My First Wad - The FORTRESS OF OBLIVION
Posted: Sat Sep 14, 2024 6:00 pm
Hello everyone, I only recently got into doom WAD-making, and have spent the last week and a half screwing around with Ultimate Doom Builder to create my first level, The FORTRESS OF OBVLIVION. I made it basically as a testing ground for me to get familiar with various parts of Doom level design and the backdoor aspects of building a WAD, so I would be really grateful if anyone would like to check it out and give feedback. It is a little longer than most IWADs, mostly because I just kept thinking "I want to know how to do this" and adding a segment that uses it. My par time is around 17 minutes, down to 13~14 if I speed through and don't try to kill every enemy I see, and around 23 minutes finding every secret.
In terms of specifications, it was built and tested on GZDOOM g.4.11 (I am aware that a new version is out, it just did so midway through my development so I was worried about updating in case it would break something), with Doom 2 as the base. Freelook is optional (it will make some segments easier and others harder, I have beaten it with both), while jumping is discouraged (I've tried to make sure you can't break anything by doing so, but if you do that's on you), and I'm fairly sure crouching will have no effect whatsoever. Feel free to use any visual specifications you like, though I have used a few dynamic lights here and there, and the plasma gun looks amazing with raytraced lighting in the darkrooms.
I designed it for Hurt Me Plenty, though the other skill levels are supported via differences in enemy placements and amount. I would recommend going through once and looking for useful secrets on a lower level before trying Ultra Violence or Nightmare.
Epilepsy Warning: There is one of those flashing-light mazes in the server room, there are a pair of low-light goggles near the entrance behind the right of wall of the room that is revealed after the first button press.
I do plan on making some changes based on feedback (or rapid changes if I find out that I screwed up the Slade asset upload), so I've uploaded it via a Google Drive link rather than a WAD uploading website: https://drive.google.com/file/d/1hZwV6i ... drive_link
I'm exited to start designing levels for this game. I've always been interested in video game level design more than coding, so making Doom WADs I think will be the perfect balance between not needing to code everything myself (though I have already picked up some simple ACS tricks) and having as many options as I need to make what I want.
In terms of specifications, it was built and tested on GZDOOM g.4.11 (I am aware that a new version is out, it just did so midway through my development so I was worried about updating in case it would break something), with Doom 2 as the base. Freelook is optional (it will make some segments easier and others harder, I have beaten it with both), while jumping is discouraged (I've tried to make sure you can't break anything by doing so, but if you do that's on you), and I'm fairly sure crouching will have no effect whatsoever. Feel free to use any visual specifications you like, though I have used a few dynamic lights here and there, and the plasma gun looks amazing with raytraced lighting in the darkrooms.
I designed it for Hurt Me Plenty, though the other skill levels are supported via differences in enemy placements and amount. I would recommend going through once and looking for useful secrets on a lower level before trying Ultra Violence or Nightmare.
Epilepsy Warning: There is one of those flashing-light mazes in the server room, there are a pair of low-light goggles near the entrance behind the right of wall of the room that is revealed after the first button press.
I do plan on making some changes based on feedback (or rapid changes if I find out that I screwed up the Slade asset upload), so I've uploaded it via a Google Drive link rather than a WAD uploading website: https://drive.google.com/file/d/1hZwV6i ... drive_link
I'm exited to start designing levels for this game. I've always been interested in video game level design more than coding, so making Doom WADs I think will be the perfect balance between not needing to code everything myself (though I have already picked up some simple ACS tricks) and having as many options as I need to make what I want.