is the most fun Doom3 mod ever made. No other mod can surpass its excellent music, fantastic atmosphere, fun gameplay. That's why it fully deserves more content. And Salvational Temple delivers it. More monsters, more locations, more gameplay situations, and more fun. Overall, it's an epic grand finale, an absolute must have. Z-Hunter's variety is already very stunning. But this map makes it even more stunning.What People Sayreko:
The level design is great. The map fits very well for the end of the actual mod. The transition from Temple to Facility and then to Temple again fits very well. From the boss fights, I actually loved very much the Archvile and the Two Hellknights ones. The flying monsters are a bit hard to kill due to the fact that when you hit them they tend to go higher for a while. Even so, with the architecture great, and the good monster placement, I'd give this a 10/10 quakis:
No doubt a good addition to the Z-Hunter campaign for the finale, offering strong mapping work, challenging combat and diverse ideas which sets it apart from the others.
Still not convinced? Here's more proof that the map is worth playing - a very detailed review.Mission Briefing
Our scientists deciphered the ancient manuscript. It says that there is an artifact which can cure zombies. This is our last hope, humanity's last desperate attempt to recover from disastrous pandemia. Your mission: find this artifact in the ancient temple and activate it. Be aware: long range scans of that place show nasty deathtraps and hideous mutants. Going there is practically a suicide
, but we don't have any other choice, so prepare yourself well. DownloadDownload Z-HunterDownload Salvational Temple
What? Downloading and installing the mod and then the map is too much trouble? Ok, Desura content delivery system will do it all for you, even including launching it.Get Z-Hunter and Salvational Temple through DesuraHow the map was created
First of all, I should warn you, that this text might contain spoilers. Now that you've acknowledged this warning, you can choose if you'd like to continue reading now or after playing. Or just look at the screenshots now and read the text later.
Initially I planned my level 9 to be some base or installation or something. And adding more monsters was one of my first ideas. I hollowed a small test box with cacodemon and lost souls, and found out that they work well, and really give some more variety to the mod.
But no ideas of design and architecture came to my mind, so I had no other choice but to put that idea off.
The inspiration came unexpectedly. One day, an idea appeared: to make something that newer was in Z-Hunter before - a temple themed map.
As you've probably already guessed from the video above, my major source of inspiration was Mass Effect 2's suicide mission: it has fantastic cutscene direction and one of the best musics I've ever heard - The End Run. This is what I used for the right mood for creating this map. The map even has its own small end run sequence.
One of my major aims in mapping and modding is originality. To make something that was never made before. So I had some serious thought on Z-Hunter gameplay. Which new elements can I introduce to it? Obvious path is new monsters.Combinations of monsters also worked well in providing original boss fights. The players completed original Z-Hunter, now they're ready for more serious challenge.
But the monsters alone are not enough to bring variety. So I came up with puzzle elements. Unlike other Z-hunter levels, where you just go forward, here you sometimes need to think how to advance. Also I included various death traps. A pit where the player would have to jump from platform from platform. Crushers. Trap doors. Platforming sections. As I said before, more challenge would fit after Z-Hunter completion. But nothing too hard, of course. The thought that I put into these paid off:
The Abandoned Workshops Review wrote:
These are easy tasks to execute though and the areas are short enough to avoid the frustration. Both the traps and jumping elements create a nice dynamic and sense of adventure. I never found much use in jumping during Z-Hunter, but NX-317 fixes that here.
During the temple design process, I thought it would be cool to include top secret archaeological laboratories, which UAC created right near the temple, to study it.
I felt that closer to the final battle, the feel of the map must become more and more intense, and included elements which would create that feel. Lava below the player, cave-ins. Closer to the last fight, lava turns red, to further reinforce the feeling of heat.
All these features added pleasing variety to Z-Hunter gameplay, and when I was testing the map, no matter how many times I replayed it, the excitement never went away.
Other thing that I love to do are cutscenes. When I played Doom 3 for the first time, its cutscenes were one of the most exciting parts of the game for me. And when I was making Surprisingly Focused
, I tried to direct cinematics in similar style, with camera going out of the character's head, and then gets back in it. Small scene which shows arch-ville summoning two barons of hell turned out to be a spectacular introduction. First, the map ended immediately after the player defeats mancubus. And the cutscene made it a lot more rewarding. I was actually plotting the cutscene in my mind during the most part of the map development, and had an its plot long before I got to making that final battle area.
Overall, working on this map was very exciting, and I would really like to share this excitement with you, to make you feel it, too. I look forward to find out what you think of this map.Download: Manual InstallationDownload: Automatic Installation