piXelicidio Posted May 11 (edited) I made 5 levels mini-wad trying to follow modern design guidelines while using Doom 2 Vanilla format. (Limitations helps better to learn the fundamentals and keep craziness contained). LEVEL Average Time Note ------------------------------------------------------ MAP01 ~3min Introductory short easy level. MAP02 ~5min Intermediate Puzzle with fun action. MAP03 ~8min Little bit challenging, still small and fun. MAP04 ~20min The big one. A visit to the DRI (Demonic Research Institute) MAP05 ~12min In the final path to hunt your prey! (or be hunted) Here is a trailer for Map04: Or watch this quick playthrough of Map02 without spoiling secrets: ScreenShots: Spoiler As you can notice each screenshot is taken from a different Doom source port. More screenshots: Spoiler This shows the AutoMap for Map03, but don't worry secrets have been removed: Spoiler I exhaustively tested and play-tested it using: Chocolate Doom, Crispy-Doom, GZDoom, Helion, prBoomPlus, Edge-Classic, Woof, DSDA-Doom... Freelook: Not required, but optional. Jumping: Not required, not needed, not advantageous... optional. The game design intention was to create a new episode in Doom 1,2 style in terms of visuals and gameplay, nothing too extremely far from the originals. The Doom you are familiar with, but applying a modern touch to remove some annoyances of the past and try fresh ideas. -------------------------------------------------------------------------- DOWNLOAD: FindingDeemo.v0.9.1.zipLatest update: - Added Map04 The DRI, declaring this project "complete", at least in size. - Reviewed the full playthrough and did minor adjustments. - Added music tracks. Want to know more? Spoiler A few new textures have been added created from scratch by me. Switches have been standardized in two types: repeteable and non-repeteable. Also created an animated door to indicate that it is actionable. Most other doors will automatically open, or remain open once activated. In my maps you'll never need to push random walls to find doors or secrets. That's a promise! My textures are free to use! My background is 3D modeling, animation and coding. I'm loving to sniff into C# ports. I was ignoring what happened to Doom modding community for many years, just realized recently how easy and satisfying is mapping today, compared to 20 years ago, when I give up after few sectors. You are breathtaking! Thanks for the tools and ports! Edited June 4 by piXelicidio 10 Quote Share this post Link to post
Zahid Posted May 11 great design and smart progression esp of map 3, fights are dull tbh as most of baddies are weak and health and ammo is no issue monster placement is also poor as no monster poses any threat...secrets are very intelligent though, visuals are atmospheric too prboom cl2 uv first blind attempt demo without any death popi9.zip 1 Quote Share this post Link to post
Gothic Posted May 11 I just want to say that I love when people make textures for shallow liquid surfaces. 1 Quote Share this post Link to post
piXelicidio Posted May 11 40 minutes ago, Zahid said: great design and smart progression esp of map 3, fights are dull tbh as most of baddies are weak and health and ammo is no issue monster placement is also poor as no monster poses any threat...secrets are very intelligent though, visuals are atmospheric too prboom cl2 uv first blind attempt demo without any death popi9.zip Thanks for playing and sending me the recording, I appreciate your feedback! Ha! Wasn't so easy for me the first few times playtesting trying to kill that last baddie, maybe that's the problem. Maybe I should rebalance the hard difficulty and keep the medium for me to play :) 1 Quote Share this post Link to post
piXelicidio Posted May 12 6 hours ago, Zahid said: great design and smart progression esp of map 3, fights are dull tbh as most of baddies are weak and health and ammo is no issue monster placement is also poor as no monster poses any threat...secrets are very intelligent though, visuals are atmospheric too prboom cl2 uv first blind attempt demo without any death popi9.zip I made a few modifications to Map03. Should need more work get more ammo while in the middle of those final battles. Also the platforms are cut in half, one half static to make it more fun... would great if you try again. 6 hours ago, Gothic said: I just want to say that I love when people make textures for shallow liquid surfaces. For many years I was uncomfortable by walking over deep dark water :) 0 Quote Share this post Link to post
piXelicidio Posted May 17 (edited) Finished another map to be added later to the main mini-wad. ✔ Vanilla Doom 2 ✔ pistol start ✔ mouse look, jump optional ✔ UV tested: Chocolate, Woof, DSDA-Doom... others... ✔ Around 8-10 minutes to finish. ✔ 2 secrets. Watch highlights: See screenshots: Spoiler - This time difficulty has increased. - Can be played with pistol start besides it will also sync with mini-wad progress. - Carefully balanced so ammo scarcity promotes action forward. - Lighting and shadows has been used as a tool to build the gameplay. - Don't waste time pushing random walls, everything is visually signalized. Isolated as Map01 download attached: (Feedback very appreciated!, current friends don't play classic doom!) FindingDeemo_LightsShadows_Isolated.zip Edited May 17 by piXelicidio 0 Quote Share this post Link to post
Zesiir Posted May 17 (edited) Looks like a fun project. Vanilla Doom style is right up my alley, so I'll give this one a go. Right, played up to MAP03. Level design is a bit on the simple side and lack some detail, but that's fine. The maps all play well, and difficulty rises appropriately as you progress. You might want to add different music and change the level names later. I really liked the idea of changing how to proceed in MAP02 with the platforms that you could switch to different floors. It's a little puzzle that feels nice figuring out. The different textures are also fine and you learn their purpose quickly. Unfortunately I got stuck in MAP03, I raised the first two walkways but I could not figure how to raise the third. Edited May 17 by Zesiir 1 Quote Share this post Link to post
piXelicidio Posted May 17 Hey! thanks for playing! Right the first two maps are intended to be played even for non-doom players, just to introduce the design style, new buttons, etc. 1 hour ago, Zesiir said: The different textures are also fine and you learn their purpose quickly. Nice! that's was the idea! :) If you mean the red one by the third one then there is also a hint with textures: Spoiler Look behind you after getting off the lift Please, please play also this last one I made and attached in my previous post. There is a high step in difficulty, I think, but I'm not the best to judge. I'm a casual player :) 0 Quote Share this post Link to post
Zesiir Posted May 17 (edited) Ah, I found it now. Will finish the map and try the new one. Finished 'em! Yeah, the new map ups the ante in difficulty a bit. But it's still a fair challenge. No objections at all, really. Keep it up :) Edited May 17 by Zesiir 1 Quote Share this post Link to post
piXelicidio Posted June 4 (edited) Added the the Demonic Research Institute... ... declaring this as a completed personal project, an old debt to my younger self, after dedicating 6 weeks full time :) Also doom-mapping is a great level design practice, where you can quickly prototype and test instantly without losing your mind and time in overwhelming modern-realistic features that we are tempted to use in game engines like Unreal and Unity (where I also have experience working with). I'm happy to keep balancing the levels, fine-tuning, improving if I could get more feedback. Thanks for playing! (download the updated mini-wad from the first post.) Edited June 4 by piXelicidio 0 Quote Share this post Link to post
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