ShermanJumbo-TnH_Refueling_Base icon

TnH Refueling Base

DOOM II's tenth map, now ported to Take and Hold!

Last updated 2 months ago
Total downloads 1973
Total rating 2 
Categories Maps
Dependency string ShermanJumbo-TnH_Refueling_Base-1.0.3
Dependants 1 other package depends on this package

This mod requires the following mods to function

nrgill28-Atlas-1.0.0 icon
nrgill28-Atlas

The next generation of mapping tools for H3VR

Preferred version: 1.0.0

README

Refueling Base

Started by Tom Hall and finished by Sandy Peterson, Refueling Base is the tenth level of id Software's DOOM II. Holding the dubious honor of being the most monster-stuffed level in the already demon-heavy DOOM II, Refueling Base is a sprawling complex composed mostly of large rooms connected by hallways and junctions.

Nearly 30 years later, however, it seems as though this classic map has traded its demonic denizens in favor of slightly... meatier malefactors. Doomguy may be long gone, but these halls still yearn to be taken (and held). Do you have what it takes?

Best enjoyed with the proper music, massive thanks to lqsbasiczz/Aduilted!

Layout

Image

Features

  • Eight hold points, eleven supply points, and one guaranteed player spawn point
  • Lots of big arenas with not a lot of cover - move fast and shoot faster!
  • Pre-baked lighting and simple colliders designed to optimize performance

Credits

  • The original Refueling Base map was designed by Tom Hall and Sandy Peterson of id Software for DOOM II. All credit goes to the original creators.

Changelog

1.0.0 - September 24th, 2024

  • Released the map - yay!

1.0.1 - September 25th, 2024

  • Added a secret area near the start of the level containing "The Great Communicator"
  • Adjusted navmesh

1.0.2 - September 26th, 2024

  • Fixed navmesh - Sosigs are now able to pass through the doorway between Hallway and Hangar

1.0.3 - November 3rd, 2024

  • Updated navmesh - Sosigs can now cross the doorway to Lab
  • Disabled occlusion culling (it wasn't doing much anyways) and turned off mipmaps, which should make map textures look a LOT better when viewed from sharp angles