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enigma101

The House of Hell - Release

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The House of Hell (Doom II Map)

Screenshots:
179225000_Screenshot2024-04-29234132.png.91bb00b6cebfa50b526350f65df0c26f.pngScreenshot_Doom_20240429_232840.png.154674cba4c0e8d6ae3a6e802348e3ef.png

Screenshot_Doom_20240429_232820.png.043539b4ae3c189415efa57512ffa538.pngScreenshot_Doom_20240429_234319.png.5a56ebd89b6a1ca0e5a827ee8c6ea580.png

Tested in GZDoom (vg4.11.3)

This is a single map (MAP01) based on games such as Blood and general occult things. It's very linear and quite short (7-10 minutes).
Map difficulties are implemented, although the best way to play this map is on ultra violence.

This is also a single-player map with no support for multiplayer co-op or deathmatch.
This map includes:
- New Textures

- New Sprites (Props)
- New Music

(All credits are in the text file)
This is also the first map I've publicly released and the first map of mine on Idgames.
Idgames Link

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Expect to run out of ammo fast. Definitely didn't have a sufficient source of shotgun ammo. Unless the objective of the level was to pistol spam 5 spectres in an enclosed space... lol

 

And it is definitely on the "requires backtracking" side, which I don't mind much, though others might.

 

Besides that, quality textures, nice rooms and a good atmospheric level overall. Good job on it.

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Posted (edited)

I Played this map on UV, got 100% kills, it was easy for ultra violence, but its fine, very fun map, i really like the visuals, i did also get 100% secrets very easily, good job!


Ammo was easy to preserve, only had to use the pistol on 2 shotgunners at the beginning and it went on from there, now as i said i got the secrets very easily, i would recommend instead of using fake walls or doors, spice up those fake doors by putting something like a texture that you have to shoot.

Edited by MisterLivers

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Door-camping needs to die. It was otherwise pretty good. And no, don't make random shootable textures if you want to better hide your secrets. Maybe put an out-of-the-way switch somewhere not far from the secret.

 

 

 

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A very tight map with a nice concept and good looking architecture. Absolutely packed with monsters, the small courtyard in the beginning was

dealt with mostly with infighting, and culling the wounded monsters with my pistol until I had gathered enough Shotgun ammo. It would have

helped if I could reach the Chaingun from that killed Chaingunner in the stairwell room.

 

I really like the aesthetics of the map, it fits the story well.

 

I never found the Super Shotgun, but I did find the BFG9000 early so that helped. Though honestly I am not sure how one is supposed

to deal with some of the encounters if you don't find the secrets. The Cyberdemon fight in the end basically running up and down stairs

and taking potshots with the Plasmagun while doorfighting. Not very entertaining.

 

But all in all, a short, hectic map with cool gothic and satanic themes.

 

I encountered a few issues;


 

Spoiler

 

The most notable is the platform that lowers into the crypt; if you press the lower switch the platform raises and if you are too slow you get

soft-locked with no choice but to noclip out. Feels like a regular lift would work better here.

 

The platforms that lower to reveal monsters in the crypt have floating textures on the inside.

 

Screenshot_Doom_20240501_135654.jpg.4098702a515dbba48f36626d1a56008c.jpg

 

This secret has two sectors marked instead of one.

 

Screenshot_Doom_20240501_135917.jpg.daa2cd91864e34fcc0f37da9e6b91bd3.jpg

 

Door tracks are pegged, and got default STARTAN textures.

 

Screenshot_Doom_20240501_140328.jpg.0dc67fd3e71d70d607b52c74ff1e5298.jpg

 

 

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Posted (edited)
9 hours ago, Zesiir said:

It would have helped if I could reach the Chaingun from that killed Chaingunner in the stairwell room.

Thanks a lot for your feedback. The chaingun is reachable as there's a secret in the first main room behind a door with a different texture that lowers the platform the chaingunner is on.

Screenshot_Doom_20240501_225945.png.57d5d417d2d7138acf913602cac199c0.png

The super-shotgun is also behind a secret wall in the opening smaller room.

Screenshot_Doom_20240501_230054.png.385e86c322d21dc2da6b4fa89d1bc7d9.png

Although, I do understand what you mean by some of the encounters being harder if you can't find the secrets. I did purposely try to make them quite easy to find (using different/misaligned textures, having them be behind invisible walls with different textures) as I knew that some of the encounters would be quite hard without some weapons such as the BFG. 

9 hours ago, Zesiir said:

I encountered a few issues;

  Reveal hidden contents

 

The most notable is the platform that lowers into the crypt; if you press the lower switch the platform raises and if you are too slow you get

soft-locked with no choice but to noclip out. Feels like a regular lift would work better here.

 

The platforms that lower to reveal monsters in the crypt have floating textures on the inside.

 

Screenshot_Doom_20240501_135654.jpg.4098702a515dbba48f36626d1a56008c.jpg

 

This secret has two sectors marked instead of one.

 

Screenshot_Doom_20240501_135917.jpg.daa2cd91864e34fcc0f37da9e6b91bd3.jpg

 

Door tracks are pegged, and got default STARTAN textures.

 

Screenshot_Doom_20240501_140328.jpg.0dc67fd3e71d70d607b52c74ff1e5298.jpg

 

 

Thanks for letting me know about these. I'd completely forgotten the issue with the platform in the crypt, it must be some issue with how I made the platform lower and raise. 

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