
Simply put, I am a programmer, when it comes to artwork or map creation, I'm not exactly what one would consider a professional. Most would agree that a game consisting of naught but programmer art wouldn't be a very nice looking one. Thus, if I am to continue working on the mod in the direction I wish to take it in, I'll need some artists and mappers to join the team. At present, the only map in the mod is a recreation of a Hotline Miami 2 map, generously sent to me by Zeberpal, and the only artwork in the game is from Hotline Miami itself (sans a few very specific things).

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If you're new to making maps in Doom, but not making levels in general, then never fear! Level design in Doom is rather simple, yet very powerful. There are plenty of video tutorials available for mapping in Doom, and the vast majority are incredibly easy to follow. The map editor of choice for Hotline 666 is GZDoom Builder, a fork of Doom Builder 2 with a vast array of improvements and features. Luckily, all Doom Builder 2 tutorials should also apply to GZDoom Builder.
As for artwork, I'm primarily looking for artists that are able to create new mask artwork. For those not in the know, Hotline Miami features several "masks" that are obtainable throughout the game. Each mask grants the player different abilities for the duration of a level. As an example of art style, here is one of the masks (to be precise, the mask the player starts out with) from the game:

Eventually, I hope to have an entirely new set of masks in the game, all based on Doom's demons.
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Although I'm primarily looking for artists and mappers for now, I'm a mere programmer, not a storyteller. While I can likely handle the story on my own, I'm very open to suggestions and ideas from the community.
That's all for now, folks!
The second public release of the mod. Contains a large amount of improvements over alpha 1.
It crashed when I killed the first two enemies, it was a wonderful 8 seconds. But I have major faith in this mod, I love Hotline Miami. Keep up the good work!
The current public alpha is EXTREMELY old, but if possible, I'd still like to know as many details about the crash as possible. Do you know which GZDoom version you were using?
GZDoom version 1.9.1
if i can contribute in any way let me know. at the moment im just messing around with the games files and stuff.
The current version available to the public is extremely old, if you wanna join the team, hit me up via PM and I'll send the current build over
I'd like to help you with the audio
Send a PM my way and we can chat about what you could do
I'm interested in helping you out in the mapping department.
Hit me up via PM
I'm sorry for spamming, but also I would reccomend leaving up your previous builds. Just a suggestion.
The previous build was never uploaded on ModDB in the first place, it was originally available in the mod's ZDoom forum thread, I made the ModDB page after the second alpha was done