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MAP04: Faxanadu (in progress)
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- Project Name: Vela Pax
- Game: Doom II
- Engine Needed: PRBoom+ 220.127.116.11 or higher, ZDoom, Eternity
- Game Type: Single Player
- # of Maps: 6
- Status: In Progress
- Release Date: -/-
Vela Pax is planned to be a set of 6 single player maps for PRBoom+, ZDoom, EE and any other Boom-compatible, strong limit removing port with support for ZDoom’s extended node format. I’m restricting myself to Doom 1 & 2 textures save for some new sky patches and a couple new *FALL textures. There’s going to be new module music and a couple of graphical replacements here and there, but otherwise it’s going to be built using stock resources. As far as visuals go, I’m doing my usual level of detailing but I’m trying to focus more on interesting architecture too. I’m also trying to shoot for a more ambient, atmospheric feel to the maps, similar in concept to Doom64/PSX Doom.
The 6 maps will be separated into two distinct themes of 3 maps per theme: Techbase/Human Construction and Gothic/Hell/Flesh. Each map will be playable from pistol start. COOP and DM starts will be placed but will not likely be tested. Gameplay and flow will be a mixed bag but you’ll surely find some non-linear designs and difficult situations. Each map will be fairly large with gameplay averaging around 1 hour per map. Difficulty levels will be implemented and the range of difficulty should cover a wide range of playing skills.
The main goal of this project is to try and gain some more experience with single player mapping. Most of my previous works have all been multiplayer oriented so I figured I could use the practice as well as have a little fun with the stock Doom resources. I hope to put what I learn from this project to good use for my future endeavors, such as Supplice (yay for shameless promoting!)
Questions, comments, cookies or whatever are always welcome!
Click spoiler below for maplist and quick descriptions of the remaining maps.
MAP01: Excella – Done
Description: Techbase with lots of silver and green STAR* and TEKWALL, COMPBLUE, computers, brick and grey concrete, crates, some brown textures and uses water flat. Gameplay will likely be a mix of linear and non-linear and will come in standard first map fare; zombiemen, imps, demons, cacos, hell knights, maybe a couple higher-tier monsters. Weapons will be limited to chainsaw, shotgun, chaingun, and maybe a well hidden rocket launcher and/or ssg.
MAP02: Substruct – Done
Description: Gloomy, overcast water facility. Sort of an industrial techbase. Lots of concrete and brick, COMPBLUE and some TEKWALL, some metal, some SLADWALL and green textures, lots of water, some crates. Gameplay is almost completely non-linear; the player chooses from numerous different paths at the start of the map. Opposition is a mixed bag with lots of hitscanners, damage soakers, and other infantry-style monsters. Boss monsters make a bigger appearance in this map than they do in MAP01. All weapons are available; SSG is further on in the map or can be grabbed earlier but with some consequences. Plasma and BFG can only be found in secrets.
MAP03: Pinion – Not started
Description: Human construction with heavy emphasis on an industrial setting, set on a mountain range sprawl. Lots of browns and metal textures, gold STAR* textures, CEMENT, lots of the white rock texture, lots of TEKWALL, some computers and COMPBLUE, some bricks, more crates, and will use the nukage flat. Gameplay will flow similar to MAP01 but with more emphasis on non-linear flow. Opposition will ramp up with lots of flying monsters and damage soakers. Copious use of damage soakers like Baron’s and Mancubus’s. Boss monsters will be used numerous times as well. Infantry will be sprinkled in. All weapons will be available while SSG will be available sooner in the map than in MAP02; BFG and/or Plasma will likely be hidden.
MAP04: Faxanadu – Layout/Detail 25% : Lighting 0% : Gameplay 0%
Description: Mixed human construction and demon/hell influence. A gothic cityscape on the verge of being taken over by hell. Lots of city-style structures and layouts. Some underground/rocky locales. Will make plentiful use of brown bricks and stone, lots of metal, lots of wood, marble and GSTONE, some fire and red elements but not a lot, some flesh, and lots of brown sludge. Monsters will compose of lots of infantry hitscanners and imps and demons. There will be lots of Hell Knights/Barons as well as Revanants. Also lots of interesting Archvile encounters. Other monsters will likely be mixed in other, more strategic places. Boss monsters will make an appearance but less so than in MAP03; perhaps in tougher situations. All weapons available. SSG and RL will probably be available pretty soon; Plasma will be made available without having to access a secret. BFG will likely be in a secret.
MAP05: Apollyon – Done
Description: Massive and complex hell fortress. Copious amounts of fire and lava; lots of bright, hot looking red bits. Emphasis is placed on forboding, thick, towering structures. Lots of brown and red brick, vine GSTONE, some flesh, wood and metal, marble, some brown rock. Lava, and lots of it. Gameplay consists of a few linear bits with lots of long, non-linear bits. Monster composed of copious amounts of Revenants, hordes of Imps, Demons, and zombies, and a few Archviles. Lots of Mancubus and quite a few frantic boss encounters. All weapons are available. SSG is available at the beginning of the map and RL is not far behind it. Plasma is available early on as a secret with another available later on in the map. BFG is available early on and later on it two different secrets; one harder than the other.
MAP06: Dreamsnake – Not started
Description: Abstract, hellish, dark, fleshy demon construction of some sort on an unknown planetoid floating through space. Lots and lots of red GSTONE, flesh and blood and gore, lots of metal, lots of wood, some brown brick, lots of fire and red bits. Emphasis placed on towering architecture large open expanses. Needs copious amounts of blood and flesh. Gameplay will be non-linear. Opposition will consist of lots of infantry hordes and smaller hordes of Cacos, Hell Knights/Barons, Revenants. Lots of Archvile encounters, though not too crazy. Lots of sniper monsters including Chaingunners, Arachnotrons, Mancubus. Higher boss encounters but in slightly less stressful situations than in MAP05. Ending must be big; possibly thinking about adding a new monster through Dehacked for this. All weapons available without having to find a secret. RL/Plasma/BFG can be obtained earlier in the map in secrets.