High concept 4-in-1 singleplayer map for Doom 2. Four miniature maps connected by a single hub corridor, each with its own theme and playstyle. Built in vanilla Doom 2 over 13 months, this is a labor of love for those who relish the classic Doom 2 experience. No advanced source-port features or enhancements, except pushing the Doom 2 map format to its limits. Note: Final version (v3) uploaded.

Technical Information

Title: Foursite

IWAD: Doom 2

Source Port required: Anything that supports DeepBSP Extended Nodes. The map has no non-vanilla features beyond its physical size.

Tested on: ZDoom, GZDoom, Crispy, Risen3D, PRBoom+, Eternity, Zandronum and Zandronum 3.0.

Primary purpose: Single player

Content: No new assets, but a DEHACKED file with some small gameplay changes

Installation instructions: Drag the .wad file onto your source-port of choice, or use a command-line. It has a Dehacked file, so be careful of conflicts if you run it with other wads.

Background Story

The Foursite military base lies abandoned, rapidly deserted for apparently unknown reasons. You’ve heard rumors of a secret backdoor entrance: find the entrance, explore the four quadrants of the base, reach the heart of the base, and escape alive.



Design Information

Build time: 200-300 hours over the course of 13 months.

Difficulty levels: Implemented. Hurt Me Plenty is “normal” with HNTR featuring fewer enemies and UV featuring more.

Estimated playtime: at least 60 minutes.

Monster to total available ammo ratio (at UV): Between 1:1.6 and 1:2 depending on SS/SSG usage and excluding monster ammo pickups.



Design Background

The overall concept of the four circular quadrants based around a single horizontal corridor I originally thought up in a particular dull Accounting lecture at University in 2004. I was building the occasional Doom 3 map at the time, and originally envisioned it as a level for that. Unfortunately with school-work piling up, I only got as far as creating a single room before the project was abandoned.



Fast forward 11 years, and after watching one of Nitroactive's YouTube reviews of terrible wads, I felt motivated that if someone could go and create those awful examples, surely I could at least make something half good? So I came back to my old Doomworld stamping grounds (was saddened to see my post count has been reset to 0 because I’ve been away so long), and say hello.



The overall design for the map is a simple one: four wedge-shaped mini-maps, each with its own visual style and assortment of enemies. Each of these four “quadrants” also ends with a kind of boss-room – some are environmental, some are enemy based, some are a combination of the two. Beyond each boss-room is a switch that opens the door to the next quadrant. Once all four quadrants are complete, the final boss room is opened and can be accessed to complete the level.

Level Stats