-- Alexei -- Posted August 15 (edited) Good day, I'm presenting to you another regular techbase map, last time I submitted one here was that UDMF cave-themed map a good while ago. This time it's a Boom-format, DEHEXTRA 10-15 minute long techbase map for DOOM II with a hint of marble Hell at the end, it has 1 custom enemy and 5 secrets. It's not really that hard as it's just for practicing, I'd say it's on the same level as D2's second half. Getting to the point, this was tested in DSDA 0.27.5 and GZDoom 4.11.3, doesn't work on Zandronum as it has no support for DEHEXTRA. You won't need to worry about compatibility rules as it already includes a ZMAPINFO, no jump or crouch but feel free to freelook. You can find the rocket launcher in a secret but there is no BFG. Screenshots: Spoiler Edit: New version released with minor changes, the switch that lowers the red key is a bit less cryptic, made the plasma rifle & exit more obvious, made the circular room ambush more obligatory. Thank god for people who upload playthroughts. Here is the download, if you have any criticism, feel free to talk about it in here. Edited August 15 by -- Alexei -- 6 Share this post Link to post
LadyMistDragon Posted August 15 So I'm just going through the first 80 percent or so 'ok, decent stuff, at least the combat flows well.' But there was then the not-so obvious red key trap, then the sudden twist to hell, accompanied by more concentrated danger! 1 Share this post Link to post
Nikolanchik Posted August 15 2 hours ago, -- Alexei -- said: Screenshots:https://postimg.cc/xkGybttB https://postimg.cc/YjCfhNgy https://postimg.cc/tnJhwypH https://postimg.cc/qztsGk1s https://postimg.cc/XX1KFZkN https://postimg.cc/TpZr7ZsZ https://postimg.cc/t1bFyFpk on postimage, you can make links appear as images. Picture for the forum 1 Share this post Link to post
-- Alexei -- Posted August 15 4 hours ago, LadyMistDragon said: So I'm just going through the first 80 percent or so 'ok, decent stuff, at least the combat flows well.' But there was then the not-so obvious red key trap, then the sudden twist to hell, accompanied by more concentrated danger! People who upload their playthroughs are a god-send, I thought the plasma rifle was obvious enough and you let me see that, thank you, I hope you enjoyed it. 4 hours ago, Nikolanchik said: on postimage, you can make links appear as images. Picture for the forum Also big thanks to you, I tend to screw up formatting/markdown/whatever on DW so thanks for letting me know. Breaking news: New version available instead of original, most likely final version. 1 Share this post Link to post
DoomZoom Posted August 15 Awesome doom map. i loved the colour scheme. kind regards, alecia 1 Share this post Link to post
Zahid Posted August 16 start was dull but later part was good map is congusing at start too with so many close doors combats are super easy with tons of ammo custom monster is dashing but very low health my fda turns to mbe a uv max prboom cl9 demo popi9.zip 0 Share this post Link to post
Mr. Alexander Posted August 17 Text file note: Beside "Advanced Engine Needed," you should write "Boom" or "-complevel 9." The point of that line is to tell the player what behavior to set their source port to emulate. Telling me to use DSDA-Doom 0.27.5 and higher doesn't tell me what behavior to expect from the map. Map notes: Trundling along with a pistol for that long was not fun and I was very happy to encounter that easy super-shotgun secret. The level design suffered from an overabundance of doors that look like I should be able to open them, but don't open at all, and conversely, from doors that only open with switches a long distance away. I hit the switches because they were there, trusting that they would open a door somewhere, without knowing which switch did what. I expected the small room full of corpses in front of a switch to ambush me harder than teleporting low-level enemies one at a time into the center of the room. I liked the fake exit to a Hell temple, where the combat picked up a bit, and I like those flying mini-masterminds, even though they weren't deployed in a way that would make them interesting. Demo recorded in DSDA-Doom 0.28.0, complevel 9, with an extended HUD. typically01fda-mralexander.zip 1 Share this post Link to post