- Project Name: 32in24-14: How the Hamburglar Stole Christmas!
- Game: Doom II
- Engine Needed: Boom Compatible
- Game Type: Singleplayer/COOP
- # of Maps: 42
- # Contributed: 1
- Status: Released
- Release Date: 01/18/15
32in24-14: How the Hamburglar Stole Christmas is the 14th installment of the 32in24 series. This was one of the very rare single player/cooperative mapping 32in24 sessions, the only other one being Diet 32in24 which didn’t get to the full 32 maps required by the project’s goals (also I didn’t get to contribute to that one).
In addition to the usual goal of creating 32 maps within 24 hours, we were allowed to use any maps from previous 32in24 sessions as bases for our maps (excluding the previously mentioned Diet 32in24). The maps needed to have some sort of Christmas theme to them, even if it was just in name. In addition, we were allowed a week to test and polish up our initial maps with the help of some playtesting. Singleplayer maps tend to be more time-intensive than DM or CTF maps, and the previous 32in24 session which attempted such maps didn’t meet its ultimate goal (Diet 32in24 only had 16 submitted maps). Even with the extra work required for these kinds of maps, the session surpassed 32 maps quite handily!
I submitted a total of 1 map for the projected, entitled “Missiletow“, which ended up becoming MAP29. I had plans to make 2 maps initially – one map which was going to be more paced and easier overall, and another with more of a slaughter~ish arena style to it. However since this session was so close to Christmas time, I was too busy to do two maps; in fact, I barely finished up my only submission on time.
Missiletow is a poor word play on the famous Christmas tradition of hanging mistletoe in your house. The map starts the player out with the Rocket Launcher, which fires “missiles” and, uh, yea… that’s where the name came from. Since I was unable to do 2 maps, I decided to mix my initial ideas into one map. Missiletow start off fairly difficult, but it keeps that difficulty at a steady pace until the end of the map. Towards the end of the map, I ramp the difficulty up a bit, ending with a BFG slaughter fight for the exit.
The map was initially just a monotextured layout with the bare necessities in terms of texture cues (key markers, switch textures, doors, etc). After the initial 24 hour mapping period, I spent 2 solid days towards the end of the polishing week detailing the map and making minor gameplay changes and bug fixes. The end result was an icy gothic technoscape, which I think came out pretty well given the time I had to work on it. All in all, I’m quite happy with both the gameplay and visual aspects of this map. And I’m also happy to see that a 32in24 session was able to do a successful singleplayer megawad while preserving a fun gameplay experience.