Sentinels Final

Author: Kr00zA

Download: https://turoksanctum.com/download/sentinels-final/

Here another reworked map.
Completely overhauled this one. Having learnt a bit more how to use doom builder Ive managed to improve to look and layout of the map whilst almost halving the file size.

The basic concept of this map is to challenge the player to retrieve the Unmaker.
In Absolution I think its way to easy to get this weapon and power ups and then completely trash the final level with it.

So this map will give the player a challenge worthy of the reward.

Map will basically play as follows…

Player makes their way to the weapons room only to see the Unmaker fade before they can grab it. There is a huge stock pile of weapons and ammo to be had here. It would seem the demons have been studying these weapons in order to create the Unmaker.
There’s a easy to find secret area with an invulnerability sphere. 
Not that its a great deal of use given the time between grabbing it and meeting your first demon… but I included it anyway lol

The map’s pretty simple. Just an arena with different waves of monsters spawning in.
End battle is with a very tough demon indeed.

The map is supposed to be a tough one. With not a huge deal of excess ammo laying around.
Just enough for a good player to complete it.
So things like the first Cyber Demon should be seen off with the SSG… not a load of rockets or BFG shots because they will be required later. Getting monsters to fight each other is also part of the game because ammo is not abundant.

So if anyone of you would like to play test it… see what you think… and let me know where ammo spawns need to be placed in order to keep the map fun and flowing whilst also challanging that would be great.
Playing through it myself I feel the waves of monsters Ive added kinda just make the player run around in circles for ages whilst the demons slowly kill eachother. And that’s not really what I want. On the other hand I neither want a BFG frenzy with a map that has a ridiculous amount of monsters and ample ammo.
So any advice /feedback there would be most welcome.

Once that’s all sorted and the map is enjoyable and challenging to play I’ll do some more work on the camera angles n stuff. 

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