THT: Threnody

Screenshots:


Screenshot_Doom_20160212_154912Screenshot_Doom_20160212_155022Screenshot_Doom_20160212_154723

Screenshot_Doom_20160212_154744Screenshot_Doom_20160212_154822Screenshot_Doom_20160212_154832

Information:

  • Project Name: THT: Threnody
  • Game: Doom II
  • Engine Needed: Boom Compatible
  • Game Type: Singleplayer/COOP
  • # of Maps: 20
  • # Contributed: 1
  • Status: Released
  • Release Date: 07/31/16

Description:

On July 31, 2015, Ty Halderman, the /idgames archive maintainer and notable Doom modder passed away at the age of 69. Ty was an important part of the community, and was essential for the smooth operation of the /idgames archive, a rather thankless but important job.

After his death, a community project to pay tribute to him was proposed. I volunteered to create a map for this project, but didn’t get around to it for a while until Chris Hansen took over the reigns and asked if I was still interested in contributing. It was around that time that I started work on my map. I also spent some time making some new sky textures for the project, a titlepic and interpic using some pre-selected images from Chris as a base, and a few other graphics.

After around a month’s worth of on/off work, I finished up my submission, titled Fomalhaut. The name comes from the name of a star, but it also comes from the name of a boss from Thunder Force IV (which is where I grabbed it).

Fomalhaut is a fairly large techbase set in a dark, rocky moon-like landscape. I limited myself to pure Doom 2 resources (save for the sky texture, a fixed step texture, and waterfall textures) and I had a blast working on it. The map is semi-non-linear in that at couple points in the map your allowed to choose a direction and do some side-exploring before being locked into a route. The difficulty progression starts out easy and then towards the end of the map shoots to hard very quickly. The weapon progression follows this difficulty curve as well, with the SSG being one of the last weapons you’ll likely run into (depending on how you explore the map). The map will likely end up somewhere in the middle of the final project, perhaps has an episode finale. On the whole, I’m very happy with how this map turned out, and I hope it is a worthy contribution to Ty’s tribute.

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