Doom: Halloween.wad

The Halloween level was never publicly released, so here it is.

It’s been a busy few months. Wish I could say I spent all of it making levels but no. I’d love to make another one tied to this. It was a good learning experience.

Halloween.wad, by Rolo
http://www.mediafire.com/file/0uit0i22xgoii4g/Halloween%20by%20Rolo.wad

The map is built in Boom format but uses decorate to replace a monster, so you’ll need a source port that can support that. I used GZ Doom.

February Painting

More miniatures.

Doomguy is from Klukva Miniatures. Very clean resin casting, quite easy to paint.

The two ‘Elite Guard’ Nazi ladies are from Thrilling Tales’ She-Wolf characters pack. The models had a lot of flash but they’re old school in design and quite fun to paint.

Caleb and Corzo are from Wargames Foundry and their cowboy line – one of the only lines that has a cowboy wearing a poncho. There are plenty of good Calebs out there, but they’re all part of bundles, and none of those bundles have a passable Corzo in them.

Doom: Halloween.wad

WIP of Halloween level. Ignore the default sky texture, something else is going there eventually. The valley and crypt is the beginning area before the player drops into a deep cavern that becomes a black and orange metallic hell.

I started to get the hang of decorative mid-textures after looking at how Skillsaw uses them. Study other authors’ levels to work out how they pull stuff off.

Doom Mapping Advice

“Any advice for beginner Doom Mappers with no ideas for the full picture?”

I can vouch for the tried-and-true method of just jumping in and teaching oneself everything about Doom mapping, since it is a very accessible medium of creation – seriously, drawing simple lines and shapes is really all it takes… well, okay, maybe not.

However the community itself is rich in resources to help you get off the ground. There are editing tutorials all over the place:

Of course there’s a lot beyond this – and you might want to make maps, and be able to, but be quite stuck for actual ideas. Again, the community is there to help.

  • There are name generators and theme generators out there. Of course some of these are ineffably silly, but hey, sometimes a silly idea might stimulate you creatively in ways you’d not previously considered.
  • OBLIGE is a level generator that can help you gain a general idea of how a Doom map layout can work. It is generally frowned upon to use these layouts “out of the box” though, so use them for inspiration, but don’t go generating a bunch of maps and then releasing them. 😛
  • The Doomwiki is a great resource regarding specifics of the engine.
  • There are innumerable community projects ongoing at any one time, especially on Doomworld, with specific restrictions like using a certain size of playable area, or specific enemy placement. Limitations breed creativity, so hopefully you’ll find one that stimulates and challenges you!
  • Just doodle! Find some blank paper, whether it has lines/squares or not, and get sketching. Interesting things are bound to arise.
  • Play a lot of Doom. Seriously. The maps the community makes are invaluable sources of inspiration. We’re a stupidly creative bunch.

Klukva Miniatures

Look what finally arrived from Russia!

I was surprised by the quality of it. The package came in a sealed padded envelope and is a sturdy MDF box. It took two and a half months to arrive, but it was dispatched fairly promptly so that’s not the sellers fault. The miniature is resin and the detail is extremely crisp. I had the option of giving Doomguy (sorry, “Hell Crusader”) a pistol or have him flip off his opponent. I choose the latter option.

Klukva Miniatures sell him for 9 euros, they also do some not!Overwatch miniatures.

Giant demon lord and Minotaur Queen are not included.

300 Minutes of /vr/ Map – Trench

I’m finishing up a second submission for the “300 minutes of /vr/” speedmapping challenge. This one has gone a lot smoother than Syndicate. It’s a Doom 2 techbase involving crossing a trench of slime.

The pictures show about 3 hours worth of work. All the tags, lighting and sector geometry is done. The only things left are some teleport traps, monsters placement and weapon pickups.