A set of 7 single player levels. Requires Gzdoom.
Requires Gzdoom (included in the file in case you don’t have it) and should be played with the Doom 2 wad. The levels start off fairly simple and straightforward but become progressively more complex and ambitious. The levels differ depending on difficulty level. I would recommend enabling mouse look and disabling auto-aim in the options, but it's up to you. This is my second proper attempt at making a wad so any critique/feedback would be greatly appreciated.
At some point, I intend to update this wad with 3 new levels, some touch-ups regarding decoration, and possibly some changes depending on feedback. Please let me know if something doesn't work properly, or if I have forgotten to include something essential in the file. Good luck!
Hi,
I've just played through the map set.
On the whole, I'm very impressed by this map set and had a blast playing through it.
The two things that your map set really excels at is LEVEL DESIGN and MONSTER Placement.
You have hit the nail on the head with the variation of encounters. Let me provide some anecdotes:
- Tap strafing through cramped corridors, while fireballs miss you by a pixel as you send buck shot hurling down the corridor? CHECK
- Circle strafing around large room with plenty of rockets to break up clusters of enemies whilst switching to the SSG to do a run up on a Baron? CHECK
- Running and gunning through mazes with a chain gun, desperately trying to find the way out? CHECK
There was never a dull moment in this map set. Every map had something new and fresh to offer.
The balance to this map set is on point. There is just something about a game (or a mod) when you aren't slamming your keyboard because there are too many damn hit scan soldiers or ******** archviles.
Every enemy encounter was balanced. When it came to the most difficult encounters in the map set, death felt like it was completely my fault.
It wasn't just balance, I love the imagination you had with monster
placement.
I especially loved the encounter in the last map where the player was locked in that square room with the open windows on each side. Then, a cluster of barons and knights would spawn in and fire and through the windows. I felt like a jumping bean, lol.
As far as downsides go, I only have one but major bugger.
The map set was anti climactic. The last map was too short and too easy. I was expecting (after all the brilliantly designed encounters) for a final encounter to blow me away.
I was a little disappointed when I reached the exit teleporter. This map set didn't give me much closure. You need a much better and harder final encounter then the one you served up at the end. This was the only element that negatively impacted my rating.
To conclude: 8/10. Solid job.
I played the map set with the following mods:
Project brutality
UDV visor with fog effects
PSX environment sounds
Dark ambient music
P.S Update your preview with a few more screen grabs.
Thanks for your review, it means a lot to me!
Really glad you enjoyed it. I see what you mean about the end of the last map being a bit anti-climactic, originally it was just meant to be the end of level 7 (out of 10 levels) rather than a final showdown. Still, I'll consider changing/extending it a bit.
I made this map set nearly a year ago now, and then didn't touch it for several months, so decided to release it in its current state as I wasn't sure whether I'd ever get round to completing it.
But now your review has inspired me to start working on it again and finish it!