Maps for Doom (4) (2016) by Bob
Larkin
Ah, Doom. There's no place like home. :-)
Overview Donate if you can.
So, to date (as of July 18, 2016),
I have completed 3 maps for Doom 4, or Doom 2016 or just Doom - however you
prefer to refer to it. I am STILL in the process of learning all the
functionality of Snapmap but I'm getting there. It DOES have it's
limitations - for instance, you are limited to the modules (135 I think)
included in Snapmap and many of them are hallways or connectors, etc... so
that cuts it down even more and then there are the setpieces, which have
their place and finally, the "elevator" which apparently isn't because it
doesn't do anything as far as I can tell. Just looks like an elevator with
no functionality. That is really my only complain about Snapmap. Outside of
that, it is extremely dynamic with lots of set peieces that can be used to
create atmosphere - speaking of which, you can apply a multitude of
atmospheric looks/feels to your map with the atmosphere option but only one
at a time. Currently, I am learning integer
use, booleans, etc.. and will eventually get to some of the even more
advanced options for programming like gates. Although not incorporated in
the maps that are here now, I taught myself (after being taught how to
compare integers and integer compares) how to spawn an endless supply of
enemies (if I want) or be able to spawn random creatures based on whatever
action I set them to be spawned from (pretty cool stuff). In the meatime,
here are the ones I have finished. Enjoy and please upvote if you enjoy
them! Hellbound Just released a Doom snapmap
called "Hellbound". I spent alot of time on this one, completely remaking a
room so that it is what it wasn't - added lots of random gameplay, some hell
modules and what I hope you will consider a kickass time. You will start off
in a completely remade module. One of 3 random timers will start you off
after you kill the first zombie you see then it's game on from there. You
will get 90 seconds, 120 seconds or 180 seconds of blood splattering fun.
Then, after getting into the blue skull key room you will be greeted by a
tremendous fight that will open up the portal to Hell where you will be
greeted by one of three randomly chosen wave events - how difficult it is
depends on what the randomizer chooses. Keep on playing, it ain't over yet
and no matter how many times you play this, you WILL NOT see the same
gameplay twice. I hope you enjoy. Awash in the blood of the dead My 4th map and, I consider, my best - this map features lots of cool
things which keep it interesting including a random encounter generator
which creates a random number of creatures in the module and another random
generator which creates random creatures in the map itself in several
modules. I hope you enjoy it. It never plays the same twice and, I also
created a section will which generate a wave event but depending on the
direction you choose it will either be easier or more difficult. In either
case, they are both difficult. I hope you enjoy. MAP ID: ATSZXD2N Winter is Coming This
was actually my first map for Doom. I've been creating maps for the original
games for almost 2 decades so I don't lack experience. It didn't come out
exactly as I wanted. The logic on some of the events actually failed so I
ended up doing the gameplay with almost no spawning activity at all in the
map and with the atmosphere I created, it came out pretty good. I hope you
enjoy it.
map id: LMPFGLMZ
Winter has come!
map id:
R6XMTMZS
Descent into Darkness
map id:
JMV2PDG3
Map ID's: Winter is coming:
LMPFGLMZ
Winter has come:
R6XMTMZS
Descent into Darkness:
JMV2PDG3
Awash in the blood of the dead.
ATSZXD2N
Map id: 8MHTZZFU