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DOOM

This bundle is marked as high quality. It exceeds standards and is highly desirable.
DOOM


The name is no coincidence. I tried to capture the crazy action from the popular shooter.

To provide the best shooter experience possible in WarCraft 3, I removed most of the UI and allowed for shooting with left clicks.
Jump boots are activated with a double right click.
Besides for a few more hotkeys that's all you need to slaughter hordes of flesh-hungry demons.
That, and a ton of guns.

Guns that previous squads brought into hell:
USP pistol
M3 shotgun
MP7 sub machine gun
M249 machine gun
AWP sniper rifle
Stun Gun
Railgun
Coil Gun
Flamethrower
Chlorine Thrower
Grenade Launcher
Rocket Launcher
Big Field Gun (BFG)


Rewards for killing pentagram bosses:
Dark Matter Accumulator (DMA)
Chainsaw


Demonic Shrine artifacts:
Crucible

Space Reset Cam
T Heal/Revive
2x T Heal Self
F Drop Gun
Q Switch Gun
R Manual Reload
Left Click Shoot (or Heal/Revive, if activated)
Right Click Smart Order as usual
2x Right Click Jump Boots (Fly away)

H Switch Jump Boots to hotkey E
ESC
Vote to skip intro; disable intro flashing and sound for yourself.

Gameplay

The gameplay is similar to my previous horror shooter map City of Terror, but with less story, less hiding and more frontal action.
You were sent through a portal, which collapsed in the process, leaving you trapped in another dimension - or did hell invide our dimension?
It doesn't matter.
Find 5 shards to fix the portal generators and get out!
But as the generators charge up, more demons are attracted by all the noise…

Each wave different ones show up and require different tactics and guns to survive.

Currently there are:
Corpse Muncher - your basic ghoul
Living Slime - fast and many
Shadow Dancer - Teleports a short range towards you, just as that missle was about to hit it...
Scorpion - Jumps behind you, catching you while you try to run away... you fool...
Skull - Possesses other demons to make them faster or detonates corpses near marines

Bosses:
Carnivore - Spawns even more LivingSlime
The Rejected - Spits venomous blood at near marines, slowing and hurting them
Scorpion Overlord - Well, a huge and far jumping scorpion
Guardian - Surprise ;-)

Bosses that spawn when attempting to take a generator shard (See screenshots):
Scavenger - A nasty little beast that jumps at you if you try to fly away. Best to kill it quickly without fooling around!
Henchman - Stampedes in zig-zag lines, leaving behind a trail of fire or ice.
Razor Bone - A nastly skeletal scorpion that burrows and impales you from below.
Faceless - Has ranged attack and summons flesh tentacles that grasp at you.
Overlord - Slams the ground, hurling a bouncing wheel of fire. His mighty fist crushes nearby mortals to dust.

Bosses that spawn when activating a pentagram:
Parasite - A creep that is surrounded by spiderlings and pulls you towards him.
Swallower - Hits you so hard with his steel fists, that you drop your gun.
The Deceiver - A dark sorceror, summoning pools of zombies.
Vile Temptress - A flying succubus that charges at you.
Blind Hound - A hell hound that knocks you away with his horns.
Currently each pentagram spawns a Dark Matter Accumulator or Chainsaw!

The uber boss: Mephisto
Upon activating too many generators at once (usually 3), ~150 lesser demons sacrifice themselves to summon the mighty Mephisto, lord of blood.
He is a much harder enemy than all other bosses in the game, so think twice before bringing him into your realm.
But, if you beat him, you skipped some regular waves and are as good as home!

The Three that are One
Special boss that can enter the game when you use the Crucible (see Demonic Shrines).
Three immortal infernals that hunt you down, burning you with hellfire.
Their presence is split into three and each entity is connected to the others via a searing beam.
You can only stop them for a while by hurting them enough – unless you have the Crucible artifact.
The Crucible can permanently trap one of the entities. But if you pick it up, the entity will be freed again.

Marines can heal and revive each other with medkits. And they should protect each other and coordinate their actions. That works best to survive!

In the north of the map the players will find a circle of demonic shrines. Each will give a buff and malus upon touching it (see screenshots).
You can choose to touch up to 3 shrines to change your gameplay and get a boost:

Demonic ShrineBonusMalus
"tempus fugit"
(time flies)
You get triple jumpDemons get +20% move speed
"aequam servare mentem"
(keep the mind calm)
Your missiles get +50% hit radius (and so better accuracy and damage)Demons explode on death
"celeritas"
(dexterity)
Your reload time is halvedYou cannot move while reloading
"voluntas"
(volition)
You get 2 hp/sec and 10% move speed bonusHalf sight range (1400 -> 700)
"ferro ignique"
(with fire and sword)
You receive a blessing, burning nearby demonsDemons will focus on you
"tenebrae vincunt"
(darkness prevails)
You attacks are crafted with demonic powerSlain demons drop orbs that can merge into new demons (like in Path of Exile)
"qui totum vult totum perdit"
(he who wants everything loses everything)
You get the Crucible weapon (charges on demon souls)'The Three that are One' will spawn at some point

Version

I have a lot of improvements and new content on the list and I'd be glad to hear even more suggestions from you guys!

1.1w
- Crucible works properly
- Mephisto doesn't always spawn after 5th generator
- Stronger rocket launcher; chlorine spreads nicely
1.1t
- Hopefully desync fix when crucible is fully charged (due to sound?!)
- Creeps spawn endlessly, while the last generator charges up
1.1r
- Reworked intro music
- Fixed bug in missile system (BFG&Flamethrower would sometimes not hit)
1.1p
- Demonic Shrines (braziers)
- Crucible
- Infernal boss
1.1l
- Railgun can be charged for higher damage
- Shooting behaves more flawlessly
- Fixed issue that waves would not spawn sometimes
1.1h
- Mephisto
- Vile Tempress (harpy) invulnerability bug fixed
1.1c
- Stability improvements/minor fixes
- Chainsaw
- Better effects for portal (cinematic)
1.0x
- Pentagrams with 5 new bosses
- Dark Matter Accumulator
- Movement disabled during jump (jumping over fences works properly now)
1.0u
- Missle system more accurate
- More stable and performant
- new Scavenger behaviour
- bosses drop 2 medkits
1.0q
- New custom tileset and generator model
- Ash weather effect
1.0p
- Less stun duration for bosses
- Shard bosses adjust HP to player count
- Ghouls patrol the forest (beginning is more newbie-friendly)
- Info when player picks up a shard
1.0l
- Desync fixed
1.0k
- Shoot over lava and some other small fixes
1.0i
- Disabled Scavenger jump for now, because it probably causes desync
- Loading screen with left/right mouse button hint
- A little less ghouls right at the start
1.0h
- Empty guns are removed, low ammo visualized
- Mortar grenade travels faster
- Removed health bars of intro marines
- Railgun effect improved
- Dungeon sounscape
- Unit shadows enabled
- Added DISBTNs
- Bugfix: BFG purge had no effect
- Bugfix: Henchman stampede was too slow sometimes
1.0f
- New terrain with lava and spikes
1.0e
- 5 new badass bosses with individual attacks that protect the generator shards
- Balancing: Marines get up to 500 bonus life (+83%), depending on number of players
- Smaller map
- Orientation arrows point toward center, next shard and allies
- Bugfix: Grenade launcher missle had weird trajectory
- Bugfix: Marine could permanently die in rare occasions
1.0c
- Bugfix: Desync I accidentally added in 1.0b with intro skip
1.0b
- Bugfix: Gun breaks when dropped during reload
- Bugfix: Possible to get stuck in objects or outside of map
- Bugfix: Creeps can "freeze" due to order spam
- Bugfix: Cannot right click in command card area
- Added epilepsy warning and hotkey ESC for intro skip
- Added alternate hotkey E for jump boots

- Save-Load Ranks that change game difficulty
- For hard difficulty: New monster spells/tactics and more than max movement speed if I can figure out a good method
- Some more tutorial aspects (Like show a hint to use space when camera is far off marine, show a hint for the arrow below marine)

Credits

Special thanks to Drake53 for his C# project. If I hadn't found this thread, this map wouldn't exist!
And also thanks to the community (I had to fresh up on some topics after 10 years ;-) and the following peeps:

Boar for helping me test.
Mayday for his loading screen tutorial.
Shadow Daemon for his BLP Lab tool.
Fingolfin for his ruined building models.
Trollschnitzel for his oil drum model.
Deolrin for his crate model.
Thrikodius for his ammo box model.
Happy Tauren for his medkit model.
Scythy Dervish for his laboratory models.
FerSZ, Murlocologist for their Mo'arg Overlord model.
The_Silent for his Scavenger model.
-Grendel for Baphomet, Man-o-war, Burrower, Bloodpool and Blind Hound.
Hayate for his Lava Pit model.
Mythic for his effects Damnation, Flame Strike, Fountain of Souls.
The_Spellweaver for his effect Pentagram.
JetFangInferno for his effects Annihilation, Desecrate, SandBreath.
Power for his effect Inferno Armor.
nGy for his effect Darkness Bomb.
HappyTauren for his lava plane.
kellym0 for his lava slags.
Dionesiist for his stygian hulk.
tillinghast for his hellraiser engineer.
67chrome for his harpy succubus skin.
Dentothor for his blood mage skin.
EvilCryptLord for his elite plague cloud.
Vortigon for his dark orb.
tee.dubs for his chainsaw.
Vestras for his blood effect.
Boogles for his blood explosion effect.
Lineager for his explosion (DMA) icon.
Fingolfin for his black hole effect.
Black Death for his Mephisto model.
General Frank for his orb of blood effect.
Contents

DOOM 1.1w (Map)

Level 13
Joined
Jun 1, 2008
Messages
360
I was thinking as a next update the generator shards will be easier to find (larger area of cracks on the ground in various directions).
But if you approach one/want to take it, a different demon spawns each time and you have to fight him for it.

Found some nice models in the model section that I might use for some evil bosses :)
Units:

Effects:
For the blocked shard: Inferno Armor

*edit: See two of the new bosses in action in the video attached below! :xxd: (Sry for echo, recording isn't working perfectly.)
Finished implementation! Currently testing.
 

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  • BossTeaser.mp4
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Last edited:

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
In the intro, the health bars flash like crazy.
Weapon and stuff icons are green on F10. They don't have a DISBTN at all or one wrongly placed.
How can you find out what the gameplay keys are? The description for the things on the down left corner don't say anything about hotkeys.
The double right click jetpack ability failed to work, maybe after taking the first shard with me. E still worked though.

Sometimes the movement and shooting is clunky because of the slow turn speed and the fast movement of the enemy.

Generally a solid map which can be improved over time.

Approved.


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Level 13
Joined
Jun 1, 2008
Messages
360
In the intro, the health bars flash like crazy.
Weapon and stuff icons are green on F10. They don't have a DISBTN at all or one wrongly placed.
How can you find out what the gameplay keys are? The description for the things on the down left corner don't say anything about hotkeys.
The double right click jetpack ability failed to work, maybe after taking the first shard with me. E still worked though.

Sometimes the movement and shooting is clunky because of the slow turn speed and the fast movement of the enemy.
...
Thanks for the feedback!
DISBTN: I'm always thinking why waste those kilobytes on textures you usually don't see the whole time - but it's ugly, yes... I'll think about it.
Health bars: you mean the standard war3 ones or the dots? I haven't seen that, but maybe I can deactivate them somehow.
Jetpack: Also never had that, will ask players to find out more.

One thing I don't understand - didn't you have the tooltips? (See attachment.)
 

Attachments

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    tooltips.jpg
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deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
DISBTN: I'm always thinking why waste those kilobytes on textures you usually don't see the whole time
I mean, it's a current patch map which means over 256mb if not 512 now over Battle.net.
Health bars: you mean the standard war3 ones or the dots? I haven't seen that, but maybe I can deactivate them somehow.
Yeah, the normal game's ones.
One thing I don't understand - didn't you have the tooltips? (See attachment.)
OK, weird. I didn't see the reload and other two options stuff. Either I haven't been paying enough attention or got confused because of the second weapon that was on stand by.
 
Level 13
Joined
Jun 1, 2008
Messages
360
Teaser for the next version. But you'll have to wait until I finished the new guns ;-)
*edit: uploaded as 1.0x!


*edit: Added chainsaw in 1.1c!

*edit:
You may have wondered what happens, if you just activate all generators at once. Currently this will spawn all waves simultaneously, a huge lag fest... In the next version activating 3 generators at approximately the same time will instead spawn the ultimate boss. This is a creature from another world, that you may know from another Blizzard game - but adjusted to Doom a little. So you can choose skipping 3 waves and try to beat him instead.

 
Last edited:
Level 13
Joined
Jun 1, 2008
Messages
360
So there is this brazier area in the north of the map. Expect a new gameplay feature that will increase replayability.
195292-fece6894a8bea1bde3bf611d10c57087.jpg
195293-d6efc6d7f16d0ab0ae788b29835fc807.jpg


Each brazier will give a buff and malus upon touching it (which you see when hovering it with the mouse - or maybe not?).
You can choose to touch it to change the gameplay and get a boost:

"tempus fugit" (time flies)You get triple jumpDemons get +20% move speed
"aequam servare mentem" (keep the mind calm)Your missiles get +50% hit radius (more damage)Demons explode on death
"celeritas" (dexterity)Your reload time is halvedYou cannot move while reloading
"voluntas" (volition)You get 2 hp/sec and 10% move speed bonusHalf sight range (1400 -> 700)
"ferro ignique" (with fire and sword)You receive a blessing, burning nearby demonsDemons will focus on you (single player: probably move speed bonus)
"tenebrae vincunt" (darkness prevails)You receive a curse, crafting your attacks with demonic powerSlain demons drop orbs that can merge into new demons (like in Path of Exile)
"qui totum vult totum perdit" (He who wants everything loses everything)You get a soul cube as weapon (throwable, charges on demon souls)An additional hardcore boss will spawn at some point

The effects will probably apply only to the marine who touched the brazier and will be available only once. So at the same time it's some kind of specialization.

* Released now! (1.1p) *
 
Last edited:
Level 13
Joined
Jun 1, 2008
Messages
360
Guys, the map is too easy after a few games. Any suggestions on how to make it harder (besides just increasing damage/health/move speed)?

I was thinking about adding ranks and depending on those the difficulty could be adjusted.

Some first ideas I had:
  • ghouls could spit acid, which disables your guns for a few seconds
  • ghouls could spawn/move in a way so they always try to encircle you
  • shadow dancers (teleporting) could have some sort of cloud of darkness/sight range decrease spell
  • scorpions could jump everytime they are attacked
  • sludges could split on death (like in City of Terror)
  • skulls could explode even without corpses
  • all bosses could be faster and stronger
  • some bosses could have a spell that traps you in a ring of fire or something like that
 
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