The map pack that preceded my mod. It contains my experiments, some good, some bad. I took the most popular ideas from this map pack and added them to my Brutal-Hellfest mod. That said, this map pack is a tad unbalanced and isn't really THAT good, but it is my first effort and, aside from just being interesting, it's a fun experience if you have an open mind. There are ELEVEN maps total, and you can run it on Doom II. I would not suggest running it with Brutal Doom, because there are some bugs that occur. Vanilla will have to do. Also, don't forget to bind keys for "Next Item," "Previous Item," and 'Activate Item.' Enjoy!
TO RUN:
1. Unpack the WAD from the zip.
2. Click the WAD.
3. Drag it over your source port. Should work with gzdoom and zandronum just fine, not sure about other source ports.
4. Good luck, and have fun blasting those demons!
Some examples of the good that carried over are:
- The rainbow rifle.
- - This weapon only appears on Ultra-Violence difficulty.
- - Please stop asking: It was not inspired by ponies. I just thought rainbowy plasma would be cool.
- Kamikaze zombies.
- - They're not as smart as they are in Brutal-Hellfest, but I did learn how fun they were here.
- Advanced monster AI.
- - It's nowhere near as advanced as it is in Brutal-Hellfest in general, but the friendly marine allies you may release via switches in MAP08 and onwards are one of my most advanced early AI efforts. They have great in-combat AI and will strafe around and retreat, and other cool stuff.
- Stealthed imps and revenants.
- - They make their appearance on MAP09, and come in fast and non-fast varieties.
- Infinite respawns.
- - Also on MAP09. Some monsters respawn, and some don't. Funny how the main idea of the mod came from this one map, huh?
- Zandronum compatability.
- - This was inspired by Brutal Doom's Zandronum compatability. I tried to keep to the same thing so my friends who play Zandronum could do so.
Some examples of the concepts that got left behind are:
- Treasure and silly items.
- - You can find silly items in places on some maps, especially on MAP10, which is huge, contains an entire city map with 'multi-floored' (still 2D, makes use of teleports) buildings, and is basically just a hellish city. Run into demons' homes, kill the innocent zombies living there, grab the stuff they've got, leave. Everything from an unholy chapel to a secret nightclub, complete with props and all. To be honest, I wasn't sure how I could even carry silly stuff like that over to a mod; that was mostly map design, there, and Brutal-Hellfest is a mod.
- Very low armor pickups.
- - The obvious problem with these is that you need to be at low armor to pick these up. You see this concept sort of make a return in Brutal-Hellfest with the salvage system, which lets you pick up green armor even at 100 armor, but it gives less, like 30, but that's a much better idea than 20 armor pickups that max out at 20.
- Items.
- - The items system, while fun, was difficult to manage and presented some obvious problems if you're trying to manage them in combat. I attempted to have them contribute to balance, which meant there was less conventional ammo around, and while items left unmanaged and unused, people would complain about balance issues. Needless to say, weapons in Brutal-Hellfest don't come in the form of items as a result.
very good map pack