===========================================================================
Update to :
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/c3
Advanced engine needed : Limit removing, Boom, ZDoom
Primary purpose : Single play
===========================================================================
Title : Contaminant Containment Control
Filename : C3.wad
Release date : 07/28/22
Author : Lucius Wooding
Email Address : [redacted]
Description : This is a non linear, standalone Doom 2 map which
I
made as my first project to try and learn the
editor. It is designed with close to vanilla
gameplay in mind; I recommend no mods, freelook,
or
altered monster collision but that is up to the
player. I also recommend software lighting mode
since some areas can go from nice looking to pitch
dark on OpenGL. Use what settings are needed to
see
if the second room is too dark, I don't judge but
it may affect the aesthetics. It's certainly not
the darkest map out there.
My inspiration was partly from Doom's Episode 2,
particularly map 4 but in general there's a mix of
hellish, techbase, and abstract areas. I also had
played the early maps of Sunlust and Going Down
prior to this; the latter's texture usage was
something of an influence since I stuck with
vanilla textures. I didn't build it to have the
sort of grand architecture and scale of some maps,
but the geometry is mostly pretty detailed and I'm
happy with the looks and some of the visual
signposting motifs. The music was simply a solid
midi version of one of the more fitting DKC
tracks,
mostly a courtesy to those who got tired of
hearing
D_RUNNIN like I did when playtesting it. A bit of
an afterthought, but it still bangs.
It's roughly a 15-30 minute map to UV max and I'd
consider it somewhat difficult but certainly not
beyond the skill of most players familiar with
custom maps. Personally I tend to struggle with
the
hardest maps of popular megawads on UV and I don't
like to map beyond my own skill level, though
difficulty can be very subjective.
After the initial chaos, you'll find yourself on
the edge of a large slime pit with several paths
to
explore. You'll need to find all 3 keys and
activate a pair of switches each to unlock the
exit. This can be done in any order and I
encourage
trying various routing strategies, especially for
replay value. Resources are spread out to pressure
the player into contested territory. There is
ample
healing, but limited mostly to stimpacks; this
allows for recovery but makes mega health precious
and sometimes difficult to hold onto. Combined
with
some high damage monsters, this means deciding
when
to use powerups and the order in which you do
things can make a big difference. Usually there
are
multiple viable strategies for each fight, and
features designed to help the crafty player out.
Secrets are fairly rewarding and not too difficult
to find for the observant player, since they all
appear on the map. Several non secret areas and
little easter eggs are also here for those who
enjoy exploring. Lovers of doomcute and tasteful
visual details based around vanilla textures will
be pleased, as I spent a fair amount of time
learning to utilize them.
Lastly, thank you for playing. I encourage you to
try getting the keys in various orders since the
experience can be very different and unique. I
also
would love to hear questions and thoughtful
criticisms about the fights or any rookie mistakes
I may have made in the process of creating this
thing. Either do so on doomworld/idgames, or in
the
forum thread I'll start once this is uploaded.
Also
feel free to distribute as long as credit is
given;
I don't really know where else to post it since
I'm
new to the community but I'm happy if more people
get a chance to play it.
EDIT: I updated a few minor things such as placing
an extra rocket launcher, making progression a bit
clearer, and preventing sequence breaks on the red
and yellow switches.
Additional Credits to : The Ultimate Koopa, arranger of the midi
David Wise, original composer
My IRL homie who helped beta test it
===========================================================================
* What is included *
New levels : 1
Sounds : No
Music : Yes
Graphics : No
Dehacked/BEX Patch : Yes
Demos : No
Other : No
Other files required : None
* Play Information *
Game : Doom 2
Map # : 01
Single Player : Designed for
Cooperative 2-4 Player : No
Deathmatch 2-4 Player : No
Other game styles : None
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Build Time : Roughly one month, mostly just learning the editor,
polishing and embellishment
Editor(s) used : Doom Builder
Known Bugs : -A couple slime trails are likely in places,
depending on your source port.
-For limit removing ports only, since there are
sure to be visplane overflows in a number of
places, as well as other such issues.
-Use software lighting mode or adjust gamma as
needed, as some OpenGL settings can be quite dark.
-The yellow and red switches by the keys could be
triggered from the ground level but now have thin
walls that should block them.
May Not Run With : Non limit removing ports, and I gave no
consideration to supporting mods of any kind. It
doesn't make use of any Boom features but PRBoom+
is the most basic port tested.
Tested With : PRBoom+ v2.6.2 (Complevels 2 and 9), GZDoom v3.7.2,
Zandronum
* Copyright / Permissions *
This work is licensed under the Creative Commons Attribution 4.0
International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by/4.0/
You are free to copy and redistribute the material in any medium or format;
and remix, transform, and build upon the material for any purpose, even
commercially. 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.
* Where to get the file that this text file describes *
The Usual:
ftp://archives.gamers.org/pub/idgames/ and mirrors