[GZDoom] Weird West (Jump allowed)

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MisterFroz
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Joined: Tue Jan 17, 2023 9:05 am
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[GZDoom] Weird West (Jump allowed)

Post by MisterFroz »

Hello everyone,

This map was originally part of the "Bonus Levels" episode of my Blood-inspired mod, Blood: Dead on Arrival. It was one of only two levels that I made from scratch specifically for that TC during 2018.

This map is heavily based on the Wild West era level of the Duke Nukem spin-off game, Time to Kill. The geometry is almost identical to that, however, the textures are from Blood, which I was surprised at how well they seemed to fit the map's design theme.

Ideally, this should be played with a recent version of GZDoom on Hardware Mode, due to the fact that the level features 3D slopes. However, I added a "Software Mode" which is selectable from the main menu that removes the 3D slopes and improves compatibility for those using GZDoom's Software Mode or another source-port like Zandronum.

The gameplay here is a bit more difficult than that of my previous wad from 2016. I received feedback that that level didn't provide enough challenge so I spiced things up for this one. If you're having trouble completing the map, I suggest trying an easier difficulty setting or finding the secrets. The secrets aren't too many and a bit hard to find but each one can help a lot.

Screenshots:
https://static.doomworld.com/monthly_20 ... 1c8359.jpg
https://static.doomworld.com/monthly_20 ... 954820.jpg
https://static.doomworld.com/monthly_20 ... 00ed48.jpg
https://static.doomworld.com/monthly_20 ... 83e061.jpg

Download Link: https://www.doomworld.com/idgames/level ... weirdotown
Alternate DL Link: https://www.mediafire.com/file/drt9o331 ... n.zip/file

This is also my first Doom 2 WAD in many years. I hope you enjoy it!
Last edited by MisterFroz on Sat Jan 28, 2023 12:04 pm, edited 2 times in total.
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MartinHowe
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Location: Waveney, United Kingdom

Re: [GZDoom] Weird West

Post by MartinHowe »

Actually, I found the earlier one much harder - too many open spaces surrounded by enemies especially hitscanners.

I like this, it was just right for me on HMP, as a casual player who has no aspirations to be a DoomGod. The texturing and special effects were nice too. Only thing I found a bit much was the final two monsters, a bit jarring given the easier ones up until then.

It would be interesting to play this with a 'weapons and monsters only' version of Fistful of Doom.
MisterFroz
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Re: [GZDoom] Weird West

Post by MisterFroz »

MartinHowe wrote: Tue Jan 17, 2023 12:26 pm Actually, I found the earlier one much harder - too many open spaces surrounded by enemies especially hitscanners.

I like this, it was just right for me on HMP, as a casual player who has no aspirations to be a DoomGod. The texturing and special effects were nice too. Only thing I found a bit much was the final two monsters, a bit jarring given the easier ones up until then.

It would be interesting to play this with a 'weapons and monsters only' version of Fistful of Doom.
Nice of you to try out both WADs. Interesting how people can have different opinions on a single aspect of a given Doom 2 map.

People have actually been playing this on YouTube with mods, not the one you've mentioned, but others. Here's a couple of links:
https://www.youtube.com/watch?v=fRsjk6diu90 (with Doomed I.G.I.)
https://www.youtube.com/watch?v=9JHoVBGnjrU (with an UI interface mod that I don't know)
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Kills_Alone
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Graphics Processor: nVidia (Modern GZDoom)
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Re: [GZDoom] Weird West

Post by Kills_Alone »

https://rumble.com/v2auea6-brutal-doom- ... -2023.html

Thanks for the fun little map, and I enjoyed reading about the source materials/inspiration.

A few notes:

-I think the secret windows (chainsaw and BFG) should have some type of clue that they exist otherwise its very unlikely most players will find them.

-The shotgun at the start, the cross on the wall is easy to get stuck on when fighting off demons, would be better if it was higher or further back. This one is minor but it annoyed me.

-It might have helped some players to have some kind of staircase that comes out and leads to the Soul sphere once the red skull key is picked up.
Last edited by Kills_Alone on Fri Feb 24, 2023 7:41 pm, edited 1 time in total.
MisterFroz
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Re: [GZDoom] Weird West

Post by MisterFroz »

Kills_Alone wrote: Sun Jan 22, 2023 10:08 pm
Thanks for the fun little map, and I enjoyed reading about the source materials/inspiration.

A few notes:

-I think the secret windows (chainsaw and BFG) should have some type of clue that they exist otherwise its very unlikely most players will find them.

-The shotgun at the start, the cross on the wall is easy to get stuck on when fighting off demons, would be better if it was higher or further back. This one is minor but it annoyed me.

-It might have helped some players to have some kind of staircase that comes out and leads to the Soul sphere once the red skull key is picked up.
Thank you for playing. I also really liked your video.

Regarding those points, I kinda wanted to make the secrets more like Blood or Duke Nukem 3D where there are some which are easy to find, while others are considerably harder. I might make an expanded version of this map in the future and I'll definitely make the secrets more reasonable to find next time. I also had no clue that you could get stuck on the cross in the room with the candles, thanks for pointing it out, and I'll be considering that about the Soulsphere as well.

My next map is out, it's a different aesthetic but similar gameplay and size. I'll link it in case you might want to play it: viewtopic.php?t=77205
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Shatter-Thought[V-4]
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Re: [GZDoom] Weird West (Jump allowed)

Post by Shatter-Thought[V-4] »

This was pretty amazing, I loved the structure and the buildings with their textures all looked very good! awesome work and a fun map to play in with a nice showdown against a dangerous foe (Especially with the right monster pack!)

Great work!

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