This megawad is a great example, as it took WAY too long. The first, and more "silly" one, is the simple fact that I barely have time to work on vanilla maps, let alone something more ambitious. It's important for me to explain why I've done all my editing with a vanilla mindset. Here's an age-old Newstuff Chronicles topic featuring my initial, 3-episode version. although I occasionally break my own golden rule. Difficulty-wise this is mostly harder than the original game, with less resources per level (still more than doable in UV & Pistol Start), with enemy types introcuded in a similarly slow manner, although you'll fight most of them sooner than expected. The key word here is balance, whether that has to do with the enemy count, the ammo, or the map size. This mapset includes a couple of unique concepts and ideas, but mostlly aims to offer a classic-feeling experience, with a heavier focus in atmosphere, rather than ultra-detailed visuals, and with - mostly - medium sized encounters, instead of endless swarms of demons. But I couldn't resist writing a few words of my own about my first major contribution.ĭOOM: Damnation is a 4-episode Megawad for The Ultimate Doom, whose main purpose is to be a retelling of the original Doom "story." His positive remarks made me very proud of my humble little project. Hello fellow already made a post about the following for which I'm eternaly grateful.
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