[Doom2] The Eight - 16 maps

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alexsa2015sa
Posts: 51
Joined: Fri Apr 24, 2020 2:12 pm
Location: Possibly behind *that* curtain

[Doom2] The Eight - 16 maps

Post by alexsa2015sa »

This is literally half of a tiny megawad built for vanilla Doom2. I completed 14 maps way back in early-mid-December 2021 but put it off to do Sunrise Citadel instead. Seeing as how I did not make much of any progress in the time since (actually no progress of any kind for the last month), before I actually Redkeep it away (...yes I am still 'working' on it two years since) I present this as-is.

Total playtime is about 50 minutes plus all the deaths in the process. Have fun, feel free to comment on all the boxy design messes inside.

Fatally shot screens:
Spoiler:
Download link: https://mega.nz/file/13ZHUQiZ#_eJs_iSrq ... ozu1Jt1Jcw
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Zemakat
Posts: 112
Joined: Sat Apr 01, 2017 5:11 pm
Graphics Processor: Intel (Modern GZDoom)
Location: United States

Re: [Doom2] The Eight - 16 maps

Post by Zemakat »

Sorry about the late comment! I played up to MAP07: Dead Hard and I have a few things to list.

Positives:
- The concept. I feel the connection between the locations and the fire gate portal is amazing!

- The large demon roles. I liked the options to run or fight against the heavier enemies.

- Most of the visuals. The lighting and varied map themes feels good to me!

Negatives:

- Some texture alignments and visuals. MAP07's largely wood-material texturing felt strange to me, but I want to emphasize this is only a personal view.

- MAP07's progression, where I ended my playthrough. I pressed the flesh lift button and went to and from the cover spot with the green torch, but I did not know what to look for.

By the way, MAP03: Vile Soul is my favorite. I loved the texturing, soulsphere secret, and back-and-forth running gameplay!
alexsa2015sa
Posts: 51
Joined: Fri Apr 24, 2020 2:12 pm
Location: Possibly behind *that* curtain

Re: [Doom2] The Eight - 16 maps

Post by alexsa2015sa »

Zemakat wrote: Tue Jul 26, 2022 7:37 pm Sorry about the late comment! I played up to MAP07: Dead Hard and I have a few things to list.

Positives:
- The concept. I feel the connection between the locations and the fire gate portal is amazing!

- The large demon roles. I liked the options to run or fight against the heavier enemies.

- Most of the visuals. The lighting and varied map themes feels good to me!

Negatives:

- Some texture alignments and visuals. MAP07's largely wood-material texturing felt strange to me, but I want to emphasize this is only a personal view.

- MAP07's progression, where I ended my playthrough. I pressed the flesh lift button and went to and from the cover spot with the green torch, but I did not know what to look for.

By the way, MAP03: Vile Soul is my favorite. I loved the texturing, soulsphere secret, and back-and-forth running gameplay!
Thanks for the comment! I don't really mind it being late seeing how I managed to miss it for over two weeks.

- I was experimenting with texturing here a lot, misalignments aside (some are intentional to mark something, a few probably not). The ideas I had with limited texture compositions didn't always work out and quite a few scrapped maps were eye-searing messes, but I tried to make something interesting every time. I think I've improved since, so an extra pass could be worthwhile for worse levels.
- Map07 WOODMET in particular worked for me because it combines with SUPPORT3 nicely. It's... weird, but wood hell is a classic Doom thing so I thought I'd try it out. I can understand not liking it; I think there are a few places there I edited since release.
- Map 07 progression: I love obtuse puzzles. Unfortunately unironically, because they usually involve something I as the mapper consider obvious. Killing arachnotrons and mancubi aside, the blue skull button is uh, a button. The key is a misleading item that serves to mislead more than anything, here, so it's being removed for the future. Otherwise the map's progression, secrets aside, is a straightforward button sequence, with two of the buttons caged and shooting at you. Not particularly puzzle-worthy, by my standards, unlike MAP08 or MAP15 secret (the latter bad enough I solve it by "mash the buttons I remember being part of the solution until it works")

Overall, I stil plan to make it into full megawad (eventually) and I had map23 and map30 completed since, but seeing as I already have a project 1.5 years in development hell... no promises.

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