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20 Hours 20 Monsters - Doomguy's Nightmare's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Aesthetics | #1 | 4.767 | 5.000 |
Respect to restrictions | #7 | 2.860 | 3.000 |
Overall | #7 | 3.560 | 3.733 |
Gameplay | #8 | 3.051 | 3.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Total mapping time:
Around 14 hours.
Did the monster count limit present an interesting design challenge?
Yes.
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Comments
Quite a unique map. Admittedly I did use godmode for a decent portion of it. The atmosphere is executed very nicely, complimented well by the music. I first tried it with chocolate doom and I had the same issue of clipping through the first door as well, so I switched to gzdoom. Overall quite nerve-wracking and creative.
Very creative, awesome music. I love the tension it creates. I don't like to switch so much to the map in the labyrinth. While I like the overall idea, after a while it wore out its welcome – trying not to get hit, constantly on edge, nothing too shoot – it was stress. Perhaps that's for other players, just not for me.
Sadly not vanilla compatible.
Yeah, I get that some fights can get old after awhile, and with the first challenge I was definitely leaning more towards a feeling of fear. Even nearly got a heart attack myself during testing due to luck being unfortunate. I intended this map to be one where save states are recommended, so that you won't have to do the first challenge over and over again after you die.
The architecture and aesthetics are really impresive. Amazing that it was made in such a short time!
I had to play with IDDQD just to see the map, though. Evading groups of archviles coming for all directions for such a long time is way too much for me. xD
However, when I tried playing it in Chocolate Doom to test if it was vanilla, it didn't work at all, it made me weirdly noclip through the first red door. o_o
It's actually in Boom format, right?
This was made with Doom format, and I was pretty confident that this map would fail with other sourceports, and I'm not entirely sure how to prevent that, unless I have to switch to Boom format, but I'm not sure.
This is INSANE. I definitely didn't have a psychological horror 40 min map in mind when I thought of this jam. It was very creative, full of amazing tricks and vistas, and an amazing environmental storytelling. I will admit I noclipped/godmodded in some of the tricky ledge walking and the very unforgiving archville arenas. But I've never been one of those players who enjoys "git gud" gameplay, so I understand I'm not the target demographic here. Doesn't change the fact that this was extremely surprising and different in the best way.
Thanks for the feedback! Reflecting at this, I was very efficient in making this map because I first thought that 20 hours was not a lot of time and that I was going to have to rush everything, but then I realized that the 14 hours I put in felt like forever, and I probably went a little overboard with the expectations. I hope this ends up being the final map or something like that, unless a more epic submission comes in of course.
I originally meant the level order to be chosen at random as it says on the description, but I do think it would be more fitting for this to be the final one given how much longer it is, if the other submitters don't take issue with it.