Game: Doom 2
Port: GZDOOM (Tested with 4.6.1)
Map: MAP01
Mouselook: Optional
Crouching: Optional
Jumping: Optional
Difficulty Spawns: Yes
Build Time: 1 week
Designed solely for Single-Player
Description: I started working on building the cabin from Evil Dead 2 (my favourite horror movie of all time) in the Doom engine,
and decided to use the map as an excuse to learn some advanced mapping tricks, such as room over room, poly objects, scripting, etc...
https://www.moddb.com/games/doom-ii/addons/evildead
[GZDoom] EvilDead for Doom II
Forum rules
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.
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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- Posts: 3
- Joined: Sun Oct 29, 2017 7:55 pm
- Location: Canada
Re: [GZDoom] EvilDead for Doom II
I realized that I'd included an older playtest version of the wad in the file, so I've since updated it with the proper final version.
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- Posts: 255
- Joined: Fri Sep 08, 2017 2:54 pm
Re: [GZDoom] EvilDead for Doom II
I would say
ever want to recreate the Evil Dead Hail to the King game map locations?
ever want to recreate the Evil Dead Hail to the King game map locations?
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- Posts: 61
- Joined: Fri Apr 02, 2021 5:32 am
Re: [GZDoom] EvilDead for Doom II
This map is really well made and detailed, I can tell you love the evil dead and even if it is pretty simple any map that uses portals puts a smile on my face, but you could do a better job signposting where to go, most of my playtime was spend searching for a red key in the cabin before I found the shack it was in