High concept 4-in-1 singleplayer map for Doom 2. Four miniature maps connected by a single hub corridor, each with its own theme and playstyle.
Built in vanilla Doom 2 over 13 months, this is a labor of love for those who relish the classic Doom 2 experience. No advanced source-port features or enhancements, except pushing the Doom 2 map format to its limits.
Note: Final version (v3) uploaded.
Technical Information
- Title: Foursite
- IWAD: Doom 2
- Source Port required: Anything that supports DeepBSP Extended Nodes. The map has no non-vanilla features beyond its physical size.
- Tested on: ZDoom, GZDoom, Crispy, Risen3D, PRBoom+, Eternity, Zandronum and Zandronum 3.0.
- Primary purpose: Single player
- Content: No new assets, but a DEHACKED file with some small gameplay changes
- Installation instructions: Drag the .wad file onto your source-port of choice, or use a command-line. It has a Dehacked file, so be careful of conflicts if you run it with other wads.
Background Story
The Foursite military base lies abandoned, rapidly deserted for apparently unknown reasons. You’ve heard rumors of a secret backdoor entrance: find the entrance, explore the four quadrants of the base, reach the heart of the base, and escape alive.
Design Information
- Build time: 200-300 hours over the course of 13 months.
- Difficulty levels: Implemented. Hurt Me Plenty is “normal” with HNTR featuring fewer enemies and UV featuring more.
- Estimated playtime: at least 60 minutes.
- Monster to total available ammo ratio (at UV): Between 1:1.6 and 1:2 depending on SS/SSG usage and excluding monster ammo pickups.
Design Background
The overall concept of the four circular quadrants based around a single horizontal corridor I originally thought up in a particular dull Accounting lecture at University in 2004. I was building the occasional Doom 3 map at the time, and originally envisioned it as a level for that. Unfortunately with school-work piling up, I only got as far as creating a single room before the project was abandoned.
Fast forward 11 years, and after watching one of Nitroactive's YouTube reviews of terrible wads, I felt motivated that if someone could go and create those awful examples, surely I could at least make something half good? So I came back to my old Doomworld stamping grounds (was saddened to see my post count has been reset to 0 because I’ve been away so long), and say hello.
The overall design for the map is a simple one: four wedge-shaped mini-maps, each with its own visual style and assortment of enemies. Each of these four “quadrants” also ends with a kind of boss-room – some are environmental, some are enemy based, some are a combination of the two. Beyond each boss-room is a switch that opens the door to the next quadrant. Once all four quadrants are complete, the final boss room is opened and can be accessed to complete the level.
Level Stats
- Vertices: 31,984
- Linedefs: 38,771
- Sidedefs: 70,518
- Sectors: 8,820
- Things (at UV): 4,941 (of which 1,051 are monsters)
- Total map space covered: circa 118 million map units
There's a full playthrough of the map on YouTube here: Youtube.com
u know. I hate cacodemons and lost souls.....
ah they're fun to pop using rail guns.
This look great!
Wow, those stats certainly make it sound the map is huge. Both physically and content-wise.
Zandronum 3.0 Alpha r160510-1827 fails to join the Server, claiming more than 1024 packets being missing and unable to recover.
I get that all the time. It's to do with your internet connection. At least, for me, it's because of the fact that my internet gets slowed by my ISP sometimes. Might just be the bulk of the map though.
This is locally hosted !
Ah, well I got no solution for ya' mate. Sorry.
NOTE: There was a bug in the original version - a lift was positioned too low. V2 fixes that. If you downloaded V1, please grab the new one instead (or be aware you need to IDCLIP past the offending lift).
If the ModDB file isn't authorized yet, you can grab it from this OneDrive mirror: 1drv.ms
This is one of the best maps I've played in a long time. Really felt like I accomplished something when finished. Definition of awesome.
In My game the elevator at 32:40 was bugged to be too low, doesn't rise, had to IDCLIP it.
And the final fight with the cyberdemons was bugged. the buttons opened up the room but not the exit afterwards.
Otherwise this is sincerely one of the best doom maps I've ever played including the originals, I could write a whole review that would be a love letter to this map.
Exceptional quality work that reflects the completeness of visual possibilities stock Doom 2 textures and Boom-compatible geometry. The author has done a great and complicated job, carefully combining into one map multiple stylistics. Player is not tested for strength by geometry confusion or lack of ammunition. Often find themselves in areas that are just interesting to consider. Map geometry encourages the exploration and the process is remembered at the expense of the major locations where the player will need skill and luck. Difficulty increases smoothly, no kinks, indicating that careful balance elaboration.
The work deserves the highest praise. My respects to to the author.
I'm glad you enjoyed it! Just one small correction though: this map doesn't feature any Boom-compatible geometry. Other than its size, everything in the map would work correctly in the original version of the game.
This is a phenomenal piece of work and you've got my highest praise. I have to ask does anyone else get massive lag when trying to play this with Brutal Doom?
Also getting severe lag with Brutal Doom and Project Brutality. Amazing map though! Holy crap
I'm afraid I don't really know BD/PB (it won't run on my PC) and didn't design the map with it in mind, so I can't help you with why it lags.
I also suspect BD/PB messes up the balance of the map pretty fundamentally in places, so I wouldn't recommend using it anyway.
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Firstly all I can say is WOW! This is one HUGE map and incredibly detailed! Unfortunately I had to use some "help" to get past an area near the beginning where there are the raising and lowering platforms with the mancubus firing their rockets at you while you run over the platforms to get to the area where the other raising platforms by the switch which closes ...
Then the weird "wagon" wheel platform where you have to walk along the narrow "spokes" to a switch which raises the "wagon" wheel plaform to another switch while battling lost souls,pain elementals which appear each time you switch a switch and then at the top you battle lots of mancubus or mancubii?
Also later on after encountering Arch viles for the first time in the map the annoying "invisible" maze to get down to the bottom where you have to then climb up either set of steps to the group of mancubus walking around.I am just past that area atm.
Did you upload this to /idgames/ ?
The Look and Feel Plus the Music takes me back to 1994 when Doom II: Hell on Earth first came out. Back then the Maps were not as large as this one, But, the wonder and excitement seems just as intense.!!! Thank You for giving all of us the chance to experience the WAD.!!! NOW.. let's see if i can make it to the end...
I've been trying to play this mod for a while now, but I can't seem to make ZDoom or Zandronum to detect it. Everytime I ZDoom up it only shows Doom 2, TNT, Evilution and Ultimate DOOM. How do I get this mod to play?
Click and drag the Foursite.wad file onto the Zdoom (or Zandronum) executable (i.e. Zdoom.exe). That should replace the first map of Doom 2 with this one (it's the standard way of running custom maps).
Great map!!! Love it!
Played it with Brutal Doom.
Keep up the good work!
Really like this wad, very fun.
Just to mention, the sidedef on the lift going away from the spider mastermind is not set
Also, in the circular room with all the switches it is possible to hit the switches without triggering any of the lost souls and pain elementals to teleport in. Thought that was a really cool room by the way.
Hope you make some more maps.
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Heres my video review of this Wad. Its awesome! 8.2/10
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