Doomed Spaceship

DoomedSpaceship.wad

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Primary purpose: Single play
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Title: Doomed Spaceship
Filename: DoomedSpaceship.wad
Release date: 2021-11-09
Author: Nick Rohrer
Email Address: [email protected]
Misc. Author Info: This is my very first doom level. I hope you enjoy it. Feedback is much appreciated and will help me increase the quality of my future work. Thanks for playing.

Updated version, changelog below

Settings & Requirements:
- Doom 2 IWAD
- Doom map format
- Limit removing source ports are required
- Source ports with hardware renderers are recommended. The level can be played with software renderers, but you most likely will encounter slime trails in some areas with high details.
- Freelook: Yes (The level was designed with freelook in mind, but everything can be completed without freelook, maybe being a bit more difficult in some areas)
- Jumping and crouching: No (blocked by mapinfo, if supported by your source port of choice). You may be able to cut some corners with jumping.


Description:
This is a medium sized level set in a space ship. The level features two distinctive ways to be completed, with a 100% completion however being possible in one playthrough. There are many secrets to be revealed and the enemy placement rewards a carefully and attentive play style. While shooting enemies is the main focus (well, its doom after all), I tried to shake things up a bit with minor puzzles and areas with different moods, atmospheres, gameplay and a progressive difficulty. Not only enemies can be dangerous! To complete certain areas and find all the secrets, close attention must be paid to the surroundings.


Story:
After doomguy fought his way through hell itself, he is celebrating his victory over the descendants of evil on the fortress of doom. It is just in that moment, when the fortress of doom picks up a signal from demons in a nearly forsaken space ship. "Well, their debts haven't yet been paid off, daisy", doomguy is pondering. It's time to fight again, so he makes his way to the said space ship. No evil in this universe shall be spared.


Additional Credits to:
- OTEX texture pack by ukiro (https://doom.ukiro.com/otex-downloads/)
- Nine Inch Nails - Something I Can Never Have (Midi version by Doomkid / www.doomshack.org)
- Skytexture from Mek's Box 'o Skies! (by Mechadon / www.doomworld.com)


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* What is included *
New levels: 1
Sounds: No
Music: Yes
Graphics: Yes
Dehacked/BEX Patch: Yes
Demos: No
Other: No
Other files required: None

* Play Information *
Game: Doom 2
Map #: MAP01
Single Player: Designed for
Cooperative 2-4 Player: Player starts only
Deathmatch 2-4 Player: No
Other game styles: None
Difficulty Settings: Yes

* Construction *
Base: New from scratch
Build Time: 12 Weeks
Editor(s) used: Ultimate Doom Builder, SLADE, WhackEd4, Doom Writer
Known Bugs: None, except slime trails in some areas with high details (in source ports with software renderer, varying between source ports)
May Not Run With: The level will not run in vanilla-style source ports.
Tested With:
- Crispy Doom (5.10.3)
- DOOM Retro (4.2.3.0),
- Doomsday Engine (2.3.1.3685)
- The Eternity Engine (4.2.0.0)
- GZDoom (g4.6.1.0)
- LZDoom (3.87.3.0),
- PrBoom / GlBoom (v2.5.0)
- PrBoom+ (2.6.1um),
- Zandronum (3.0.18242.1)
- ZDaemon (1.0.0.1)
- ZDoom (2.8.1.0)

* Copyright / Permissions *
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/

You are free to copy and redistribute the material in any medium or format; and remix, transform, and build upon the material. If you do so, you must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. You may not use the material for commercial purposes. If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.


Changelog:
- The light switch at the beginning is accessible easier and no longer counts as a secret anymore

Blue key area:
- The blue key is visible much clearer after entering the area
- More chances to obtain the chain gun, even if the optional room is missed by players
- The super shotgun is visible much clearer
- Some hints to the secret area
- Hints to the 2nd switch for the progression, the room can now be entered from both doors once the first switch is found
- Demons at the end are now visible
- Removed the elevator between the "blue key area" and the "yellow key area" to prevent players of getting lost

Yellow key area:
- The progression path is visible much clearer, in game and on map
- Giving players some resources at the beginning in case they enter this area first
- The plasma gun is visible from the start and accessible earlier
- Small adjustment on first enemy encounters
- The way to the key is blocked with clearly visible pillars
- Removed two switches
- It's not possible anymore to fall into inescapable traps
- The blocking pillars to the yellow key are now visible from the switch needed to progress, if players pay attention
- Removed the sergeants right after the crushers
- Moved one switch in the optional area to gain access to some resources

Red key area:
- The yellow key is required to open the door
- Some resources are now available in all difficulties
- The radiation suit is now visible clearly, if players look down the poison pit
- The switch in the poison pit itself is clearly visible from the blocking pillars and vice versa

Alternative route:
- The visibility to the first secret is better and  it doesn't need a switch to be opened
- Changed textures on the "one way elevator" in the area with the invulnerability
- Removed one switch in the last room with the portal to the "surprise area"
- Spider mastermind replaced with other enemies
- The plasma gun is now available before opening the door from the back side
- Some resources are now available without finding the secret
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