Doom 2 Deathmatch (Full public release)

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joe-ilya
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Doom 2 Deathmatch (Full public release)

Post by joe-ilya »

Download (Full Vanilla compability) : http://www.mediafire.com/file/brwf7abdq ... elease.zip

If the title wasn't clear enough (for you), then I'll describe this WAD as a pack of modified Doom 2 maps for comfortable and convienient deathmatches (kind of like D5M1), in which I widen some tight areas so that the players could run more smoothly and dodge fire, add more non-linearity by adding more paths to go by and windows to look out of so that the players won't be too restricted by the map's progression, so that they could find each other much faster and frags won't accur as rarely as they do in the unmodified original Doom 2 maps, remake mechanics to be more deathmatch oriented, I also cut down the heights noticably in the tall city maps so that I have to use less stairs because of how easy it is to get a visplane overflow by just adding a lot of them, and I made the maps more deathmatch friendly by shuffling the item and weapon placement to be more deathmatch oriented (such as starting the player with a weapon, and having a bunch of hot spots with powerul weapons or items, or a tricky trap for a reward).

Screenshots :
Spoiler:
I'd like people to playtest this and report bugs and/or feedback.
Last edited by joe-ilya on Wed Jan 10, 2018 2:13 pm, edited 2 times in total.
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Doomkid
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Re: Doom 2 Deathmatch (Demo half and hotfix)

Post by Doomkid »

Hoping you finish this, could be fun
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joe-ilya
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Re: Doom 2 Deathmatch (Full public release)

Post by joe-ilya »

WAD is finally finished, now it's just time for more playtesting.
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RUNSABER
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Re: Doom 2 Deathmatch (Full public release)

Post by RUNSABER »

If the title wasn't clear enough (for you)
We are not autistic. Please do not pretentious. As for these set of levels, I'm willing to give them a run with a couple of bots to see how it feels. Did you post a thread on Zandronum or ZDaemon? There are a haven of deathmatchers in the forums that can give your maps a run on Buckshot settings to see how it pans out in SSG duels. Because... that's usually what it boils down to!
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Arctangent
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Re: Doom 2 Deathmatch (Full public release)

Post by Arctangent »

RUNSABER wrote:
If the title wasn't clear enough (for you)
We are not autistic.
i do not think you know what that word means
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joe-ilya
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Re: Doom 2 Deathmatch (Full public release)

Post by joe-ilya »

RUNSABER wrote:
If the title wasn't clear enough (for you)
We are not autistic. Please do not pretentious. As for these set of levels, I'm willing to give them a run with a couple of bots to see how it feels. Did you post a thread on Zandronum or ZDaemon? There are a haven of deathmatchers in the forums that can give your maps a run on Buckshot settings to see how it pans out in SSG duels. Because... that's usually what it boils down to!
I don't know how you got the idea that I think the Zdoom forum members are all autistic, but I wouldn't dwell on this for too long.
Thanks for reminding me to post this on the Zandronum forums, I just did so.
By the way, not all the maps are SSG based.

EDIT: Apparently posting modified IWADs on the Zandronum forums (no matter how modified it is) is against the rules, but whatever, they didn't like the maps at all for some reason.
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