Small Town - GZDoom single map for Doom II

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painedanomaly
Posts: 8
Joined: Sat Aug 24, 2024 5:20 pm
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)

Small Town - GZDoom single map for Doom II

Post by painedanomaly »

I haven't played on *every* skill level in Doom or Doom II, so I kind of threw attempting to map for every skill level out the window. Once you load up the wad, you'll immediately notice that the 'New Game' selection has been changed to 'Start Map'. In the mapinfo, the map is set with 'NoSkillMenu' since this just made things a bit easier on me for my first map with some sort of effort. (Just don't ask about the exit text. I had to *try* to write something like that.)

All textures used in the map are vanilla. In fact, the only other lumps in the wad are the music, the mapinfo, and the 'Start Map' graphic. 8 lumps total.

Credit to Doomkid for the music (Seek 'n Destroy - Metallica)
https://doomshack.org/~doomkid/midi/
Also credit to https://c.eev.ee/doom-text-generator/, and its recent implementation of BBCode. It is very handy.

(original download link)

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Dec 1st Update: Tweaked placed things in the map and expanded the viewable area to *actually* look like a small town. Nothing fancy really, but it does look a bit better now.

(UPDATED DOWNLOAD LINK)
Last edited by painedanomaly on Sun Dec 01, 2024 2:12 pm, edited 2 times in total.
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Enjay
 
 
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Re: Small Town - GZDoom single map for Doom II

Post by Enjay »

Heh, that is a *small* town.
1:13 for a 100% run. I'm sure it can be done quite a bit quicker too.
Quite good fun for what it is though.
painedanomaly
Posts: 8
Joined: Sat Aug 24, 2024 5:20 pm
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)

Re: Small Town - GZDoom single map for Doom II

Post by painedanomaly »

Yeah, it is lol. I wanted to add more building facades outside the playable area in view, but I couldn't think of a good way of texturing them or using too many 3D floors for just this one test map. Also not too many textures to really use as windows in the IWAD textures. That or my imagination is *severely* limited.
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Hellser
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Re: Small Town - GZDoom single map for Doom II

Post by Hellser »

The SHAWN textures come to mind with a linedef transparency for a 'window'. Just do what you can, we're an imaginative bunch. :)
painedanomaly
Posts: 8
Joined: Sat Aug 24, 2024 5:20 pm
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)

Re: Small Town - GZDoom single map for Doom II

Post by painedanomaly »

Thanks, I'll definitely keep that in mind. My next map, I may use CC4-tex in Boom format just to see what I can do with more textures and less features; essentially the inverse of what I did here. Might honestly come back to this map to change a few things when I get the time. I mean, I was already planning on a bit more for this map, and it is a bit of a stretch to call 2 buildings a 'small town' lol.
painedanomaly
Posts: 8
Joined: Sat Aug 24, 2024 5:20 pm
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)

Re: Small Town - GZDoom single map for Doom II

Post by painedanomaly »

Now with this update, you can call this a small town lol. Still didn't change the exit text, so brainrot it will be I guess.

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