TnH Refueling Base
DOOM II's tenth map, now ported to Take and Hold!
Screenshots 1 screenshots
About this mod Author’s original text
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
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
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: