![]() Sky textures for MAP01, MAP02, MAP03, and MAP4 were composed of various stock images that I do not have credits or sources for.īoth sky textures for MAP05 were edited from stock space images from NASA. Mouselook is ok but it may make certain secret triggers easier than intended. ![]() If you do use jumping or crouching, you may break the maps. It has been disabled in ZDoom, but some ports will still allow it. MAP30 is there as a way to keep the game from crashing because I replaced some of the IoS things in the DEHACKED (its also a dumb in-joke).Īlso note that you shouldn't use jumping or crouching in these maps. ![]() MAP06 is for story purposes for ports that can't display the ending text. Note that MAP06 and MAP30 are not meant to be a part of the main campaign. There is a secret exit in MAP31 that leads to MAP32, so have fun hunting for it! There is no way to exit to MAP31, so you will have to warp to it in order to play it. Difficulty is somewhat middling, but should ramp up a bit towards the end. Replayability was a design goal I tried to aim for. The maps are medium-to-large in size and have many different paths that you can take. All maps use stock Doom II textures (aside from skies and minor extras). My goal with this project was to exercise with the Doom II texture assets, and to create some maps for practice. Afterwards, I officially started the project on October 10th (shortly after finishing MAP04). The map in question (MAP02) was started on in early September, and finished on September 9th. This map set originally started out as a single map contribution to the Vinesauce map contest held in 2016 by Joel "Vargskelethor". ![]() Each map was designed to be played from pistol-start continuous play is fine but will make the play through much easier. Counterattack is a 7-map mini episode for Doom II. ![]()
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