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A jam submission

20 Hours 20 Monsters - Doomguy's NightmareView project page

A speedmapping community level made for the 20 hours 20 monsters challenge. Mapping time was around 14 hours.
Submitted by Dewzan — 7 days, 1 hour before the deadline
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20 Hours 20 Monsters - Doomguy's Nightmare's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetics#14.7675.000
​Respect to restrictions#72.8603.000
Overall#73.5603.733
Gameplay#83.0513.200

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

Submitted

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.

Submitted

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.

Developer(+1)

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.

Submitted(+1)

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?

Developer(+1)

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.

HostSubmitted

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.

Developer

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.

HostSubmitted

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.