Beyond Worlds - RAMP 2024 (Part 2)
https://ramp2024.doomproject.com/
Exploring some more of the 300 or so Doom maps submitted to the RAMP project for 2024! This time we visit the castle district and stick to the set, making a pseudo-episode out of it.
(5:07) #206 Dromslottet by Shove 82 -
(9:26) #108 Not My First Map by Kserks96 -
(27:56) #039 Pain by Artinum - A really neat partial conversion that replaces guns with magical artifacts that use your health as a resource. Enemies spill health potions to help maintain a balance, and there's even a weapon that's just an orb to light up rooms momentarily. This had some real nice set dressing and the boss fight had me worried that I would die simply by needing to shoot so much.
(46:43) #287 Run For It by Spaztacus - Don't listen to the title. Stay calm and shoot! Some neat ways of unlocking new spaces as the map progresses, and some nice movement restrictions where falling ain't wise, but dodging on elevated platforms ain't easy.
(56:43) #062 Storm the Gates by Artende - Starts off with a big fight in an outdoor environment with risky ammo scavenging. Good visuals with hell bursting through stone in the castle section. One I just barely got through!
(1:14:47) #288 Sanguin Monastery by Raijindo - Built by following one of project organizer DavidN's mapping tutorials, this one has a familiar, but certainly goes off in its own direction! Its final encounter was really tough to get through, and in turn quite satisfying to survive.
(1:42:23) #265 Trespassers by MonkeyShock - A mixture of demons with Wolfenstein, including including new uniforms for the hitscanner enemies. Infilitrate the fortress via water ala Solid Snake, but don't expect this to be a sneaking mission.
(1:56:23) #148 3.14159 Rooms by Grizzly Old B - A very challenging island fortress assault, with some tricky manuevers just to reach top of the cliffs then followed by a series of vertical challenges that makes its small rooms surprisingly complex to get through. This was a perfect finale making great use of tight spacing to make even just a few monsters enough to be deadly.