Deimos Seven

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Deimos Seven

Postby ReX » Sun Dec 15, 2019 6:43 am

Deimos Seven is a vanilla-DooM-compatible map intended for single player use, and fills Episode 2 Map 7 of The Ultimate DooM. In keeping with the difficulty level of the original DooM levels, this is somewhat moderate in the challenge it presents. It is a non-linear map that offers alternative paths, visible areas that may only be accessed later, and some back-tracking.

Text file is here
Download zip file is here

deimos7_03.jpg


deimos7_04.jpg


deimos7_08.jpg
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Re: Deimos Seven

Postby Enjay » Sun Dec 15, 2019 8:27 am

Well that was good fun; another map from the master of sweeping curves. :D

As far as I can tell, it all worked exactly as it was meant to. It definitely has a Deimos-like feel to it. I thought that the progression was well done and even though there was some non-linearity, I never felt that I was wandering aimlessly or didn't have a purpose in where I was going - quite a tough balance to pull off.

It's also really refreshing to get some nice new mapping content. I'm not trying to denigrate the various gameplay mods that exist but in recent months/years so much of the new Doom content seems to have been yet another weapons/blood/monster remix (often recycling stuff from other, similar mods - but there are some very notable and original exceptions, of course) but with nothing new to actually explore and play through. For me, new maps have always been the most valuable and fun part of the Doom modding scene and this is a really nice addition.

:thumb:
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Re: Deimos Seven

Postby ReX » Sun Dec 15, 2019 12:04 pm

Enjay wrote:... sweeping curves...

All that practice at Le Mans :wink:

... this is a really nice addition. :thumb:

Thanks, boss.
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Re: Deimos Seven

Postby skdursh » Sun Dec 15, 2019 1:39 pm

Enjay wrote:It's also really refreshing to get some nice new mapping content. I'm not trying to denigrate the various gameplay mods that exist but in recent months/years so much of the new Doom content seems to have been yet another weapons/blood/monster remix (often recycling stuff from other, similar mods - but there are some very notable and original exceptions, of course) but with nothing new to actually explore and play through. For me, new maps have always been the most valuable and fun part of the Doom modding scene and this is a really nice addition.


Look on other forums besides just Zdoom. There are tons of new maps being posted all the time on Moddb, Doomworld, iddqd, Doomer.Boards and elsewhere.
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Re: Deimos Seven

Postby Doomkid » Mon Dec 16, 2019 6:04 am

This is an extremely fun classic style map!

I played through it almost twice - I got stuck in a weird way, there's a secret that triggers a green armor door, but I tried to open the door too soon or something and got completely stuck. Here's a demo I recorded in DosBox: https://doomshack.org/uploads/DK_REX.LMP

I very dumbly typed "0record" rather than "-record" on my actual playthrough, so unfortunately only one of two attempts was saved, the one with a much less satisfying ending.

Either way, this was pretty much an example of my favorite kind of map. It feels very authentic to Ultimate Doom, but it's a bit cleaner overall and more refined. The blind enemies was an interesting touch. It was kind of like shooting fish in a barrel at times, but I like that now and again, so no complaints here. Well done.
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Re: Deimos Seven

Postby Project Dark Fox » Thu Dec 19, 2019 10:37 pm

What a fun little map. Thank you for the 20 minutes of joy I got from it! Beginning is rough if you take the left fork and lose 75 health right at the beginning. HMP.
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Re: Deimos Seven

Postby ReX » Sun Dec 22, 2019 5:40 pm

Doomkid wrote:This is an extremely fun classic style map!
The blind enemies was an interesting touch...

Thanks for the hearty endorsement, Chunga!
Btw, what are "blind enemies", and where did you encounter them?

Project Dark Fox wrote:What a fun little map. Thank you for the 20 minutes of joy I got from it! Beginning is rough if you take the left fork and lose 75 health right at the beginning. HMP.

Thank you, too, PDF.
Yes, the left fork has more hit-scanners, requiring a little more caution. The up-side is that you pick up a whole lot more ammo.
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Re: Deimos Seven

Postby demo_the_man » Sat Jan 25, 2020 6:10 pm

Really liked the map! Good difficulty and a very great layout.
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Re: Deimos Seven

Postby ReX » Mon Feb 03, 2020 3:31 pm

demo_the_man wrote:Really liked the map!

Thank you.

... very great layout.

I think map design and layout brings me greater joy nowadays than any other aspect of modding.
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Re: Deimos Seven

Postby Kills_Alone » Sun Feb 23, 2020 6:56 pm

Fun map, I enjoyed how it wrapped around and the multiple paths:
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Re: Deimos Seven

Postby ReX » Thu Mar 19, 2020 1:08 pm

Kills_Alone wrote:Fun map, I enjoyed how it wrapped around and the multiple paths:
[YouTube]

Thanks for the very enjoyable video. You're a far better player than me, and it was fun to watch the way you destroyed the enemies!
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Re: Deimos Seven

Postby Tormentor667 » Fri Mar 20, 2020 1:42 am

I am always happy to see a release from you as it is guaranteed to be entertaining solid work :) Just played through this and I really liked every aspect of it. It perfectly fits into the Deimos episode, well done Rex. The usual quality from you!
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Re: Deimos Seven

Postby ReX » Fri Mar 20, 2020 9:51 am

Tormentor667 wrote:... happy... guaranteed to be entertaining solid work... really liked every aspect of it... perfectly fits into the Deimos episode... well done... usual quality

You're embarrassing me, Daniel. But thank you.
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Re: Deimos Seven

Postby vitriolicv » Mon Aug 10, 2020 2:16 pm

E2M7 should have been this good in the first place! Excellent map.
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Re: Deimos Seven

Postby ReX » Tue Aug 11, 2020 4:36 pm

vitriolicv wrote:E2M7 should have been this good in the first place!

You flatter me, but I disagree. I consider the original E2M7 to be one of the finest maps in the original DooM, and likely unmatched by user-created mods of the era.

Excellent map.

Thank you.
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