Doom II: 25 Years on Earth (One Year Late Edition)

New maps, and other projects whose primary focus is new maps, belong here.

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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.

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Phobus
Posts: 5984
Joined: Thu May 05, 2005 10:56 am
Location: London

Re: Doom II: 25 Years on Earth (One Year Late Edition)

Post by Phobus »

@Matt: Assuming you've not found it already, there's a repeatable switch in the corridor off to the side of that main room that opens the bars. Ideally, I'd have the bars only lock you in once, for the initial fight, but the limitations of the format often got in the way of the ideal design here!

Thanks for playing, Voltcom9 and NightFright!
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NightFright
Spotlight Team
Posts: 1279
Joined: Fri May 02, 2008 12:29 pm
Location: Germany

Re: Doom II: 25 Years on Earth (One Year Late Edition)

Post by NightFright »

I will start from the beginning again, just to see if I can spot the differences. It was already quite entertaining so far. Maps are not so huge, yet well crafted with interesting architecture and good monster placement. After you get the rocket launcher for the first time, there are 1-2 levels without ammo for it and I dunno if that was intentional, but it also makes you think twice before wasting rockets on hordes of trash mobs.

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