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Doom Zero - launch (and celebrating 25 years of Doom II)


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2 hours ago, Seppe said:

- beginning of map05, opening the panel to access the invisibility sphere

 I guess you meant map 04. There are two trigger lines, one opens the secret, the other one closes it. The trick is to find the junction of both trigger lines and walk over it.

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On 7/24/2020 at 1:02 PM, Seppe said:

But following secrets were difficult to trigger consistently (they use the same trick which requires you to run over a linedef and return fast enough to prevent it from closing again)

- beginning of map05, opening the panel to access the invisibility sphere

- in the blue key area of map25, opening the door to the bfg room


Glad you enjoyed it :)

But yeah, those secrets are tricky but easy once you realize that it's not about speed but when and how you change direction. In other words, don't run all the way to the wall. You only need to run far enough to trigger the opening of the door and then move away from the triggers without stopping in between changes in direction.

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  • 2 months later...
  • 1 month later...

I've been away from the DOOM scene for a while, and was a bit saddened to see that DOOM Zero was only a runner-up for the 2019 Caco Awards. In my book it's easily in my top 5 favorite WADs I've ever completed (pistol start UV-max).

 

Just wanted to put that out there! If @DASI-I ever finds effort/time to produce more WADs, count me in! I'd gladly help as a tester if that is needed as well. <3

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  • 1 month later...

Awesome megawad. And the fact that it's DOS-compatible, even though I usually go with Crispy Doom, is impressive.
Definitely one of my favorites thus far.

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  • 3 weeks later...

Yay, it's released!! I can finally tell everyone! Although it's actually you guys that let me know it happened XD

Thanks to everyone for their support!! 😊

Edited by DASI-I

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30 minutes ago, maxmanium said:

Why did they have to change the music?


I really don't know the details. Something to do with copyright complications with the composer/host of the custom tracks. It may be a remix of Doom music but copyright laws get confusing (especially for me) when it comes to remixes. So I just had to change the music, it just made all of the problems go away. Except map32 was changed because the original track with the unity port's soundfont had a terrible sounding percussion. Not the port's fault, just bad luck.

Edited by DASI-I

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In the original release, there's two midi files that are credited to @silentzorah's Project: Doom. At least I can confirm that for MAP29 it's "Sign of Evil (Redux)". I'm not sure about MAP01, it's a remix of "Suspense" but it's not the "(Redux)" nor the "(Remix)" so I dunno where it's actually from. The title screen song has been kept, though!

Edited by Gez

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DAS|-|, congratulations for being adopted into the official lineup! You really deserve this, it's an exceptional WAD and it's great that you've been recognized for it. I was confused when people started tagging me on Twitter about this new thing called Doom Zero when I thought I had already played it :)

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2 hours ago, DASI-I said:


I really don't know the details. Something to do with copyright complications with the composer/host of the custom tracks. It may be a remix of Doom music but copyright laws get confusing (especially for me) when it comes to remixes. So I just had to change the music, it just made all of the problems go away. Except map32 was changed because the original track with the unity port's soundfont had a terrible sounding percussion. Not the port's fault, just bad luck.

 

Licensing issue, and nothing more.  Still, congrats.

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2 hours ago, Gez said:

In the original release, there's two midi files that are credited to @silentzorah's Project: Doom. At least I can confirm that for MAP29 it's "Sign of Evil (Redux)". I'm not sure about MAP01, it's a remix of "Suspense" but it's not the "(Redux)" nor the "(Remix)" so I dunno where it's actually from. The title screen song has been kept, though!

And so they are changed to the original versions found in Ultimate Doom?

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2 minutes ago, P41R47 said:

And so they are changed to the original versions found in Ultimate Doom?

https://doomwiki.org/wiki/Doom_Zero

Quote

MAP01: Remix of "Suspense" ("Hiding the Secrets" in the official add-on)

MAP23: "untitled (E2M9/E3M1 theme)" (Doom II intermission in the official add-on)

MAP29: "Sign of Evil (Redux)" from Project: Doom ("Sign of Evil" in the official add-on)

MAP31: "Evil Incarnate" (unchanged) ("Deep Into the Code" in the official add-on)

 

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I'm trying to work out what exactly has changed and where. Is this on idgames yet?

Edited by tmorrow

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7 minutes ago, tmorrow said:

I'm trying to work out what exactly has changed and where. Is this on idgames yet?

nope, its not on idgames yet.

Just in moddb.

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2 minutes ago, P41R47 said:

nope, its not on idgames yet.

Just in moddb.

 

Interesting, I made an idgames fix... *wink* although something was changed for the Bethesda port release since the weapons aren't auto-centered upon firing. I guess since they're official the duplicate weapon sprites aren't an issue?

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8 hours ago, maxmanium said:

 

Interesting, I made an idgames fix... *wink* although something was changed for the Bethesda port release since the weapons aren't auto-centered upon firing. I guess since they're official the duplicate weapon sprites aren't an issue?


It will be on idgames soon. I just didn't want to upload it until all of the changes for the unity port was done because I'm gonna apply these changes to the idgames version before I upload it to idgames.

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