WHAT IS IT?
"Spare Parts" is a wad made upof 8maps, (So far)each made in1-2 days.(You could call them speed maps if you really wanted) in order to build/flesh out some ideas that I had bouncing around and quickly needed to get them down before moving on to something else.
Having nowhere else to put them, I decided to package them together and post them up here. I hope everybody gets some enjoyment out of them!
Each map is fairly small and should only take a few minutes to complete.
HOW TO PLAY
This pack requires a DOOM2 iwad in order to run correctly, and is made with vanilla gameplay in mind. Each map has been built for pistol start and is designed for single player. No coop starts will be found.
NOTE: A SOURCE PORT THAT SUPPORTS BOOM (COMPLVL9) MUST BE USED IN ORDER FOR THIS WAD TO RUN CORRECTLY
LINK TO WAD:
https://drive.google.com/file/d/1tp9Tb4Fa4QNs2dQEDwatPUIubWsOslq7/view?usp=sharing
(WAD INFORMATION)
Build Base: New from scratch
Build Time: about 10days (1 day each for maps 1 and 2, on and off development adding up to a day for map03. Another day for map04. Possibly more if your counting the refinements. Map 5 is another day. Both map 6 and 7 took 2 days. map 8 took a day.)
Editor(s) used: SLADE3, Ulitmate Doom Buiilder
Known Bugs: None that I know of
May Not Run With: Ports that dont Support Boom
Tested With: DSDA, GZDOOM
MAP LIST:
MAPS I - VIII
MAP I: "Mini Mcgee"
MIDI:"EsotericAneurysm" by "MFG38
PLAYTIME: 1:30 - 2 MINUTES
BACKGROUND:
Originally built as a follow up of sorts to @DoomGappy's Minihalls, I wanted to test out some of the boom features that I was unfamiliar with, including middle texture transparency and fake ceiling/floors. I was planning for itto be a 1024x1024 map, but somewhere along the way I discarded that idea and decided to just sink my teeth into filling it with tense, punchy combat against low - medium level enemies.
SCREENSHOTS:
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MAP II: Combat Roundhouse
MIDI:"Root of M" by "MFG38"
PLAYTIME: 2- 3MINUTES
BACKGROUND:
This map started it's life as a backup for my map in @Claire's Vanilla inspired "Penitence" map set (hope she is okay with me posting here) But after a while I thought that my first attempt might have been a bit better. So here is the backup! While building this map, I was heavily inspired by "Thy Flesh Consumed" especially"Unruly Evil" withits outside/inside hell garden feel. There is also a touch of Romero in this one, with similar used textures to that of "Circle of Death" and a incorporated Green Torch secret.
SCREENSHOTS:
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MAP III: "What Lies Beneath..."
MIDI:"The Cyberdemon's Ballad" by "MFG38"
PLAYTIME: 3- 5MINUTES
BACKGROUND:
This map was made as a exploration in what I could do with a limit of 50 monsters. 50 items and 1 secret in a setting that was dark and creepy. Originally, it was just going to be set in a cave with lowering walls and ambushes. But after adding in some brick textures and puddles I decided to go another way with it. I would describe this map as the closest to a entry in my "Frantic" series as your going to get without the brand being put on it, so expect some some fast and diverse combat to go with some minor puzzle sections.
SCREENSHOTS:
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MAP IV: "Rampart Rumble"
MIDI:"TenMinutesToDismemberment" by "MFG38"
PLAYTIME: 2- 3MINUTES
BACKGROUND:
This particular map was intended to be a standalone, infusing the vibe of the original IWADS with a sense of cramped/fast combat and scenery that reflected a battle going on inside a hell castle. After making the initialcourtyardhowever, I scrapped the idea and moved on too something else. Having re-found the map, I have taken what was thereand added to it, making it a bit more linear and fixing up pieces of scenery that weren't quite up to scratch.
SCREENSHOTS:
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MAP V: "Dragonfire"
MIDI: "IntegratedMassiveArmCannon" by "MFG38"
PLAYTIME: 4:00 - 4:30 MINUTES
BACKGROUND:
Building this map, I wanted to see if I could recreate Romero's stylized mountain aesthetic used in "Against Thee Wickedly" (E4M6) and Perfect Hatred. (E4M2) I also wanted to try and emulate something that would remind the player of the metal support environment that is heavily featured in "Sigil" For the most part, I think I got the first half right, while the latter still needs some tweaking and practice. All the same though, I thought I wouldshare this one to give you all an insight into what I take inspiration from.
SCREENSHOTS:
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MAP VI: "Woodwork"
MIDI: "Deathmask" by "Lippeth"
PLAYTIME: 3:00 - 3:30 Minutes
BACKGROUND:
This one, as you can probably tell, was heavily inspired by "The Plutonia Experiment" IWAD by "Dario and Milo Casali". At the time, I was thinking about building an episode based around that inspiration, which eventually came to be "The Plutonia Nightmare"
https://www.doomworld.com/forum/topic/144496-the-plutonia-nightmare-complevel-9-demo-map-full-wad-coming-soon/?tab=comments#comment-2789045
However, I didn't include this particular map in the plans because I thought it seemed a tad too under detailedand vanilla. Nevertheless, I finished it up and put it on the backburner for some possible release in the future. It uses textures from the 32in24-15 texture pack, and has had some updating to make it more palatable.
SCREENSHOTS:
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MAP VII: "Demon Dance"
MIDI: "Influx" by "Psyrus"
PLAYTIME: 3:00 - 3:30 Minutes
BACKGROUND:
Another Romero inspired map, although this time looking at this work from "Knee Deep in the "Dead" I wanted to try and capture that original feeling of starting "Hanger" for the first time and seeing the carnage unfolding through the marine's point of view. My second point of call was to once again, practice some of the boom features I was still getting used too. Overall, with some recent tweaks, I bought this one up to speed and decided to share it. This map also uses textures from 32in24-15, although to a lesser extent than "Woodwork."
SCREENSHOTS:
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MAP VIII:"Annihilation"
MIDI: "Claustrophobia" by "ClumsyDoomer"
PLAYTIME: 3:00 - 4:00Minutes
BACKGROUND:
Another Plutonia inspired map, this one made on a short break between projects. With this one, I wanted to see if I could capture the look and feel of "The Plutonia Experiment" while still maintaining a sense of my own personal style.I think it worked for the most part and although it is a harder map than the pervious 7, I still think it maintains an equilibrium with what is fair.
SCREENSHOTS:
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that's about it until the next update!I hope you all enjoy! feedback is greatly appreciated! thanks everybody!
Additionalcredits: Color Palette pulled from TTOB by @rafael2100(Sourced from 32in24-15 v2)
Edited by dmh094