Title: Forgotten Reliquary
Filename: levels/doom2/Ports/d-f/frgtrelq.zip
Size: 3.78 MB
Date: 05/29/23
Author: anfractu0us
Description: Having no choice, you flung yourself into the malfunctioning teleporter as hordes were upon you. It was known that occasionally the leylines aligning the various long-distance teleporters would, for a fraction of a moment, converge instead to a far-flung point beyond the capability of any known device. You find yourself at this point, standing upon a tattered teleport pad. It appears that while this place has been long forgotten to time, it hasn't been forgotten by those left behind - and perhaps, has served a primordial spawning place for the hellish scourge that has since wrought forth. As the teleporter seems to have been a one-way ticket, you press forward as you always have before, this time hoping that perhaps this remote remnant of early space holds a key to ending the unending influx of hellspawn.
Credits: Textures from: Nick Baker(HEX2TEX.WAD), NiGHTMARE(minipack.wad), SargeBaldy(d1gfxd2.wad), Afterglow(q2tex.wad), MagicWazard(plutonia/tnt textures) HUGE thanks to decino for re-igniting my passion for Doom!! Without his channel this absolutely would have never happened. The joy of seeing such passion for doom is really hard to put into words, and given the current state of things has proven invaluable in maintaining some happiness in the face of it all. :^) Special thanks to Tomas for both motivating me to pick up map making again and being an absolutely invaluable friend, Austin for early bug and balance testing, everyone in LGOD, Will M. for pushing me to really strive to improve all those years ago, Dan for helping me cross the finish line, and last but not least to my lil' guy Buddy whom I dedicate this map to. Farewell, my friend.
Base: New from scratch
Build time: Around 6-8 months of off-and-on work
Editor(s) used: Ultimate DoomBuilder, SLADE3
Bugs: Plenty :^) Most are visual oddities that I'm aware of, there shouldn't be any that directly impede progress. *Cacodemon is stuck/can't move or attack in the first techbase area. Left him in 'cause he looks happy :^) *Visual oddities in first secret area *Most likely missed some floor flat changes when the water level changes *Elevator in tower section can act odd *Some monsters may not teleport in because I'm a moron and forgot they will wander in when aggro'd, instead of changing I added crushers in final section so you don't have to worry about losing 100% kills *'Airlock' door in final section occasionally gets stuck/requires more than one switch flip on second activation *Teleport trap in first techbase area is completely non-functional, and Archviles can be cheesed with splash damage through self-ref sectors *'Super secret' is visually broken(got tired of trying to figure it out and figure the desired effect is acheived ;^P)
Rating:
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