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)
Small Town - GZDoom single map for Doom II
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Please read the full rules for more details.
The Projects forums are only for 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.
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Small Town - GZDoom single map for Doom II
Last edited by painedanomaly on Sun Dec 01, 2024 2:12 pm, edited 2 times in total.
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Re: Small Town - GZDoom single map for Doom II
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.
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.
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Re: Small Town - GZDoom single map for Doom II
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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Re: Small Town - GZDoom single map for Doom II
The SHAWN textures come to mind with a linedef transparency for a 'window'. Just do what you can, we're an imaginative bunch.
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Re: Small Town - GZDoom single map for Doom II
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.
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Re: Small Town - GZDoom single map for Doom II
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.