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New map - HELLBOUND. An SP odyssey


Brad_tilf

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Just released a Doom snapmap called "Hellbound". I spent alot of time on this one, completely remaking a room so that it is what it wasn't - added lots of random gameplay, some hell modules and what I hope you will consider a kickass time. You will start off in a completely remade module. One of 3 random timers will start you off after you kill the first zombie you see then it's game on from there. You will get 90 seconds, 120 seconds or 180 seconds of blood splattering fun. Then, after getting into the blue skull key room you will be greeted by a tremendous fight that will open up the portal to Hell where you will be greeted by one of three randomly chosen wave events - how difficult it is depends on what the randomizer chooses. Keep on playing, it ain't over yet and no matter how many times you play this, you WILL NOT see the same gameplay twice. I hope you enjoy.
Map id: 8MHTZZFU

As always, feedback is appreciated and welcomed. Please give it a thumbs up if you enjoy it. :-)

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ShadesMaster said:

I played it and liked it; the waves caused some slowdowns on my end but it was still doable!!!! Killing that last Noble was satisfying!


I'm glad you enjoyed it. Thanks for commenting. :-)

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Gave it a run. Not bad of a map, but can be refined to be better.

Gameplay: 4/5 – Good stuff. Enemy variation is always welcome, especially in every playthrough! Very nice touch! Although the baron in a small room was pushing it.
Difficulty: 3/5 – Manageable, even if it is randomized. I didn’t had too much problems with the waves, but I did died a few times. The lost soul parade was a nightmare, though.
Map Design: 4/5 – Pretty good prop placement in the UAC part, but not so much in the hell area. There was a floating cyberskull, and it looked funny. Good stuff all around.
Sound: 2/5 – There was variation of music, but the music wasn’t fitting for the hell theme it was in. It needs more rock, more “mmmph” to it. The soundtrack used didn’t had “mmmph”, especially in the last fight. Try using combat versions, if you haven’t.
Uniqueness: 4/5 – Very good looking UAC part with good action fights in the Hell part. The real seller here is the randomization! New enemies every playthrough give this map replayability!
Technicality: 2/5 – You see, I kept gaining and losing guns without notice, and I don’t know why. It pissed me off a bit. Also a teleporter was on (but not working) during a wave, and some ammunition boxes weren’t even usable, even if I had 0 bullets on a weapons! Checkpoints keep this from scoring any lower.

Fix on them things, yo. You got something going with this! Also try random weapons that don't take other weapons away.

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Potatoguy said:

Gave it a run. Not bad of a map, but can be refined to be better.

Gameplay: 4/5 – Good stuff. Enemy variation is always welcome, especially in every playthrough! Very nice touch! Although the baron in a small room was pushing it.
Difficulty: 3/5 – Manageable, even if it is randomized. I didn’t had too much problems with the waves, but I did died a few times. The lost soul parade was a nightmare, though.
Map Design: 4/5 – Pretty good prop placement in the UAC part, but not so much in the hell area. There was a floating cyberskull, and it looked funny. Good stuff all around.
Sound: 2/5 – There was variation of music, but the music wasn’t fitting for the hell theme it was in. It needs more rock, more “mmmph” to it. The soundtrack used didn’t had “mmmph”, especially in the last fight. Try using combat versions, if you haven’t.
Uniqueness: 4/5 – Very good looking UAC part with good action fights in the Hell part. The real seller here is the randomization! New enemies every playthrough give this map replayability!
Technicality: 2/5 – You see, I kept gaining and losing guns without notice, and I don’t know why. It pissed me off a bit. Also a teleporter was on (but not working) during a wave, and some ammunition boxes weren’t even usable, even if I had 0 bullets on a weapons! Checkpoints keep this from scoring any lower.

Fix on them things, yo. You got something going with this! Also try random weapons that don't take other weapons away.


I discovered that I had to use next weapon/previous weapon in some cases because for whatever reason, they aren't assigned a number on the keyboard. That teleporter was a landing zone only. Guess I could have made it look deactivated. The ammo boxes were something that were all there but if you didn't get the harder waves then it might not activate - I think (if I remember correctly) I put 3 or 4 in there and only 1 of them was active with the easiest wave and all 4 were active with the hardest and one of them being disabled if you got the middle wave.
Thanks for the feedback though. I'm really glad you enjoyed the randomness of the battles.
I didn't really feel like the "hell" areas really needed alot in terms of additions and decorations although I did add some and I always feel when I start to push 70% on the memory/stuff then it slows it down too much.

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