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I transform the classic Doom game into an open world. All levels can be played in any order. It’s best to grab all keys because they’ll trigger their door to open. There are a few locked doors that will open with any key in any order but I will not say which doors. 

 

All buildings must be completed before you can fight the boss, there is an extra switch at the end of each building. This extra switch unlocks the final building with the final boss. 

You can download the WAD from my Google Drive

https://drive.google.com/file/d/1nmIV5YSJfu3Fu2TWzqPL_7XJyBhnbv1f/view?usp=share_link

 

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Very nice! First time seeing it, havent played it, but Ive actually been waiting for something like this for years. Take note everyone! 

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3 hours ago, Dreamskull said:

One question - How did you handle the keys?

Most keys are surrounded by a walk trigger that opens their doors. There's a few doors that can be open at all times but I don't remember which ones. 

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Very cool but I kinda wonder how the secret levels are handled and i think it might be nice to have little secret spots and easter eggs outside around the backs of buildings and whatnot.

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Yeah true, Im interested to know more about the outside and if youve got anything more than the bare minimum. I could just play now and find out, but I feel that asking the question here gives you more of an opportunity to spotlight the map to make this thread bigger and get more attention on it.

 

Something like this is a deserved accomplishment.

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The outdoor areas leave a lot to be desired, I thought this would be a more integrated Knee Deep in the Dead experience but you've really just copy/pasted the levels into one map and haphazardly stitched them together. I don't think what you did with the keys is necessary, just let the player grab one red key that opens every red door. If whole point of this is to let the player wander around, forcing me to follow the normal progression hinders that. All in all still pretty cool though! I like the idea conceptually

 

also, I wish this was playable in -complevel 2 (got exiting on signal 11 error)

 

 

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8 hours ago, Insaneprophet said:

Very cool but I kinda wonder how the secret levels are handled and i think it might be nice to have little secret spots and easter eggs outside around the backs of buildings and whatnot.

The secret levels are just teleported maps and then at the end they teleport to the main map exit. The 3rd and 4th episodes don't have the secret levels. 

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5 hours ago, thelamp said:

The outdoor areas leave a lot to be desired, I thought this would be a more integrated Knee Deep in the Dead experience but you've really just copy/pasted the levels into one map and haphazardly stitched them together. I don't think what you did with the keys is necessary, just let the player grab one red key that opens every red door. If whole point of this is to let the player wander around, forcing me to follow the normal progression hinders that. All in all still pretty cool though! I like the idea conceptually

 

also, I wish this was playable in -complevel 2 (got exiting on signal 11 error)

 

 

Thanks for the review! I'll watch it when I have time! I can admit the buildings look pretty ugly. I thought about naming it Mall Doom because they look like Malls ahahahaha. 

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