by one another. (As if they were standing in a single file line waiting for there turn to hit the player lol).

 

I give it a 7/10 mostly because I wish the verticality was more pronounced, this is most apparent with the cacodemon trap in the hallway leading to the blue key switch where in my playthrough they sort of just stood behind each other while I whittled them away. Overall a really good effort, I only took a quick glance at level 2 in UDB, and I got to say you would have a great foundation to build the next level on, as I think level 1 works really well as an introduction to an episode, especially when you consider the difficulty being easier after the beginning of the level. Good job Bri0che!

 

 

 

 

 

 

 

Thank you for the detailed and constructive comment sir, always a pleasure to have such return ! Thank you again ;)

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Short and sweet without frills. I really enjoyed it. I wrote something about your map in my comment.

 

Project Brutality 3.0 - Doom 2 - Map: #358 - Phobos - [4K60ᶠᵖˢ]

 

 

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