[WIP] cq75's DooM maps (no title for the mod yet)

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cq75
Posts: 1212
Joined: Sun Dec 27, 2009 9:28 pm
Graphics Processor: nVidia with Vulkan support
Location: Just beyond the line horizon

[WIP] cq75's DooM maps (no title for the mod yet)

Post by cq75 »

This is my first serious doom mod, it takes place in a base on a desert moon.

I've always liked the map style of E1 of Ultimate Doom I wanted to try making a few maps that have architecture and gameplay similar to Knee Deep in the Dead.

I will probably use Doom 2 monsters and the super shotgun at some point, although I might not use all of the monsters from Doom 2.

So far, I only have one map done, MAP01, but I'd really like to know what you guys think of it. I recommend running this mod on zdoom.

Maps:

MAP01

Features (so far):

Weapon: Dual Pistols

Screenshots:

Image
Image
Image
Image


Download link - it uses Doom 2 as the IWAD

For this version, the only difficulty I've made is Ultra Violence. The other difficulties might not be any easier.
Polymental69
Posts: 3
Joined: Fri Dec 31, 2010 5:34 am

Re: [WIP] cq75's DooM maps (no title for the mod yet)

Post by Polymental69 »

A fine map. The only two slight problems I can point at. First one: The level ends a bit unexpectedly its like "I havent been through half of the map and its exit already?". Second: By the time I got to the shotgun there was not a single living thing on the level so it was a bit disappointing.
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cq75
Posts: 1212
Joined: Sun Dec 27, 2009 9:28 pm
Graphics Processor: nVidia with Vulkan support
Location: Just beyond the line horizon

Re: [WIP] cq75's DooM maps (no title for the mod yet)

Post by cq75 »

hmm... it was too short for you? I must be slow, it took me five minutes to get through it :lol:

I thought it was a bit short at first too, but I figure it's better to have a bunch of shortish levels than levels that drag on and on.

Shotgun hint: (spoiler)
Spoiler:
Polymental69
Posts: 3
Joined: Fri Dec 31, 2010 5:34 am

Re: [WIP] cq75's DooM maps (no title for the mod yet)

Post by Polymental69 »

I didn't mean the level was too short. More like too straightforward. I got to the exit before I could explore the whole map. I mean player doesnt need to visit a pretty big part of the map at all since there are no keys to collect and ammo is not really necessary (at least I managed to kill almost every single monster with a chainsaw without any trouble). He just suddenly stumbles upon the exit and thats it. Dont think its a good thing.
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cq75
Posts: 1212
Joined: Sun Dec 27, 2009 9:28 pm
Graphics Processor: nVidia with Vulkan support
Location: Just beyond the line horizon

Re: [WIP] cq75's DooM maps (no title for the mod yet)

Post by cq75 »

I'm working on some things for this map, I realized something today about textures, when I was reviewing Eriance's maps. I was making the same mistake he was.

Now that I think of it I really overused that brown stone texture even though it has no place in a few rooms in the mod. I used it because I thought it looked pretty, and it reminded me of Doom, but every texture has its place :wink:

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