Dead on Arrival for Doom 2

 

 

Summary

Some thoughts on the map

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Advanced engine needed : GZDooM

Primary purpose : Single play, playable with pistol start. Mostly tested with Brutal Doom v20b.

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Title : Dead On Arrival
Filename : DOA.wad
doa.txt
Release date : Mar 16, 2016
Author : John Blaszczyk
Email Address : johnmblaz@gmail.com
Other Files By Author :
Misc. Author Info : Illustrator. You can see my stuff at www.artofjohnblaze.com
Description : Short Doom 64 themed space station. Very easy, but hopefully you like the look. Also, this is my first completed map.
Additional Credits to : Doom64 soundtrack, random textures taken from Realm667 (specifically the Doom64 Ex pack)
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* What is included *

New levels : Yes
Sounds : No
Music : Yes
Graphics : No
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None

* Play Information *

Game : Doom II
Map # : Map01
Single Player : Yes
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Difficulty Settings : No

* Construction *

Base : Single level from scratch
Build Time : Two weeks or so.
Editor(s) used : Slade3 for texture stuff, GZDoomBuilder for the map
Known Bugs : Weird glitch in the floor in the intro area (didn't appear until the final version)
May Not Run With... : ...MS Paint, Windows 3.1, MS Outlook.


* Copyright / Permissions *

Authors may use the contents of this file as a base for modification or reuse.

You may distribute Dead on Arrival in any electronic format (BBS,Diskette, CD, etc) as long as you include this text file intact, and do not release it as part of a commercial product. (Who the heck would want to pay for this stuff, anyway?)





 

 

 

 

 

 

 

 

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THE REVIEW: (By Sematary) 

         

As I may have mentioned before,  I don't do the whole "scale" thing as far as scoring maps any more. It honestly seems kind of pointless because it's completely subjective, dependent upon the person doing the review and their skill level and their point of view of what they like or don't like. So, with that in mind, we're going to launch into the review.

First, I'd like to discuss the good points. This map is REALLY well designed. I used zdoom 2.8.1 to play and there were plenty of slopes taking advantage of that particular feature plus some 3d stuff that was pretty cool. There was lots of detail as you will be able to see in the screenshots I took. The background music (if you want to call it that) was also really good - nice and creepy.  The textures worked well with the background - lots of dark, Quakelike metal textures intermingled with some standard Doom textures made for an appropriately dark, creepy level.

 

On the downside - there was a fairly good sized HOM not too far after the start of the level (right there in that screenshot) Not sure how the author didn't see or take care of it but considering the obvious time and effort put into designing what turned out to be a seriously nice looking level, it was sort of disappointing to see that missed/ignored. Other than an unpegged texture in one of the doorways though, I didn't notice any obvious graphic anomolies.

One thing about the design that sort of bugged me, despite it's good looks, was the fact that the lead to the exit room seems to go on forever because just when you thought you have found an exit, it just leads to another area with another door that purports to be the exit (and isn't). This map, honestly could have ended much sooner than it did and the author could have lopped off everything from the large open area on and created an entirely different map - populated the first section with more creatures and ammo and created a really good fight.

On the difficulty side of things, I also have to consider this a downside. This is a great map if you like sight seeing but if you're looking for a challenge, it doesn't come until much later in the map and that's only because the map is so large and there is so little ammo about that it's easy to run low on ammo as you're attempting to finish this map. There is a fair spread of the bad asses in this one - Imps, Demons, etc..., etc... (you'll see in the screenshots) including Mancubus, Revenant, Cacodemon, but the way the map is designed, none of them are really difficult to dispatch (again, towards the end I was pretty consistently low on ammo).

 

I would have a difficult time saying "don't play this" because it is a really nice looking map and that deserves to be appreciated. I personally felt that it dragged on though and I don't like large swaths of my time being taken up but sight seeing. Play it anyway. Just enjoy the good looks, enjoy the game play you do get and if you're new to the game or just not all that good you'll probably enjoy the difficulty as well. Of course, if you just want to up the challenge you could go in on nightmare mode. :-)

Finally, in the interest of full disclosure, I didn't complete this map. I got tired of looking for ammo to fight the bad guys. Like I said, beautiful map, but I don't play these things to go sight seeing. Your experience will probably be different than mine but this is one pov.

 

 

 

 

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