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Midnight Release, a single map for [Doom2/Boom]


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Posted (edited)

Haven't made a map in 5+ years so I decided to crank one out in the span of 24 hours and see how it would turn out. Difficulty ramps up quite a bit after the red door, enter if you dare!

Replaces MAP01 and ends in a death sector, jump down the blood well to win!

 

Feedback would be greatly appreciated!

 

Screenshots:

Spoiler

Screenshot_Doom_20240417_185831.png.66ad62f6a2a4f30eb3d6e9459f807b59.pngScreenshot_Doom_20240417_185916.png.41fa3c527db1bd60335d474043710d1f.pngScreenshot_Doom_20240417_185954.png.86944bcb28bc87211733bac0c72b31d4.pngScreenshot_Doom_20240417_185807.png.30f38cb50aecad4b39ed5902476ae411.png

 

 

Tested on GZDoom and DSDADoom complevel 9

 

Also available through doomshack: https://doomshack.org/uploads/midnight-release.wad

midnight.zip

Edited by ygpa

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good map, atmosphere is fine, design is alright too, combats are fun though health and ammo is more than enough even on uv so map is easy

my prboom cl9 fda 

popi9.zip

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I don't really know what happened at the exit. megasphere and glasses seemed unnecessary. Good combat though! Almost seemed like the BFG wouldn't be invaluable (though certainly not required).

 

 

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Plays well. Like everyone else is saying the combat because of smart layout is good. The outside part with the yellow skull visually looks cool. Feels like the rest of the map could look as good with some minor adjustments, maybe playing around with textures and lighting more.

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Posted (edited)

Its a decent map, the combat was nice, ammo and health wasn't hard to manage. the level design is not very appealing to look at though, that's all there is to improve on I guess, the exit was also a little weird.

I beat this level on UV aswell, It needs to be way harder to be considered hard, but overall, good job.

Edited by MisterLivers

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