Dominus - In-Progress mapset for Doom II (Updated 10/12)

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Dominus - In-Progress mapset for Doom II (Updated 10/12)

Postby Bofubutt » Thu Sep 23, 2021 10:57 pm

Now up to 5 maps, each with original music!

I've been a Doom fan since the game first came out on shareware, and I've played around with level editors before. But I got the dumb idea in my head to try to make a mapset all by my lonesome despite never having released a single map. Well, so far, I've got exactly two of them down, and I figure before I sink any more time into it, I should stop and get some feedback. These are my first three complete levels, though I may touch them up a bit as I continue working on the mapset.

DOMINUS is a pretty ambitious project with the goal of making a complete, vanilla-compatible (or at least Crispy/Chocolate Doom-compatible) megawad, though we'll see how far it goes. At the very least, I'd like to get an episode out. I plan on writing all-new music for it at some point, too.

Difficulty is meant to be somewhere between Doom 2 and Plutonia, and the goal is to provide a genuine sense of progression, not just in terms of what challenges you face, but also in your arsenal. The goal is for each map to be playable from a pistol start, with carefully hidden secrets that reward exploration but some occasional nasty traps that will challenge but hopefully not frustrate. Don't expect to be running into Arch-Viles and Revenants on MAP01, but do expect Zombiemen and Sergeants to actually be a threat at higher difficulty levels in early maps. (I'd also be interested in seeing how fast speedrunners can get through these maps.)

I also have included multiplayer starts and some items. Even though I didn't build these maps with multiplayer in mind, I think the non-linear flow of the levels makes them pretty decent for Deathmatch in particular. If I felt an area necessary for progression in single-player was too troublesome for potential Deathmatch shenanigans, I blocked it off accordingly.

SCREENSHOTS:
Spoiler:


DOWNLOAD: Dropbox

Spoiler: Credits


I hope you enjoy it, and I appreciate any constructive feedback you may have. Let me know if you run into any gross graphical issues or gameplay-breaking glitches, too. This is my first time making maps, and while I like to think I have some idea what I'm doing, this is also the product of several sleep-deprived days, so who knows what little surprises I've left in there without knowing.
Last edited by Bofubutt on Tue Oct 12, 2021 1:43 pm, edited 3 times in total.
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Re: Dominus - In-Progress mapset for Doom II (Updated 9/28)

Postby Bofubutt » Tue Sep 28, 2021 10:24 pm

Updated with the following:

  • Added MAP03 - Rage
  • Additional textures from Doom 1, courtesy of SargeBaldy
  • Each map now has original MIDI music
  • Fixed important items not spawning on easy/medium difficulties (o o p s)

Let me know if you think MAP03 is too mean. Sometimes when I play through it on UV, I scrape by with almost no health or ammo, but other times, it feels like nothing even scratches me.
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Re: Dominus - In-Progress mapset for Doom II (Updated 9/28)

Postby kalensar » Thu Sep 30, 2021 2:42 am

I just played it through on HMP for a quick test drive. That was pretty good! The music was good too. Your monster placements are really good quality. I basically fell for every trap and did die a few times. The one that got me the hardest was actually right at opening the yellow door on map03. excellent use of Pinkys all around. The SSG secret in map03 was hilarious too. I couldn't tell ff that open box was deliberate or not, but suffice it to say that I'm glad that I always play as limit removing style.
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Re: Dominus - In-Progress mapset for Doom II (Updated 9/28)

Postby Bofubutt » Thu Sep 30, 2021 6:32 am

kalensar wrote:I just played it through on HMP for a quick test drive. That was pretty good! The music was good too. Your monster placements are really good quality. I basically fell for every trap and did die a few times. The one that got me the hardest was actually right at opening the yellow door on map03. excellent use of Pinkys all around. The SSG secret in map03 was hilarious too. I couldn't tell ff that open box was deliberate or not, but suffice it to say that I'm glad that I always play as limit removing style.


Thank you for your kind words! That trap is pretty nasty, though I didn't want it to feel unfair or be easily cheesed. Sometimes, RNG is kind and lets you run by the enemies and activate the lift without getting trapped, but that's pretty rare.

I'm glad you like the music, too. I plan on having a variety of styles in there, and right now, I'm making the levels and the music alongside one another. I find it helps me iron down the theme of the level, too.

In other news, I'm probably going to be requiring at least PrBoom+/Crispy Doom going forward since there are some things I want to do with textures that aren't completely supported in pure vanilla Doom, but I do plan on sticking 100% with vanilla-compatible linedef specials/sector types.
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Re: Dominus - In-Progress mapset for Doom II (Updated 9/28)

Postby Bofubutt » Mon Oct 04, 2021 2:18 pm

Map04, "Demolition Zone," is done! A building nestled in the mountains has been claimed by Hellish corruption, and the UAC forces there died before they could destroy it. You'll need to make it go up in flames if you're going to get out alive. Check out the updated download link above.

Spoiler: Screenshots


Other changes:

  • Imported Doom1 textures and added some new animated textures.
  • Adjusted a secret in MAP02 to be slightly less frustrating.
  • Added a demo lump for MAP03 (recorded using Crispy Doom).
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Re: Dominus - In-Progress mapset for Doom II (Updated 10/12)

Postby Bofubutt » Tue Oct 12, 2021 1:44 pm

Added Map05: The Depths. A UAC mining and refinement facility needs to be cleared out. In addition, I've made some adjustments to previous levels, added new tracks, and replaced some graphics.
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Re: Dominus - In-Progress mapset for Doom II (Updated 10/12)

Postby kalensar » Wed Oct 13, 2021 12:07 pm

Thank you for keeping on working on this. You are a treasure of a map maker.
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Re: Dominus - In-Progress mapset for Doom II (Updated 10/12)

Postby Bofubutt » Fri Oct 15, 2021 4:45 pm

Thanks a ton! I'm going to end up renaming the project because someone else already has a WAD with the same name.

Also, if you warp to MAP31, you'll see some super shotgun zombies in place of Wolfenstein SS, but I don't like how the Dehacked doesn't cooperate with gameplay mods, so consider that a trashed gameplay idea.
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