DooM Fusion Mapping - Scrapped
- Zero X. Diamond
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Re: [COMMUNITY] DooM Fusion Mapping
That's why I suggested Knee Deep in the Damned, since it's the shareware episode.
- NeuralStunner
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Re: [COMMUNITY] DooM Fusion Mapping
They probably wouldn't mind if it still required the commercial Iwad (I.E. for textures).
- Grymmette
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Re: [COMMUNITY] DooM Fusion Mapping
Well, I think that maps submitted to this could be based off any iwad, just as long as you're not too exact, and with the fusion and all, it's not quite the same thing...
Kind of why I suggested that as a rule of thumb one should try to still attempt to throw a new spin on the "fusion" map.
And yes, I think an outdoor Phobos area with connections to areas very similar to the original Knee-Deep in the Dead maps does actually fit into this, since it is essentially trying to fuse 9 different maps together. Good luck with that though.
If I do make another submission, which I might if I get the time, I was thinking of trying some other map from Ultimate DooM, or something from Final DooM with DooM 2. Also, I didn't mention it in the first post because I forgot about it, but technically Heretic counts as a classic iwad too. so you could look there for some inspiration too, Heretic map fused with one of Ult. DooM/DooM 2's Hell themed maps?
Kind of why I suggested that as a rule of thumb one should try to still attempt to throw a new spin on the "fusion" map.
And yes, I think an outdoor Phobos area with connections to areas very similar to the original Knee-Deep in the Dead maps does actually fit into this, since it is essentially trying to fuse 9 different maps together. Good luck with that though.

If I do make another submission, which I might if I get the time, I was thinking of trying some other map from Ultimate DooM, or something from Final DooM with DooM 2. Also, I didn't mention it in the first post because I forgot about it, but technically Heretic counts as a classic iwad too. so you could look there for some inspiration too, Heretic map fused with one of Ult. DooM/DooM 2's Hell themed maps?
- Shadelight
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Re: [COMMUNITY] DooM Fusion Mapping
I think I'm off to a good start so far: http://blazingphoenix.sepwich.com/Scree ... 202121.png
Re: [COMMUNITY] DooM Fusion Mapping
Basically this. The /idgames archive, at least, accepts modifications of an IWAD map if it requires the same IWAD to run. Not that they don't make zillions of exceptions for resource borrowing anyway, but maps are more or less the special case there.NeuralStunner wrote:They probably wouldn't mind if it still required the commercial Iwad (I.E. for textures).
- Grymmette
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Re: [COMMUNITY] DooM Fusion Mapping
Looks good so far. Make sure you add your own personal touch to the maps too, make up some new areas and whatnot, so that it gives off that "new map" feel while still being similar to the original. Can't stress that creative aspect enough with this projectBlazingPhoenix wrote:I think I'm off to a good start so far: http://blazingphoenix.sepwich.com/Scree ... 202121.png

Also...I didn't state that Heretic does count as a classic iwad in the first post. Rather unorthodox, maybe, but technically it's a "classic" iwad, and is pretty vanilla as far as I know, compared to Hexen and Strife. With that in mind you could in theory consider fusing DooM and Heretic maps together as well, or like the above example Heretic on Heretic. But as I implied above, beyond heretic is kind of out of bounds. And the Chex style may be too "UnDoomy"
Re: [COMMUNITY] DooM Fusion Mapping
I did 11 in one before, so I know its possible. They were all very small, and designed that way to begin with though.Damage wrote:...since it is essentially trying to fuse 9 different maps together. Good luck with that though.
Re: [COMMUNITY] DooM Fusion Mapping
Actually, I would think Chex Quest would be fine, but it would have to be a Chex-on-Chex fusion.Damage wrote: And the Chex style may be too "UnDoomy"
- Grymmette
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Re: [COMMUNITY] DooM Fusion Mapping
Once again, because of various opinions I have revised the rules to include Chex, I thought about it and it could be done.dennisjj4 wrote:Actually, I would think Chex Quest would be fine, but it would have to be a Chex-on-Chex fusion.
But...
DamaGe wrote:EDIT2: You can use Chex maps in your map fusions BUT it has to be a Chex map fused with a Doom/Heretic map done in Doom/Heretic style. The Chex style is just too "clean" for demons and blood and gore and general Doom stuff.
- wildweasel
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Re: [COMMUNITY] DooM Fusion Mapping
I don't know, I think it'd be pretty hilarious to see a Doom 2 level done in Chex style.
- Grymmette
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Re: [COMMUNITY] DooM Fusion Mapping
Well you COULD do a DooM map in Chex style, I just wouldn't recommend it.
Re: [COMMUNITY] DooM Fusion Mapping
Map30: Icon of Flem.wildweasel wrote:I don't know, I think it'd be pretty hilarious to see a Doom 2 level done in Chex style.
It must be done.
- ShadesMaster
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Re: [COMMUNITY] DooM Fusion Mapping
Slough of Traps - a fusion of E3M2 "Slough of Despair" and MAP08 "Tricks and Traps."
I'm actually 3/4 done with this, but for the most part I'm still mapping for Hpack. Screenies soon.
I'm actually 3/4 done with this, but for the most part I'm still mapping for Hpack. Screenies soon.
- ShadesMaster
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Re: [COMMUNITY] DooM Fusion Mapping
Slough of Traps:
Features: new monsters, upgraded old monsters, new static objects, and two boss fights! GZdooM compatible. Download at bottom of post.




E3M2_MAP08.pk3 - 3.88MB
Features: new monsters, upgraded old monsters, new static objects, and two boss fights! GZdooM compatible. Download at bottom of post.




E3M2_MAP08.pk3 - 3.88MB
- Grymmette
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Re: [COMMUNITY] DooM Fusion Mapping
Pretty decent map.
But I do have some gripes. Looks-wise I can't complain much, maybe some more texture variation but otherwise it's not an eyesore.
Considering gameplay I do have some concerns.
In short, make the map bigger, open up the rooms. This will also allow you to throw some more detail in there to fill the empty space, fulfilling the first nitpick about texture variation. You could throw some more monsters in the easier areas to make up for the added space. But for the most part more open areas for AT LEAST the boss fights would really help the gameplay. As for ammo and health, there was just enough, if not a little left over for me anyway.
Aside from all of the above the map was okay. I could tell which room was which from Tricks and Traps. There wasn't much in the way of Slough of Despair in the way of layout but the style was definitely there. Just work on monster usage and the overall battle area size and it will be an acceptable map.
Other people be free to offer your opinions on the subject as well.
But I do have some gripes. Looks-wise I can't complain much, maybe some more texture variation but otherwise it's not an eyesore.
Considering gameplay I do have some concerns.
- This will be a recurring theme but...map is tight. For the amount of monsters thrown at the player it's a little ridiculous. One can counter and say "well both the maps this map is based off of are tight" and I'll say even in those maps the tight areas gave the player some breathing room.
- The cacodemons should not have homing fireballs, that is very
worthy in small spaces.
- The first boss has some very nice AoE attacks that are annoying to dodge in taht little cubby hole of a room the player is given. The player is also guaranteed to die if they don't know the boss tries to take you with him before dying. Either autosave before the fight or take away the self explosion after death.
- The second boss fight has a number of issues. -First off pretty much every attack can kill the player in one hit, I died many times before successfully not getting hit once, and I started with near 200 hp. -Small spaces! I was hiding behind a corridor the entire fight. Not to mention basically every attack either uses a barrage of fireballs, a fast attack the requires distance to dodge, lightning with a nasty AoE that takes up a large space per bolt, and spewing out those suicide spheres. Everything that boss uses takes up space and requires distance dodge.
When using custom monsters, try to use them in consideration to quality, not quantity.First Post wrote:
- Custom monsters are allowed, but use them wisely
In short, make the map bigger, open up the rooms. This will also allow you to throw some more detail in there to fill the empty space, fulfilling the first nitpick about texture variation. You could throw some more monsters in the easier areas to make up for the added space. But for the most part more open areas for AT LEAST the boss fights would really help the gameplay. As for ammo and health, there was just enough, if not a little left over for me anyway.
Aside from all of the above the map was okay. I could tell which room was which from Tricks and Traps. There wasn't much in the way of Slough of Despair in the way of layout but the style was definitely there. Just work on monster usage and the overall battle area size and it will be an acceptable map.

Other people be free to offer your opinions on the subject as well.
