Format: Limit removing
Base IWAD: Doom2.wad
Tested in: Crispy Doom 5.10.3 & GZDoom 4.6.1 & PRBoom 2.5.0
Single Player & Coop
As you approach the once sacred Cathedral, you notice the desecration by demonic hoards.
Only through sheer violence, can you bring peace to this once holy place and cleanse it
once and for all.
Jumping/Crouching is disabled. Freelook is allowed but not needed.
Originally an idea for a Doomer Boards Community Project, I knew I wouldn't have time to
complete it. Later on I dusted off the idea for another mapping projects, but missed the
deadline. Now it's a standalone, but will be part of the AIA megawad in Episode 3.
Format: Limit removing
Base IWAD: Doom2.wad
Tested in: Crispy Doom 5.10.3 & GZDoom 4.6.1 & PRBoom 2.5.0
Single Player & Coop
A.I.A is a mapset completely assembled from machine generated textures, and when possible, obstacles and sprites have been updated as well. This started as a small experiment in order to flesh out some additional textures for existing maps, but quickly turned into a proof of concept to see how much could be done with this method alone. After a two-day bender creating several hundred sample images, I started the work of converting them to the Doom palette and proper dimensions.
The goal was two-fold: to create a resource pack that might find some use by others, and to see how well they fit together. Episode 1 is a 12-map set that attempts to showcase as many as possible through small arenas without trying to mash all of the hundreds into the same space. Episode 2 works off the same texture set, but I reserved the more castle-y ones for this set.
Maps layouts were also A.I. generated just to give me a head start and help overcome mapper's block. After that point, I traced them and continued in a more traditional manner. Such was the process with most of the work, especially the images since it wasn't a matter of just pressing a button and dropping them in. I'd like to think of the AI process as a rapid development and prototype tool in the same way using a photograph would be a good first step in making a texture vs drawing each pixel by hand. I know there's the concern that AI could render some traditional jobs as obsolete, but in this case, it let me reduce much of the laborious work down to a few days vs months.
Format: Limit removing
Base IWAD: Doom2.wad
Tested in: Crispy Doom 5.10.3 & GZDoom 4.6.1 & PRBoom 2.5.0
Single Player & Coop
Waking up on clock...or a compass...or perhaps both/neither, you are surrounded by portals and only one door is open.
In order to wake from this nightmare, you must enter and step through into the unknown.
Jumping/Crouching is disabled. Freelook is allowed but not needed. Originally part of a Community Project, this standalone
version ramps up the difficultly a bit and justifies the resources that made the initial release a bit too easy.
Format: Limit removing
Base IWAD: Doom2.wad
Tested in: Crispy Doom 5.10.3 & GZDoom 4.6.1
Single Player & Coop
This was a level in the Monuments of Mars 2 community project. As an April Fools joke,
wad WAD was turned into a Limp Bizkit theme, so the single level here has been turned
into a self contained file.
Format: Limit removing
Base IWAD: Doom2.wad
Tested in: Crispy Doom 5.10.3 & GZDoom 4.6.1
Single Player & Coop
Jumping/Crouching is disabled. Due to the verticality of the map,
freelook is encouraged, but not needed. This map is part puzzle and part combat,
so feel free to click around. I've tried to share textures with most of the
interactive portions of the map, as to keep random searching to a minimum,
though playtesting so far has led a few people in circles.
Many portions can be opened via different routes,
so attacking the progression can change with each playthrough.
I highly recommend trying to so saveless, at least until you reach the surface.
One route may prove more effective than another.
Format: Limit removing
Base IWAD: Doom2.wad
Tested in: Crispy Doom 5.10.3 & GZDoom 4.6.1
Single Player & Coop
Jumping/Crouching removed, but free look is fine. Certain things do benefit from auto-aim, although it shouldn't matter too much
Difficulty levels have been implemented. Mostly enemy count, but also by swapping out some upper tier monsters in some difficult spots
Doomer Board Project #47 features a modified palette and an emphasis on blue/green colors and dark techbase aesthetics. An earlier version of Lucid Nightmare is in the MAP11 slot.
A small community project from NilsQ's discord server. He started by making one area other added to it, and so on.
Finally this map was the result. It took a bit aver a month to finish.
Doomer Board Project #46 is an extension of the very firt project and based on the old Apogee sidescroller.
An earlier version of Albor Tholus Outpost is in the MAP13 slot.
An April Fool's Joke based on Doomer Board Project #46. It swapped out the working map set with Limp Bizkit inspires textures.
An earlier version of Albor Tholus Outpost is in the MAP06 slot.