The complete megahit game that set the world afire. Plus All-New Episode IV: Thy Flesh Consumed.The demons came and the marines died. Except one. You are the last defense against these hell-spawned hordes. Prepare for the most intense mutant-laden, blood-splattered action ever! The texture-mapped virtual world is so real, you don't just play DOOM - you live it.The Ultimate DOOM takes you beyond anything you've ever experienced. First, you get all three original episodes - that's 27 levels of awesome, explosive excitement. Then it really blows you away with an all-new episode: Thy Flesh Consumed. Now you're dead meat. Just when you think you're getting pretty good at DOOM, you get hit with Perfect Hatred, Sever the Wicked and seven other expert levels never seen before! They're so incredibly tough, the first 27 levels will seem like a walk in the park!
This is the Third map I have ever made for Doom. Requires Doom 2 and I strongly recommend using Project Brutality with it. Any and all feedback is greatly appreciated.
i liked your first map, i'm gonna check this one right now
Cool, let me know what you think about it. If you find the ending abrupt, that's kinda because I do have another map planned to go after this one.
I might eventually update this download into a small map pack if I do decide to go through with it and make more maps.
I liked the first one, but right now this is one my favorite.
PD: you should make a map pack, i like the keycard design but i think it needs a counter of how many keycards someone have
Good to hear. I got the keycards from Realm667, not made by me, I just liked them and decided to use them, if I can figure out how to make them appear on HUD I will.
can u give me a link to your second map plz
If it was good, I'd upload it, but it's not good by any standard, see, the second map I made I made pretty much with the sole goal of learning how to script some basic stuff with ACS and add custom props along with some textures, as well as experiment with other ZDoom and UDMF specific stuff. And it has fairly little gameplay because even what little is there is a bunch of experiments.
It's just not worth anyone's time. This map here takes what I've learned from making the First which was just a simple DooM map that really didn't do much that most vanilla maps can't do and the Second which was pretty much just for me to learn ACS and adding custom resources.
And I'll try to be more original with naming my maps in the future from now on, I promise :P
wow, not uploading a tech demo. you're already learning from valve's mistakes :^P
Tested with BDv20b. Great map!
I'm glad you enjoyed playing it!
i played it with insanity brutality 4.0 test version and it worked really well
Good to hear. I'm happy you liked it.
Update:
Created and started using a new SVGResources (File Where I keep resources that I use) file that is less chaotic and which I will probably stick with for my future projects if any, this is mostly that though I did make some TINY adjustments to the map, nothing big though so if you played it, no reason to redownload unless you want to play it again.
I'll test it soon : ))
Completed it. Found 3 secrets out of 6. First one was in security locker(opened with button near the start), second one was a radiation suit in sewer part of the map, and the third one was a soulsphere behind a misaligned wall texture.
I liked that you used new textures,switches and props in your map. Overall, it's a good map, but rooms are kinda boxy. The map is a bit linear, you could offer more optional rooms for player to go.
For your next map, I would like that there would be some outdoor areas and map wouldn't be just ''room and a corridor''. And if you are making a map for ZDoom, try to use features that it offers.
You missed a Super Shotgun early on, in the room with a window, in the section of the room that opens when you enter it, there is a switch on the column. Then the dark corridor with imps in it (same room), there is a Berserker Pack behind a fake wall, it's obvious that a wall is fake on the automap. There is a Soulsphere in one of the offices, also behind a fake wall, there is an arrow visible on the automap pointing right at it.
And yeah, I really need to figure out how to make good wide open spaces. Far as ZDoom specific features go, I'll try to make use of more in my next projects and see about making them less linear. If I do make more maps, I'll focus on creating a small map pack next.
Clicked on your profile and went to you addons. Only seeing the first and third maps. Where the hell is the second one?
It was a learning experience for me more than it was a good map, I described it above in more detail.
In broad strokes, I only got into DooM mapping last month, I named my maps First and Third to show where I started and then what I've learned mainly so I can get relevant feedback as well as to let people know that they're not potentially getting into something that great. The maps are unrelated to each other, I will be looking into making a map pack in the future.
I have an internal quality filter with everything I do where I will not share it if I don't find it good enough myself because why would I waste people's time with bad stuff and/or failed experiments?
It's so eeeeeeeepppppppiiiiiiiiiiiiccccc! 10/10!! but the only thing: some narrow corridors sometimes
Yeah, my creations tend to end up claustrophobic. I'll try to have more open spaces and wider corridors in the future.
Glad you enjoyed playing it.
Your first map was ok but I could not get very far before death :(
Your 3rd map looks great I love all the detail in the rooms and the cool buttons. I have lived up to the red door before death takes me. But my death is not your fault it's one of my mods that makes Pinky's fast as race cars :( Don't why the mod maker did that.
The buttons are really cool but some times can be a bit of a pain when you are rushing to get out of rooms and can't find the button that's covered in blood lol. Maybe have the buttons for special doors and secrets instead of every door.
Yeah, those buttons being hard to click is kinda intentional, it's harder to open doors and run in panic. So if you get locked in and monsters pop out, you better be ready to face them.
Them being covered in blood part I'll have to fix because yeah, they go invisible after one bloodbath too many.
Far as the difficulty goes, I test my maps with Project Brutality, they should play fine with Brutal Doom but IDK about other mods, not everything goes together perfectly unfortunately.
I'm glad you like my maps though and thanks for the feedback.
Update 2: Expanded the map, adding an underground area so it no longer ends in the elevator. Added 1 secret, about 60-70 enemies and some items.
Unless something is really bugged somewhere, this is my final update for this map.
A Full playthrough can be found here Youtube.com
Forgot to mention above, blood won't cover the stuff (consoles, screens) you can interact with.
For map 4 you should look into cool lighting effects. I love levels with really cool lighting that add detail and make things more creepy. You could do things like dark spooky halls with flickering lights and events like walking into a room and the lights go out. :)
Well I do love DooM 3, probably why I put so many "monster closets" in my maps. I would love to mess around with lighting a lot more but I have a very old GPU with no support of Modern OpenGL so, no Dynamic Lighting for me and thanks to that, I'm just refraining from messing with lights much in general.
I'm like, one of 5 dudes who have a GPU without OpenGL 3 support, I have almost no idea how my maps look to people who do making it harder to mess with things I know change the overall look & feel of my maps.
I'd love to do what you say but due to my own technical limitations, I prefer not to. Though that being said, lately I've been messing around with some ACS scripts that mess with sector lighting and there are some cool things that can be done there so I'll look into it anyway.
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It's not a bad map, but it's too dark for me.
Hello from Russia.