Monthly Archives: September 2019

Stellar Void WAD – Part 5

If you have just stumbled across this post, I recommend starting with part 1. I already had the idea that the player would teleport from the sacrifice room down to the Lunar Palace and decided I wanted a repeating dream sequence when traveling between spaces. There are a few levels in Ultimate Doom that use […]

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Stellar Void WAD – Part 4

If you have just stumbled across this post, I recommend starting with part 1. With the original STELLAR.wad level a mess I retreated to a nice empty level, still looking for a nice, short BASE style level to kick of my little map collection. Since thinking about space ships along the lines of Doom hadn’t […]

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Stellar Void WAD – Part 3

If you have just stumbled across this post, I recommend starting with part 1. As I worked on Lunar Palace and Solar Sacrifice I was always excited to start working with the BASE texture set, it has so many useful looking textures that I had been avoiding in the Hell based maps. The idea was […]

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Stellar Void WAD – Part 2

If you have just stumbled across this post, I recommend starting with part 1. The second level I started for my wad is called Solar Sacrifice and actually appears as the third proper level. My goal was to use sun shapes to form towers in a large open map to contrast with the carefully controlled […]

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Stellar Void WAD – Part 1

With the recent release of SIGIL by John Romero I became interested in trying out Doom mapping myself using the same restrictions – only original Ultimate Doom monsters, weapons, linedefs etc. In the 1990’s I messed around with just about every engine/editor I could get my hands on, but other than a few Marathon maps […]

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