doodyne Posted May 18 (edited) Hello. There was this building where I kept getting lost in for quite a while so I WADified my experience for everyone to enjoy. Made for GZDoom. Doesn't work in PrBoom. Freelook is necessary. But it doesn't work in PrBoom due to some other reason. Actually it's not like it doesn't "work" work, it does do work, but the ghost skeletons will eat you at one point. Don't ask me, maybe something something overflow something. GZDoom doesn't seem to do that. Bottom line, don't run in PrBoom. The replaced map is DOOM II Map01. It is sort of a small map, strictly speaking. On the other hand, it's NOT a short WAD. It does include a bit of "puzzle" solving, btw. Actually I'm not sure if "puzzle" is the right word. Tip: Spoiler Map might help if you can unlock it. Donwload: https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/groundfloors The music is mine, feel free to redistribute, with or without credit, I don't care. Same about the wad. Some screenshots: Spoiler Edited May 18 by doodyne Clarify description 3 Quote Share this post Link to post
LadyMistDragon Posted May 19 I'll be honest, the gimmick with slight variations just went on far too long. And while the automap hint seems to help, it didn't seem like anything really happened when one goes to those locations, like the doors to the red key opening. Not to mention the passage opening to the stairs in the first place seemed incredibly obligatory. Nice midis though and as a smaller map, this would be good. 1 Quote Share this post Link to post
doodyne Posted May 20 (edited) Perhaps... I'm afraid I made things way too subtler than I intended. Thanks for your playthrough and feedback, though! Edited May 20 by doodyne Grammar fix 0 Quote Share this post Link to post
Proxy-MIDI Posted May 20 Well, this map has the good idea to repeat each floor with new monsters and items. But the problem is it's way too long and repetitive. At the end, I was becoming insane and the goofy music was not here to help you to stay calm. :troll: Nice try tho'. 0 Quote Share this post Link to post
NightRiding Doom Posted May 20 Tip; ALWAYS require credit for use of the content you created from scratch, like a midi. It helps avoid some copyright troll companioes that would LOVE to snatch the music and then sell it, then copyright claim everyone, including the original author for it. 0 Quote Share this post Link to post
bioshockfan90 Posted May 21 Yeah, I could not finish this one. Seemingly random monster placement, random cyberdemon and random archviles that don't pose a threat, I didn't figure out the big secret but I did find the hint area that was marked off, then got bored and just cheated before exiting because nothing was exciting me. I like the idea of this gimmick, but the combat was just too random and repetitive and I don't think too many people want to play the exact same map like 4 times with only the most marginal switchups in thing placement. Going Down (the WAD) does something similar to this, in fact it has really strong theming of going... well, down a building, and each floor is unique. Maybe if it got more corrupted by Hell and the actual sectors and linedefs, hell even the texturing was different it'd be a lot more interesting, but I was just not really enjoying it. Regardless, it was Doom:tm: and I'm not complaining about Doom maps, it's something to pass the time so it is what it is. Just wish the execution was there. Thumbs up for finishing projects, anyway. 0 Quote Share this post Link to post
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