Iv'e been sitting on releasing this map for 4 months.
Benchy last edited by
hey how's it going, I've been working on a few things that will be released soon but until then I wanna get this map off my hands. In about November last year, I started working on a moderately hard boom compatible map for doom 2 with some custom textures I got my hands on. The map looked ok I guess but I got burned out very quickly so I never finished it properly. I am never gonna finish this map so if anyone wants to play it now go ahead I just wanna get this map off my hands. It has an exit and everything just no automap clean up or difficulty settings. honestly, I'm not that happy with the layout it's the definition of linear but whatever it's something I'm trying to work on in newer maps.
As you go deeper into the run down bunker encased in rock you uncover more and more sinister rooms, culminating in a bag ass unfair fight. Idk man just kill stuff ¯_(ツ)_/¯.
Tested in prboom+ and dsda doom. Also had a friend test it in gzdoom.
and a big thanks to @AD_79 for the midi GodlessIndustry.midi
Thanks for checking this out
Cuppykeks last edited by Cuppykeks
@benchy Wasn't able to finish (playing without saves anyway) but I've recorded a demo for you of my keyboard turning gameplay here : rockbunker1.lmp Demo recorded in DSDA-Doom
I completely missed the rocket launcher the first time and then even the second time until I went back to the room to see it was in the middle (guess the sector it's on needs to be really bright?). I'm not sure if it was always there or if I just simply kept missing it. Lack of cover with the chaingunners on the second starting encounter was kind of tough but I'll just assume that's intended. Cool map! I don't play slaughter (and also prefer an easier time) so the increasingly sinister and tight encounters got a bit too much for me where I died last.
If you're dissatisfied with the linearity of your map then consider avoiding symmetrical item placement, as once you know what's on one side of the map then you know what's on the other end too. Not saying to avoid it all the time but that's something to think about as it can make a map predictable. Another thing to note is that in the first area where you're fighting pinkies with mancubi on the sides the shell ammo pickups can be pretty hard to see. I think after the first teleporter there was a backpack behind the player as well that I don't think I picked up my first time playing. Just letting you know that some of the ammo can be missed if you intend for it all to be collected while maintaining a carefully curated ammo balance.
Benchy last edited by
@cuppykeks thanks a lot for playing the map. always great to hear other people's feedback on my stuff. it is very hard to judge your own telegraphing as the mapper so it's great to hear what you thought of stuff like the rocket launcher spawn. and yeah those chaingunners were originally shotgunners and the way I tested was hiding in the hell knight spawn area. also, thanks for the tips on symmetry ill definitely take those into consideration. again thanks for taking the time to play