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A jam submission

Phobos FrackingView project page

A Doom 2 speedmap for the #20hours20monsters challenge
Submitted by Ti R² — 8 minutes, 31 seconds before the deadline
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Phobos Fracking's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#14.3864.600
Aesthetics#44.3864.600
Overall#53.8144.000
​Respect to restrictions#82.6702.800

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Total mapping time:
18 hours spread over many days

Did the monster count limit present an interesting design challenge?
Yes, but it was also great at keeping me from giving into scope creep.

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Comments

Submitted (1 edit) (+1)

This was hard! XD
It took me a while to figure out what to do in the poison area with the cyberdemon, and I got killed a lot in the process, so I had to save to avoid repeating the first half of the level until I found the correct way.
The secrets were fun to find. In the last one I was: "Oh, a Sigil reference!". XD
And the "disco room" with the archviles at the end was awesome looking.

EDIT: Hmmm, looks like it's not vanilla complatible, I can't play it in Chocolate Doom.

Developer

Thanks! I've tried to signpost the way down with health bonuses but I believe I didn't on the harder difficulty. Admittedly if you just make a straight run for the castle you'll probably live and I didn't really add much on the way there to make it worth it going the longer route.

You're the second person to tell me it isn't compatible yet I used Doom 2 mode strictly and I did test along the way (not the lastest version tho, as I only had some minutes left haha). I will look into it tomorrow.

Submitted(+1)

Maybe the 100% vanilla compatible restriction shouldn't count at this point?

I'm finding more maps that can't be completed in Chocolate and I don't feel good rating the "respect to restriction" part badly in all of them. xD

Developer(+1)

Indeed, maybe "limit-removing"/Crispy Doom would've been a better choice. I was trying to simplify it for new mappers, not make it harder haha!

But more jams will come, surely :D Either way, ratings are visible as separate criteria and I don't think it's fair for those who made the effort, so I don't mind the bad ratings for my lack of testing.

Submitted(+1)

I loved the hard but fair encounters, that make you think a bit. After playing this I felt I should have made my map harder, have more archviles. Nice gimmick with the shootable crates. Architecture is awesome.

Not vanilla compatible tho.

Developer

I hope it wasn't too hard. I'll admit I mostly tested it on medium, then I just ran the other difficulties a couple of times. Easy is meant to be an absolute cakewalk if not for the platforming, and I did manage to finish it on hard but I had to res myself a couple of times, which I thought was fine given I'm not that good of a player.

By the end of it I was just testing on GZ and didn't run it on vanilla. Did I hit the visplane limit? :'( I'll have time to take a closer look tomorrow. Thanks so much for the feedback!

Submitted(+1)

It's pretty hard in UV but I made it, and I am not the greatest player either. Yet I must not play doom on lower difficulties than UV ;)

I ran past the Cyberdemon. Would have been easier if I kept that invisibility secret for the end.


Developer

Yeah I didn't put that Cyberdemon there to be killed normally, just as an obstacle. There's a secret that kills it, tho, to allow a 20/20 run.

Submitted(+1)

Loved the mechanic of breaking crates/objects to progress; and some really rad lighting work in that last room!

Developer

Thanks so much! On the lighting, I can only dream of doing that awesome high contrast stuff many mappers do nowadays, but I did try to play with it a little haha