purplex Posted May 17 (edited) Decided to try Boom format instead of UDMF and made this! This is definitely my biggest map yet, so please let me know in the replies if you enjoyed This should work on more primitive ports like PrBoom+, although I haven't tested it there yet. Into the Fire is a hell-themed Doom II map where Doomguy stumbles across a cave on Earth and unknowingly steps through an invisible one-way portal to hell! (just improvising here lol, ik the story's dumb) Tested in GZDoom & ZDoom Format is Boom Doom 2, IWAD is DOOM2.WAD. Thanks for playing! Download "Into The Fire" - Google Drive Edit: Updated version, added more ammo & health + teleporter at blood pool Edited May 17 by purplex 2 Quote Share this post Link to post
purplex Posted May 17 Just now, FEDEX said: I think you forget to add the wad file.. LOL, sorry, noticed that right after I uploaded. Refresh and it should be there. Thanks! 0 Quote Share this post Link to post
TheGreenZap Posted May 17 Is there a way to get back out of the large blood lake area if you fall into it? I could not find a way out after falling in there. I had to start over. I get you need to go right to the ledge. 1 Quote Share this post Link to post
Zesiir Posted May 17 (edited) I gave it a few attempts. You need to place more health items, the first thing as soon as you round the corner, you get bombarded by projectiles. After that you need to cross the ledge, but the blood does way too much damage. -5% Health would be better, I think. By the time I reached the two Barons in the marble room I had run dry of ammo, and I did find the SSG in the beginning. Like TheGreenZap said, if you go into the blood lake first, you can get stuck. There needs to be a teleporter or something that can take you back to the ledge. Edited May 17 by Zesiir 2 Quote Share this post Link to post
purplex Posted May 17 3 hours ago, TheGreenZap said: Is there a way to get back out of the large blood lake area if you fall into it? I could not find a way out after falling in there. I had to start over. I get you need to go right to the ledge. You can only proceed if you have the red key, but as you said there is no way out without the key. I'm currently working on an updated version of this map with better designed rooms and some new items, so I'll be sure to add some way to get out. 0 Quote Share this post Link to post
LadyMistDragon Posted May 17 (edited) no back start teleporter? Oh wait, that's been brought up already Edited May 17 by LadyMistDragon 1 Quote Share this post Link to post
purplex Posted May 17 Just now, LadyMistDragon said: no back start teleporter? Oh wait, that's been brought up already Fixed most of the problems with this map (i think). The new revision is available at the same link. 2 Quote Share this post Link to post
MisterLivers Posted May 18 I do like Hell Themed WADs, ill try it! 0 Quote Share this post Link to post
MisterLivers Posted May 18 (edited) Not too hard, found 4/5 Secrets, not too hard for UV but the ending part with the blue key is kind of weird to be honest, nobody would ever think its a fake wall unless you use the Automap, I like how this level looks , the architecture reminds me of some late DOOM II levels mixed in with some inferno, I like it! ammo wasn't hard to manage, same as health! Edited May 18 by MisterLivers 0 Quote Share this post Link to post
TheGreenZap Posted May 18 (edited) I like this little level. It reminds me of some Doom classic levels and that's really cool. I think the changes you made helped. Great job overall. I would definitely play other levels like this. I'm not sure if you are interested in polishing it anymore, but if so, here are a few things to think about. See Spoiler below. Spoiler I played it on HMP and UV and I didn't see any change in difficulty. I think you could ramp this up quite a bit in UV. I don't think I needed the Megasphere in HMP, but if you ramped up the difficulty in UV, you could leave it in. I didn't have any trouble finding the wall for the blue key, but you could mark it in some way as MisterLivers mentioned. You could do it old school and just put a candle on the floor in front of it. Edited May 18 by TheGreenZap 0 Quote Share this post Link to post
Degree23 Posted June 2 Same feedback as others really: - The wall for the blue key would benefit from being marked in some way. - The enemies you have on the map make me feel that the SSG shouldn't be a secret. It's more a necessity. I wouldn't want to have to kill Barons with only SG/CG. Otherwise a fun little map. 0 Quote Share this post Link to post
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