DOOM SnapMap Gameplay - Suburbs 2016
MAP ID: KSP8A6QK
It was nice to be able to remake a childhood favorite of mine. It was quite painful in the early building process due to the map is really big and the grid module is simply not big enough and I had to figure out how I was going make it.
I'm content with how I managed to do it and of course, the infamous blue skull trap is where things really start to heat up, but I don't think this map is that difficult because the BFG is really strong in this game. If you die, you will start off with another 4 BFG shots and you should be able to kill all the enemies that'll ambush you with ease.
I am aware that MAP16 is infamous for having a unfair start when you pistol start. So to rectify this problem of requiring players to have map knowledge, I decided to remake the ending of MAP32 with various weapons the player can pick up to have a similar experience of playing Doom 2 the normal way. It also allows more time for the map to load the enemies properly.
I also added the rune trial interactivity near the exit to make it more obvious for newer players or people who might not remember MAP16 that well to get an idea of where the exit is because I always thought the exit was fairly vague on this map.
I'm proud of reviving a childhood favorite of mine and I hope fans of this map will enjoy it for what I've done to make it work with the new Doom's mechanics, but still make it familiar to those who first experienced it in Doom 2.
I believe there are still some maps from Doom 2 that can be properly remade with SnapMap. I'm currently in the mood for remaking some maps and who knows what will be the next map that'll come to life in SnapMap.
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