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Red Catacombs [Map for DOOM 2]


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Ive released a brand new map! been while since I have done that.

Its got new textures, a pretty color palette from @AshtralFiend and full CO-OP support for playing with your buddies including CO-OP exclusive enemies

 

Compatibility : Limit removing.

Tested source ports : Prboom+, Crispy DOOM, GZDOOM, K8VAVOOM.

 

Screenshots :

Screenshot_Doom_20240614_212116.png?ex=6

 

Download link : https://www.mediafire.com/file/nxknh92w7harz73/bloodfort.wad/file

Hope you enjoy!

Edited by The BMFG

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I accidentally put this in the wrong part of the forum (Whoops). Hopefully a mod can move this thread to the correct place, sorry.

EDIT : It was fixed.

Edited by The BMFG

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Just played this. Very good map. The theme and design was on point. The repalette felt crunchy in the best way. Only things that I would change is adding more health after the blue key or decreasing demon amount, adding some health on the archivle switch (had 12 when I got there lol, just had to run to the exit), and switching back the ssg sprite (with 1 frame being different it just feels really wierd).

I would also add a second rocket launcher near the cyberdemon room, I ended up running past most of the demons to get there because I was on 8 hp after the swarm of demons that came in from the nearby rooms and didn't see it. Ended up killing the cyberdemon with ssg and chaingun.

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27 minutes ago, ak47fu2 said:

Just played this. Very good map. The theme and design was on point. The repalette felt crunchy in the best way. Only things that I would change is adding more health after the blue key or decreasing demon amount, adding some health on the archvile switch (had 12 when I got there lol, just had to run to the exit), and switching back the ssg sprite (with 1 frame being different it just feels really weird).

I would also add a second rocket launcher near the cyberdemon room, I ended up running past most of the demons to get there because I was on 8 hp after the swarm of demons that came in from the nearby rooms and didn't see it. Ended up killing the cyberdemon with ssg and chaingun.

Added some of the suggested changes, map link is updated.

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vey good map, design and fights both are interesting, didnt like custom color scheme 

map also lack traps as all fights are rather straight ones

my fda cant found 1 secret and 3 monsters

prboom cl2 uv demo

popi9.zip

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21 minutes ago, Zahid said:

vey good map, design and fights both are interesting, didnt like custom color scheme 

map also lack traps as all fights are rather straight ones

my fda cant found 1 secret and 3 monsters

prboom cl2 uv demo

popi9.zip

Thanks for feedback! also you were REALLY close to finding that last secret, you should try humping more walls in the room where you get the blue key ;)

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thanks for guiding 

i found the secret and attempt map again and record speedrun of it here is my second exit uvmax but 2 monsters still never shows up whatever i do

prboom cl2 demo uvmaxfail.zip

 

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13 minutes ago, Zahid said:

but 2 monsters still never shows up whatever i do

Its probably monsters that don't feel like crossing the teleport linedefs I have setup for the teleporter traps, I wish you could force enemies to go through teleporters in limit removing like how you can do with conveyer belts in boom but I don't think that's possible sadly

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I'm not sure why DBP or DBP-derived themes in this case I think work so well for you but they do! I think the never-ending trickle of enemies after the red key is collected gets tiresome since it takes too long for them all to enter the room. In that time, it's easy to enter the red key door and miss like half a dozen enemies.

 

 

 

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