
Imaginate
After I released Chap DM 3 at the end of 2021, I wanted my next project to be a co-op multiplayer map. I'd received some advice from another Doom mapper who stated something to the effect of, "if you want to make a good cooperative play map, make a good single player map." It was just then that I realized it had been so long since I'd concentrated any effort on making a single player map, that maybe I should revisit such a project. I'd had some ideas intervene in the meantime since and rather than not take advantage of when "the juices are flowing" creatively, I back-burnered the single player map until late 2023. That's when I finally released a single-player Doom map: Monsta BBQ
For the last several years, I've been digging deep into custom recolored sprites which morphed into custom monsters with the aid of DECORATE code. Most of what I've played of others' Doom maps included no such custom enemies.



I've also been slightly enamored with using sixteen cell animated liquid textures based on the work of Elend's generated caustics. Between the custom textures I make as well as the custom monster sprites, I've become somewhat adept at the use of masking in my graphics program. I really wish I'd concentrated more on that kind of thing in my attempted but aborted 2d game programming days.


So, here it isn't; Unfinished Product (TM), my first cooperative multiplayer capable map which just so happens to also be a single-player map. Hopefully, it's a good one in both respects. I might not have mentioned in places on this website but the majority of my map work is designed to be played with the Zandronum Doom port. Many of my maps will also play fine in some ZDoom-derived ports like ZDoom, LzDoom and GzDoom. Since this is a multiplayer cooperative map, probably best to stick with the Zandronum though. That works best with all of my deathmatch maps as well. The custom added monsters I make preclude my maps from working properly with ZDaemon and Odamex, however.

Downloads:
Coming soon...
Laffy Taffy