Doom modder Ben Mansell made a level for Doom 2 that is so big that it takes upwards of an hour to complete. Probably a few hours for most on a first run.
Dubbed Foursite 4-in-1, this colossal stage is practically a campaign in its own right as it links four already giant levels together to one central hub.
Each of the four stages-within-a-stage culminate in a 'boss room' with especially hazardous obstacles. Each of the four quadrants has a different visual style and enemy types. Once a key is acquired from each of the four quadrants, the door to the final boss can be unlocked.
Mansell noted on Reddit that it took his friend three hours to complete Foursite on their first run. Based on Mansell's 66-minute playthrough below, I can believe it. (Bear in mind that this is the designer running through it, so he knows exactly where he's going and what to do.)
It sounds basic, but there's a lot of complex level design in this colossal labyrinth, with various killing floors consisting of moving platforms and shifting gears.
'A recent trend in Doom mapping, as computers get ever more powerful, is to create so-called 'Slaughtermaps', where it's the player and a thousand enemies in a single room. It's a perfectly legitimate style of play, but I always enjoyed the more environmental elements of the original games: the complex levels, the non-linear progress, the environmental storytelling,' Mansell told me over Skype. 'So I tried to build a map that didn't just rely on shooting enemies for the enjoyment.
'I think the ideas I'm most proud of are the environmental ones: for example at the end of the first quarter there's a room where you have to run across platforms while Mancubi shoot at you. That's the kind of environmental puzzle you don't get in that many modern Doom maps. The very last room too (forgive the spoiler!) has you dodging between moving platforms trying to keep out of sight of a final boss that never stops shooting you. It's entirely a timing based puzzle, and feels quite different to a lot of what else is out there.'
Intriguingly, this Mansell's first Doom map and one of his only experiments in game design. He's not a developer, but rather just a huge Doom fan looking to make his mark in the world.
'It was very much a hobby for me, a few hours a week over the last year or so,' he said, noting that the full level took around 300 hours to build. 'I've always wanted to do something creative, to make something other people can enjoy, and I guess it seemed like a Doom map was my best shot at making something decent!'
Mansell noted that his only background in level design was 'dabbling' in Quake 3 and Doom 3 back in the day, which is when he brainstormed the core concept behind Foursite.
'I originally doodled the design for the map (four wedge shaped quadrants around a central corridor) during an accounting lecture at university in about 2003, back when Doom 3 was new and it came with a map editor,' Mansell said. 'I never did make the map (I was never good enough or had the time), but the general idea hung around at the back of my brain. When I decided to make a Doom map, it seemed like the only option of what to make. It ended up being so big because it just felt like it had to to live up to the idea I'd been carrying around for so many years.'
When asked if Foursite was made in hopes of attaining a career in game development, Mansell said it was mostly for fun. 'I've found it a very enjoyable process, and was really amazed by just how active the Doom community still is,' he said. 'For example the level editor I used, called GZDoom Builder, is still being actively improved by its developer. New source-ports and features appear pretty much constantly, so it still feels like a very fast moving community to be part of, even for a game that's so old.
'I think Doom still has a bigger modding and mapping community than even something like Quake. Partly because it's a simpler game, so is easier to play around with, but also I think the core gameplay has that kind of arcade simplicity that doesn't really get old.'
You can download Foursite 4-in-1 from ModdDB. Note that it requires Doom 2.
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From DoomWiki.org
Master Levels for Doom II box.
Australian magazine advert for the Master Levels for Doom II.
Master Levels for Doom II CD, from the Depths of Doom collection.
The Master Levels for Doom II were released on December 26, 1995 by id Software as an expansion pack for Doom II. It was also included as a bonus on the Doom 3: Resurrection of EvilXbox game disc in 2005, and in Doom Classic Complete on PSN. The PlayStation version of Final Doom includes 13 levels from the Master Levels.
The CD contains twenty WAD files created by various authors under contract. The file TEETH.WAD contains a secret level, so there are a total of 21 levels. To ease playing these WADs, the collection also includes DOOM-IT, an application created by Chris Badger for id Software which allows the individual WADs to be loaded through a menu interface.
As a bonus, a poster and 1830 amateur PWAD files downloaded from the internet (collectively called Maximum Doom) were also included in the retail release. (The Maximum Doom levels are not included with the downloadable version found on Steam.) Also of note is that some of the contracted designers for the Master Levels had levels they had previously released on the Internet that were included in Maximum Doom.
The CD also included a digital catalog called id STUFF, which offered encrypted software for which an unlock code could be ordered, as well as mail order products such as T-shirts.
Motivation[edit]
It has been mentioned by John Romero, John Carmack, and several of the involved mappers that the primary motivation for the creation of the Master Levels was to 'give the D!ZONE guys a run for their money,' as id Software had become increasingly dissatisfied with other companies releasing various shovelware CDs full of Doom add-ons without any of the windfall reaching back to id. According to mapper Sverre Kvernmo, id was looking for skilled mappers who might have a lot of existing unreleased material that could be included. As a result, most of the Master Levels wads are parts of pre-existing series, some of the earlier installments of which had previously been released on the Internet.
Levels[edit]John Anderson (Dr. Sleep)[edit]
Jim Flynn[edit]
Christen Klie[edit]![]()
Sverre André Kvernmo (Cranium)[edit]
Tom Mustaine[edit]
Tim Willits[edit]
Master Levels Menu Interface[edit]
The Master Levels Menu Interface is a 2010 ZDoom WAD created by Zippy which is designed to replicate the menu functionality of DOOM-IT in-game and allow all 21 levels to be played without restarting the engine each time. Once the WADs are added, the Menu Interface can be loaded in ZDoom, and used to play each WAD at any skill level in whichever order the user wants; they will be returned to the menu each time they complete a level.
Notes[edit]
Native support[edit]
The Eternity Engine's Master Levels selection menu.
Recent versions of the Eternity Engine include native support for playing the Master Levels from within Doom 2 without use of command-line parameters or the need to exit the game to play other maps or the normal game. After configuring the directory in which the maps are stored (it will be automatically detected if installed via Steam or in the standard DOS install location), the menu pictured to the right can be used to start any of the maps. The secret level of TEETH.WAD is accessible by using the secret exit switch in the first map of that WAD file. After a level is completed, the menu reappears. A new map can be started, or escape can be pressed to return to the Doom 2 title screen.
If Crispy Doom is able to detect MASTERLEVELS.WAD, it can be loaded as a PWAD for Doom 2, with fixes to ensure that Tag 666 still works properly in the fourteenth and fifteenth levels. If the normal exit in MAP20 is activated, the game will end with a simple congratulatory message, which is also shown if the player finds the secret exit to MAP21 and finishes that level.
Classic RBDOOM 3 BFG can assemble the individual Master Levels WADs into a copy of MASTERLEVELS.WAD. Like Crispy Doom, the port ensures that the necessary maps behave as they're supposed to despite using a different level number, and also includes a second file titled mlbls.wad. The contents of this wad include a custom INTERPIC based on that of Doom 2, but colored white to match the boxart of Master Levels, level names to appear on the intermission screen, and John Anderson's starry sky textures. Unlike Crispy Doom, there are different endings depending on whether or not the secret exit is found on MAP20.
Level progression[edit]
While there is no real level progression in the original PC release, the console releases have organized them in episodes, generally based simply on alphabetical order.
Sources[edit]
See also[edit]
External links[edit]
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Retrieved from 'https://doomwiki.org/w/index.php?title=Master_Levels_for_Doom_II&oldid=194722'
If you've heard of Grezzo 2, then you know what this is about. If not, go somewhere else. It's not worth finding out about if you don't already know. Anyways, multiple people (including myself) have expressed interest in the resources that were crammed into Grezzo 2, since some of them actually don't look half bad. Here's all that I've figured out so far, hopefully some other doomers can assist in identifying more stuff:-=Maps=-All of these have had various monsters, props, and items haphazardly scattered around them, and in some cases texture overhauls and/or minor architecture edits Impara a Giocha (Learn to play) SCOLA - Unknown CORSE - Doom: World Carnage League - Concept Level MAP02 (by Russel Pearson) La Storia (The Story) 01MESSA - TurboCharged ARCADE! - The Sequel Episode! MAP05 (by Xaser and Jimmy) mixed with ArmageDoom MAP01 (by Sergeant Mark IV) 02HOME - Unknown. This level is actually really huge, but you explode and die after leaving a small area. Possibly from ArmageDoom? Note: this map was based off Doom Center in the demo version 03PARA - TurboCharged ARCADE! - The Sequel Episode! MAP01. (by Xaser and Jimmy) Note: Still Contains a shitload of unused scripts and dialogue from the original map. Note 2: Mixed with a small map which took up its entirety in the demo version 04EMI - Zblood+ MAP01 (by J. S. Graham and Joseph Otey) 05MIKE - Unknown MAP09 - Church.wad MAP09 (by Arch) 07CIRCO - Happy Time Circus MAP01 (by Shitbag) 08METRO - Runaway Train (by Enjay) 09COOP - Unknown. 10XMAS - Unknown, same map as 02HOME END - Unknown. Livelli a Cazzo (Random Fuckin Levels AKA Invasion) INV01 - Unknown. Again built like levels 1, 2, and 10 MAP61 - Unknown. INV02 - Unknown. Porcodio A Perugia (Pig God In Perugia) PORCODIO - Doom Center 2 MAP60 (Various Authors) Giochi Senza Frontiere (Games Without Borders AKA Deathmatch) DMMARIO - Super Mario Bros. Deathmatch MDM02 (by Captain Toenail) DMCHURCH - Strange AEons (by DBThanatos and -=DS201=-) DMJUR - Moonlight Glade (by Ivory) DMMINO - Unknown. DMCIRO - Unknown. DMGARAGE - Unknown. DMSUDI - Unknown. DMFORNO - Unknown. DMBLOOD - Unknown. DMTEMPO - Unknown. DMGENCO - Unknown. DMZORRO - Unknown. DMASCA - Unknown. DMVESPA - Unknown. DMTRENO - Unknown. Same map as END DMBUTT - Unknown. DMFACT - Unknown. DMHOOD - Unknown. DMDUKE - Duke Nukem 3d TC MAP01 (by Areial and DoomFiend) DMCOSTA - Unknown. DMMIKE - Unknown. Credited to MR. ROCKET DMBOWL - Unknown. Credited to Kashtanka DMVIANE - Unknown. Credited to Damage/Hunter_Killer DMTOWER - Unknown. DMDIPRE - Unknown. Contains a strange monster based off Slenderman DMMISS - Unknown Zblood+ Map. DMBUCO - Unknown. DMSBUDE - Unknown. DMROB - Unknown. Credited to Captain Toenail DMEMI - Zblood+ MAP01 Again DMVERI - Unknown. DMOSP - Unknown. Credited to Grymmoire DMURBAN - Unknown. -=Music=-This thing contains a truckload of copyrighted MP3s that nobody seemed to mention when talking about it before. I tried to list them in order, but gave up after the tutorial and story levels Earthbound - Giygas' Theme Kevin MacLeod - Pixel Peeker Polka (Remix) The Prodigy - Invaders Must Die (Aquila Killed The Carebears Remix) Oscar Prudente - Stadium John 5 - Plastic Pane Del Cielo (Performer Unknown) Christian Ice & Friends - Non mi dispiache, non me ne pento Tu Se La Mia Vita (Unknown Remix) Deathklok - I Ejaculate Fire Wham - Last Christmas Super Mario Land - Birabuto Kingdom (remix) Franco Bracardi- Se penso a te Gianni Morandi - Uno su mille Christian Ice ft. Matteo Montesi - Un sol corpo, un sol spirito New Glory - Sorrisi Protricity - Metal Slug 3: Light 'Em Up (OCRemix) Instant Remedy - Ghosts 'N' Goblins Trance Version (OCRemix) Marvel Vs. Capcom 3 - Arthur's Theme Immanuel Casto - Che Bella La Cappella Isan - Remegio Blood - Dark Carnival Theme from Stephen King's IT IT - Circus Source Roco - La Silvana al Minimetro Scatman John - Scatman's World Scatman John - Scatman Justice - Genesis Justice - Phantom Pt. 2 Justice - One Minute To Midnight Gabry Ponte Feat. Little Tony - Figli Di Pitagora Silent Hill - UFO Ending Luca Jurman -; Sorrisi is magic Richard Sanderson - Reality Gigione - Buon Natale David Hasselhoff - Hooked On A Feeling (Radio Mix) Max Payne 2 - Main Theme Peter Maffay - Du Bist Alles Doom 2 Best Map PacksDeathklok - DeathfamBilly More - Up & Down (Don't Fall In Love With Me) [Original Radio Edit] The Berzerker - Corporal Jigsore Quandry Castle Crashers - Archetype Castle Crashers - Spanish Waltz Super Mario Remix (Artist Unknown)http://www.youtube.com/watch?v=7E9pcX_Ar6o Noi I Ragazzi Di Oggi (Various Artists) Shahram Shab-Pareh - Paria Santa Maria del cammino Gigione - Padre pio Sandra Milo - Ciroooo (Skin Bruno Oddioddio No Video RMX) -=Other WADs, Games, etc. this thing stole from=- -Brutal Doom V17 (Completely intact) -Doom Center 2 (Mostly unmodified wad included) -AbandonedRig.wad (appears in trailer, but nowhere in game) -Lunatic.wad (appears in trailer, but nowhere in game) -Zblood+ (All monsters and weapons, some maps, some props, some items) -Action Doom 2 Urban Brawl (All weapons and some sprites) -Action Doom (Assault Rifle, edited version by Snarboo) -NMN's Minigun (edited to add hands by Snarboo) -WhatDaFuck05.wad (Some enemies, All textures, some maps [unknown which ones as of yet], Some weapons, and some enemies) -Happy Time Circus (Everything but Music) -Happy Time Circus 2 (Some Enemies) -Police Brutality [Weasel presents: Terrorists!] (Just about everything) -Zharkov Goes To The Store (Fists, partially sprite swapped) -Nashgore.wad (Pretty much intact again) -Numerous Realm667 Weapons including but not limited to: ![]() --Knife --Revolver (PS) --Angled Pistol --Ego Smasher --Bearkiller (reskinned) --MP40 --Tommygun --Uzi --Hunting Rifle --Devastator --Flamethrower --Pyro Cannon --Nuclear Missile Launcher (reskinned with BatAndy's cannon sprites and now fires popes) -Realm667 Texture Packs: --Duke Nukem 3D Textures --Blood Textures --Ghostbusters Doom Texs --Redneck Rampage textures --Shadow Warrior textures --Powerslave Texture Pack --Maybe a couple more -Almost every Realm667 prop -Zombies.wad (3 enemies, converted from DeHackEd to Decorate, as well as various props and armor sprites) -Batman Doom (All enemies, converted from DeHackEd to Decorate. Some miscellaneous sprites as well) -Cybie2.wad (Basketballer) -DETHAWSM.wad (textures) -Crossed (Comic, Intro Stills) -Knee deep in Zdoom (Grenade launcher) -Skulltag (Grenade Launcher, Minigun, and BFG10K) -Rickroller (Sounds changed) -A shitload of things the author found on Google Images (textures) -Generic Hi-res textures wad (author unknown) -Various things from Italian pop culture (sprites, textures, most of sounds) -Postal 2 (Sounds) -Redneck Rampage (Player Sprites, a couple of guns) -Rise of the Triad (some items) Many enemies and a good chunk of the textures and maps are still unidentified. If you know of a WAD that was stolen from, post about it in a reply and it will be added here. ..I have way too much time on my hands >_< -=Special Thanks=-Your name will be added here if you identify something -Xaser, for identifying maps stolen from Turbotwo.wad (TurboCharged ARCADE! - The Sequel Episode!) -Sergeant Mark IV, for identifying ArmageDoom -Snarboo, for identifying a couple of weapons Comments are closed.
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