

Killing everything lowered a box with the Mother Demon) Map 30: The Absolution (Death Egg's claimed this, the fight originally revolved around waves of enemies and the ability to block the spawns by using the demon keys. This was the second to last map, the map ended upon the deaths of two cyberdemons, that will need editing) Map 28: Unholy Temple (Originally map 23, had an interesting code sequence thing that will need a workaround) Map 27: Burnt Offerings (originally map 22) Map 25: Playground (Might as well get this one out of the way, originally map 27) Map 22: Spawned Fear (originally map 18, has a secret exit that will need to be repurposed)

Map 21: Watch Your Step (originally map 17, iirc introduced cyberdemons in D64) Map 20: Blood Keep (To provide a gap between cybers. Map 19: Hardcore (Would need extensive editing to be hellish instead of metal staircases, Originally map 26) Map 17: Eye of the Storm (originally map 14) Map 15: Altar of Pain (Lets bump it down a slot to make use of its existing secret exit for Map 31. Map 14: The Lair (originally a secret level accessed from Altar of Pain, Introduces Arachnotrons, and like all secret levels, had a demon key. Map 11: Cat and Mouse (Seems like a fitting E1 end, might need a bit of an expansion or editing. It was the first Hell map and originally map 9, also introduced the mancubus outside of Outpost Omega) Map 7: Even Simpler (If this works exactly like (Dead Simple, it has to be in this slot. Outpost Omega (Introduces mancubi and pain elementals, originally had a "demon key" for the UnmakerĪlpha Quadrant (originally map 6, introduces Barons, and outside of Outpost Omega, introduces Pain Elementals)įinal Outpost (originally map 8 and the final tech base level, maybe it should fit Map 10? End fight is a baron/knight battle that will raise a staircase after killing them all) Map 4: Holding Area (introduces Hell Knight, orignially had secret exit to Outpost Omega Map 3: Main Engineering (introduces Cacodemon, Lost Soul and Nightmare Imp) I feel a little like im stepping on toes here, but I think its best if this kind of stuff gets sorted out quicklyĮpisode 1: Techbase (originally Map 1 to 8, with one secret level)

As a "Doom 64 in Doom 2", lot of reinterpretation will need to happen, along with edits. If you dont mind, I can pull stuff up from doomwiki and ingame to help with the mapset. Without Hectic and its bizarre access method, some of those barrels should probably be moved around or removed though Lighting is a bit too high for me, but its not the oppressive Doom 64, so its alright. Before anything else in this post, I played your Staging Area, Death Egg, and its pretty great, the opening screenshot didn't really do it justice.
