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I made a single player Doom 2 episode. Please have a run through and any and all feedback appreciated. Made for use with ZDoom, instructions on how to play and a link for ZDoom are in the README file. This has been my first Doom 2 project so I kept it simple with nearly all stock textures and resources.

Download link -
https://www.dropbox.com/scl/fi/xmo2o8tsbwe3xosh9nm36/RMP-v.1.0-Doom-2-SP-Episode.zip?rlkey=pqptbllef4sk1ha63e0fuqxb5&st=sih002vu&dl=0

I'll post a few screenshots to get the thread started. Unfortunately my cellphone's ISP is rangebanned from posting here so I can't reply to anyone again until I'm back on WiFi tomorrow morning.

Thanks and happy slaying!
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Turns out I'm no longer rangebanned yay!
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>>12508568
why not post in the general? granted I never visit it but
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>>12509204
This is a finished project and I feel that I've done a nice job so I made a thread for it. I've since uploaded it to Doomworld forums here is a link.

https://www.doomworld.com/forum/topic/158039-reactor-map-pack/
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It's too dark.
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>>12511016
Did the pinkys in the dark corners get you? It's only dark in specific areas and if you advance into them slowly you can hear them snarl when they see you. Thanks for the feedback tho. Noted.

I put some light amplification goggles in the storeroom in the previous pic but later removed them because they destroy the lighting effects.

What areas did you think were too dark? The storeroom in map 2?
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>>12508568
Nice, I came here looking for doom content as wasnt disappointed.

ill play it this weekend. cant before, but any case thank you
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>>12511340
No, thank you. Hopefully the thread is still alive when you've had a run through and you can tell me your thoughts. The whole episode should take around 30 mins to complete and it's pretty straightforward with not much chance of getting lost.

Hope you enjoy.
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Pistol start UV.
Good tight fights. Difficulty progression is well done. Even with a limited resources, you were pretty creative.
For a first map pack, I'm impressed. Keep at it. I'll definitely play anything you make in the future.
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>>12511386
>30 mins to complete
>straightforward with not much chance of getting lost.
Okay I'm sold, will let you know what I think.
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>>12510823
Sure, but what he means is that the kind of people who are likely to pay attention to it are most likely going to spend time in /doom/, the boards FPS hangout, so posting about it there would make for better visibility.

>>12511175
>I put some light amplification goggles in the storeroom in the previous pic but later removed them because they destroy the lighting effects.
A tale as old as time, lmao.

Technically a useful powerup, but since it wrecks the lighting which the map author put time and effort into, people don't want to put them into their maps.
This goes back to even iD themselves, where they were mostly used by Sandy (and in at least one instance, extremely well), but otherwise they are the rarest item to find in the classic Doom games.
I think that Doom 64 had like, 2 or maybe 3 of them in that entire game, and only one of them isn't hidden.

They would probably have been a much more used item if instead of lighting the entire level to 256, they just raised lighting by a certain increment or something.
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I don't think I have ever put the lite amps into any of the maps that I've ever made, actually.
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Yo one of those rooms in map 2 almost gave me a seizure bro
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>>12511659
Why the hell couldn't they design the vision goggles to be like the torch in Heretic and Hexen? That green filter is mad annoying.
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>>12511842
Well for one they have at least one aggressive schizo who's been historically pocketed by a janny.
He's constantly chimping out whenever his new object of obsession gets any attention. back when I posted there it was em
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>>12511918
>it was megaman 8 bit deathmatch
fixed
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I'm on map 3 and like it a lot so far. Great enemy placement. Extremely action packed, almost no moments where you're alone. Which is kind of refreshing and new for me. Doom and Build games have me wondering around alone for near half the time I spend on a level.

Just to let everyone know, you need crouch and jump enabled. Took me a while to figure that out in map 2.
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>>12511932
Is that what it was?
I was looking for that Yellow key for five minutes before I alt F4.
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>>12511954
Yup, you gotta duck under the half opened door. In the next level you have to jump on a few boxes.
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>>12511932
Just finished it. Took me 36 minutes. My favorite map was the fourth one. Very nice work OP.



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