[BOOM, DOOM2, ON /IDGAMES] Hotel of the Dead by DRON12261 (1 level)

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Dron12261
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[BOOM, DOOM2, ON /IDGAMES] Hotel of the Dead by DRON12261 (1 level)

Post by Dron12261 »



Image

Warning! I don't speak English very well myself, so I used a translator to write this post. I apologize for any semantic errors, please let me know if there are any.

I present my single-player map in Boom format called "Hotel of the Dead".

Initially the first version was created in 3 days for the community project "666crets", organized by @RED77. Later, after another extra day of revisions, the current version was ready for separate distribution as a standalone .wad file, not tied to the framework of the community project. It should take up to 20 minutes for Ultra-Violence.

Should run on any relatively new (as of January 28, 2023) Boom-compatible port. For the best gaming experience, I recommend using Doom Retro, Eternity Engine, Woof! or ZDoom 2.8.1. The level is designed for NoJump and Software render (or something successfully emulated and similar).

Provided for all three levels of difficulty, there is a layout of actors for cooperative mode (but testing is almost not held), as well as a separate layout for Deathmatch mode.

Special thanks for testing:
  • Dexiaz
  • NicolasTheFuggit
  • Olphian
Special thanks to DeathWish, for helping me figure out a couple of technical nuances in implementing the 3D elevator under Boom (the one on the street leads to the second floor).

Special thanks to RED77, for organizing the "666crets" community project, which gave birth to the idea for this map.

The music was taken from D64D2.wad(MAP29) by DILDOMASTER666 (midi version). Also in the ports supporting UMAPINFO, EMAPINFO, ZMAPINFO plays the ogg cover of the track which author is DAR.

List of tested ports:
  • DSDA - [0.25.6];
  • Woof! - [10.4.0];
  • prBoom+ - [2.6.1];
  • Eternity Engine - [4.02];
  • Doom Retro - [4.7.2];
  • GZDoom - [4.9.0];
  • Zandronum - [3.1];
  • LZDoom - [3.88];
  • ZDoom - [2.8.1];
  • ZDaemon - [1.10.22];
  • Odamex - [10.3];
  • Crispy Doom - [5.12.0] (without intermission texts).
Screenshots:
Image
Image

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StraightWhiteMan
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Graphics Processor: nVidia (Modern GZDoom)

Re: [BOOM, DOOM2, ON /IDGAMES] Hotel of the Dead by DRON12261 (1 level)

Post by StraightWhiteMan »

I finally got around to playing this map today, and my God, I love it. I'm not gonna lie, I played through it with Brutal Doom Platinum so it may not have been your intended vision, but damn it worked well with the map and it was a lot of fun. The enemy placement was really good and kept the action pumping the whole time and the room layouts were great for shootouts and provided good cover so you weren't just overwhelmed constantly with no options or ability to be tactical. I will say that I got a little confused when key hunting since there doesn't seem to be a "main" path to follow necessarily, but at the same time it was fun to explore and figure it out. The only negative thing I found, and it's not really that negative at all is that there are few grammatical errors/ typos present, but nothing major.
Anyway, excellent job and thank you very much for making it and sharing it with all us. Much appreciated. Seriously, that was a lot of fun. I honestly can't believe I'm the first to post a comment about it. Makes no sense.
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Dron12261
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Re: [BOOM, DOOM2, ON /IDGAMES] Hotel of the Dead by DRON12261 (1 level)

Post by Dron12261 »

StraightWhiteMan wrote:
> I finally got around to playing this map today, and my God, I love it.



Yeah, thanks for the feedback. I'm glad you liked it.

Regarding the search for keys, I still take this point to the shortcomings of my map (namely, the point at which you could miss the pass to the red key and go for the blue, or on the contrary).

As for the activity on the local forum, I myself was surprised. Even got the feeling that no one here at all look at the maps. I'm most active on DoomWorld, and I have a few more maps in development right now. There's a good chance that a couple of them will see release in the near future (if nothing gets in the way of my free time "from outside"). But I'll still be posting my work on Zdoom Forum and DoomerBoards to reach a larger potential audience.

Oh, and yes, could you be more specific about grammatical errors, exactly where they were? I'd like to keep that in mind for the future.

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