My own map of DOOM: Arena (UV)

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Published on ● Video Link: https://www.youtube.com/watch?v=RUfcEmOr9MQ



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A few months ago, I wanted to make a map which acts like an Arena, meaning you have to fight against some monsters without being able to run away and then the next ones etc. with very limited ammo. And this is all I could come up with. Personally, I think this map is very fun and also challenging (even though it's kinda short). It's also playable on different difficulties, meaning lesser enemies but also lesser ammo.

I would be proud to hear what you think of my map, because it's the first map I ever built and I did it without being familiar with any map building programs.


Now a small description of each room:
ROOM 1 (Imps + Demons)
After opening the door behind the Armor, you see a dark room and a Shotgun to your opposite. Entering this room releases the monsters to the sides of the room, and by grabbing the Shotgun you light up the room. Don't forget to press the 2 switches so the floors start to lower while you're fighting the baddies.

ROOM 2 (Demons + Spectres)
You see another dark room, but this time a bit brighter than the one before. At the far opposite side you see some Shotgun shells, grab them and floors behind you will lower which contain Demons and their close-to-invisible brothers. Don't forget press the skull again, because the lowering of the door takes some time and you don't want to wait for it after all the monsters.

ROOM 3 (Cacodemons + Pain Elementals)
After falling down the hole at the end of room 2, you see red walls and a Black arrow pointing towards an opening up these walls. To get there, you have to shoot the switch inside the wall in front of you. But while you approach this small hole with the switch, you hear walls open and after turning around, many Cacodemons fly towards you. Whie shooting these red ball, 2 Pain Elementals may attack you in the ambush. Because they would spawn too many Lost Souls, get rid of them first. So, after defeating all of these flying pests you can finally walk onto the wave-like staircase and jump into the opening.

ROOM 4
This isn't really a room, but I still died many times here. Grab the Armor and the Berserk Pack (the weapon you're supposed to use in this room) then open the wooden door. You see a long corridor with a switch in the end, this can't mean anything good, can it? While you run towards this switch you hear the growls of 2 Zombies and a few seconds later you see a Hell Knight (or Baron of Hell) teleporting away. Where could he be? He's right behind you! Now you have to kill him quick before he corners you to death. Then, after pressing the switch, go back and the metal door is now open. There's now either a pair of Revenants, Hell Knights or Archviles inside. The only guard you have are 2 kinda thin steel pillars. Knocking the pair out grants you access to the switch. Press it and it will take you up to a Super Shotgun and a Megasphere.

ROOM 5 (Mancubi + 1 Arachnotron + 4 Barons of Hell or a Cyberdemon)
Entering the teleporter warps you to a mechanic door, open it and you see another dark room, but this time with many random elevators and fat monsters. The Arachnotron in the middle of this room is supposed to shoot at you the whole time, but most of the time it shoots into the ground :( Kill all these strong monsters and go up the middle pillar. Now shoot the pink eye and you might see a wall open below it. Either 4 Barons of Hell or a Cyberdemon will walk out of it. You may be running short on ammo, but inside the room where the boss is there is plenty of it aswell as Light Ampification Goggles. Do your best to get these items and to kill your enemies.

ROOM 6 (Spidermastermind)
DANG I forgot the spider teleports behind me and killed me, but this would have been the last room of the map anyways (at least for now). Shoot the pink eye behind the walls so the pillar starts to lower, then watch out for the Spidermastermind behind you. The only guard you get against it are the small pieces of the wall between the black moving ones. While these black moving walls protect the Spidermastermind from you, you won't be protected from it (just as I wanted it to be) meaning it can hit you, but you can't hit it.







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