[My second wad] Another Day Of the Pain - 10 levels

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

NOTE: This forum, and all forums below it, are NOT Q&A or troubleshooting forums! They are for active projects only! Please use the Editing or General or its subforums for such questions.
Forum rules
The Projects forums are ONLY for YOUR 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.

[My second wad] Another Day Of the Pain - 10 levels

Postby FoxPlays » Mon Jul 08, 2019 2:14 am



Hello all!
It's my second wad :D Hope you enjoy!

Launch:
No jumps, and no crough! :D
Freelook - at your look :)
Spoiler:


Ports: All
(tested on - ZDoom, GZDoom, QZDoom, PrBoom+, GlBoom+, Zandronum, Skulltag, ZDaemon and Odamex)

Working: Singleplayer, Cooperative and Deathmatch

Made in 3 months.
45-50 min. of playing (HMP):
Spoiler:


Screenshots:
Spoiler:

Link: Doomworld /idgames (v 1.1)
Alternative link: Doomworld (v 1.1)
Last edited by FoxPlays on Sat Jul 13, 2019 12:10 am, edited 2 times in total.
User avatar
FoxPlays
:D
 
Joined: 17 Mar 2019
Location: Russian Federation
Discord: FoxPlays#5323
Twitch ID: foxplays24
Github ID: 48643589
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: [My second wad] Another Day Of the Pain - 10 levels

Postby Darman Macray » Mon Jul 08, 2019 9:56 am

Perhaps it's just the end level teleporters, but I couldn't help but get a slight plutonia vibe from this one.

I think your tricks and traps level was the weakest link for me, but that's just because that sort of thing isn't really my cup of tea. Having the "lol jumpscare" as a trap felt a little excessive, and I think being teleported to a room that instantly crushes you might be a little more succinct. However, I felt the reuse of previous rooms was interesting. It almost felt like we were teleporting back through the previous parts of the facility we had explored, which I thought was pretty cool conceptually.

Besides the instant death room of archviles, this was very enjoyable. It felt like it was just the right length. I loved the room (I think it was map 06 or 07) where you had to find the 3 switches to open the door to the next area. While not entirely reinventing the wheel, it was a fun thing to do, both mechanically and architecturally, using half the switch texture to make it look like it was just the lever. That was the first time I'd seen that.

I also thought map 10 had a very interesting idea of returning to the final area from Knee Deep in the Dead, with the original portal Doom Guy took being shattered and the lake of lava being almost dried up.

In short: This was a very strong wad. Nice job :D
User avatar
Darman Macray
 
Joined: 10 Jun 2019
Operating System: Windows 10/8.1/8 32-bit


Return to Levels

Who is online

Users browsing this forum: No registered users and 2 guests