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.
Open doors by using the keypads next to them and keep in mind you can and sometimes need to interact with some computer monitors.
Engine: ZDoom or GZDoom
IWAD: Doom 2
Recommended Mods: Project Brutality
Renderer: Software or OpenGL [Map uses no advanced OpenGL stuff]
Software Used: GZDoom Builder, Slade 3
First Map: Moddb.com
This is the Third Map I ever made and Second one I decided to share. It's not as simple as the first one, it makes use of various custom resources like textures, props and some decorate and ACS script that I have learned to mess with since I finished my first map.
Again, due to the sheer number of enemies I recommend this map is only played with Project Brutality in it's default mode and with Tier I enemies. The difficulty is high but I do think it is fair. As with the first map, I tried to make sure the player never runs out of things to shoot.
There are some ACS scripted events and since my ACS might be fairly bad, if you run into a bug, do let me know.
Hopefully it is better than the first one but I'll let you be the judge of that.
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.
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.
Uses Textures and Sounds Ripped from Unreal, HackX, HexeN as well as resources found in Realm667.com Repository. For details, open SVGResourcesV2.wad as a .pk3 file and look at the Credits there.
Spoiler: Full AutoMap