Kattelox Island

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Post Reply
Mars
Posts: 2
Joined: Fri Aug 31, 2018 3:04 am

Kattelox Island

Post by Mars »

KATTELOX ISLAND is a recreation of the entire Megaman Legends map using Doom 64 aesthetics.

It was put together mixing Super Doom 64, assorted Realm667 resources and by manually copying Megaman Legends itself.

The focus of the game is exploration and combat. After the brief introductory map, you arrive at a massive island featuring a walled central city, sprawling natural areas, and a huge underground techno-ruins complex. Your goal is to get to the Main Gate and shut all systems down.

You will be visiting forest-like grassy open areas, water zones, city quarters, and technologically themed tunnels. By uncovering secrets you will increase your durability and firepower. Most of the enemies and weapons are from Doom 64, but there are a number of surprises.

If you enjoy a map which presents itself as a world for you to explore, you will find yourself at home.
If you enjoy a good fight which requires you to be either thoughtful or very daring, you should like this as well, though this is no slaughter-map.

In some underground areas, the level of detail is at times fairly low in order to stay reasonably close to the source material, which may turn some people off. I meant to improve this but the map is already big enough that if I make modifications I risk getting broken sectors and graphic holes elsewhere! However, the feeling of dread and hollowness in some such underground areas are what made the original game a little bit creepy, sort of like an abandoned empty cellar.

If the difficulty is too great, you can normally think strategically rather than facing the enemies head on to win, or you can explore other areas for additional resources. It is harder than vanilla Doom but it is not designed to be hardcore.

Screenshots:
http://i66.tinypic.com/2l9qd0g.png

http://i64.tinypic.com/2q0psht.png

http://i66.tinypic.com/ejg4rn.png

http://i68.tinypic.com/2ch3qbp.png

Instructions:

I have tested this on GZdoom and Zandronum

Jumping is required

Two secrets are designed with rocket-jumping in mind

Please begin at Map06, the intro level

Do NOT mix with any addons!

Use the Doom2 Iwad


Any and all feedback is welcome. This is my first project and it is, well, ambitious.
I created this as a tribute to a dead series and for a former friend of mine that is very regretfull no longer on speaking terms with me.
If at least one person out there enjoys this, I will consider myself satisfied.



Download:

http://www.mediafire.com/file/5734ggyx8 ... x.pk3/file

Updated: 26.08.2018
User avatar
Zen3001
Posts: 412
Joined: Fri Nov 25, 2016 7:17 am
Location: some northern german shithole

Re: Kattelox Island

Post by Zen3001 »

that second screenshot looks cool. why don't you just use imgur?
Mars
Posts: 2
Joined: Fri Aug 31, 2018 3:04 am

Re: Kattelox Island

Post by Mars »

I think I will use it from now on, if I decide to make another project.
Post Reply

Return to “Levels”