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>> No.2818554 [View]
File: 749 KB, 1588x2000, xover01.png [View same] [iqdb] [saucenao] [google]
2818554

so guys, planet philip has announced another mapping challenge, this time its called "CrossoverVille" goal is to make a hl2:ep2 map that references another game through gameplay mechanic or visual style or level or something else. now there are restrictions, no content from these games is allowed etc.

now since this is /vroom/ you may have guessed that I am doing a doom crossover

my plan is to put entire knee deep in the dead on a single map BUT with half life 2 twist on it. architecture is obviously going to be combine based and enemies will be the closest hl2 alternatives and if I fit in timescale, then new textures will be made that will look more like doom

started working today on this map and got layout of E1M1 done, good thing about porting from doom to source is that you only have to worry about vertical scale, which means that putting whole episode into a map shouldnt be hard. now the thing is that I dont want to go too far from doom, but also I will have to do some design decisions that will alter level layout.

on pic you can see what I made so far, also replacements for enemies are included. now as you may have noticed, I have included chaingunner, which did not exist in original doom, reason for this is that I want to have very distinct enemies that will also be challenging to the player, and so I am skipping smg combine soldier. vortigaunt uses slave model, player should easily understand that vort is under combine control. hunter as pinky replacement may seem harsh, but to make it more balanced I will put fewer of them. also >implying half life 2 is hard

now the actual problem here is that I got no idea who to put instead of barons, so suggestions are welcome.
overall, I just came here to ask for advice on what to avoid so I dont fuck up.

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