Datacore85 Posted October 6, 2019 (edited) Here is my first Pwad for "freedoom2.wad": 9 maps for "Freedoom: phase 2" compatible with chocolate-doom. This is 9 maps compiled to make it a pwad. I made some slight corrections on the maps for this project. Map01: Good Old Engine Map02: Old Reliable Engine Map03: Quantum Path Map04: Place of Freedom Map05: Workstation Map06: Claustrophobic Threat Map07: Scrambled Eggs Map08: Rocket Arena Map09: Placeholder (Deathmatch Map) Screenshots: https://www.doomworld.com/idgames/levels/doom2/d-f/foe_1 FOE_1.zip Edited October 27, 2019 by Datacore85 24 Quote Share this post Link to post
NightFright Posted October 6, 2019 Ok, that's bold. I assume this would also work with doom2.wad then, right? 0 Quote Share this post Link to post
Datacore85 Posted October 6, 2019 Quote Screenshots please? :) Ok, some minutes. Quote Ok, that's bold. I assume this would also work with doom2.wad then, right? It's only for "Freedoom2.wad", some textures don't Work with "Doom2.wad". 0 Quote Share this post Link to post
NightFright Posted October 6, 2019 (edited) I see. Well, Freedoom is for free, so actually anybody can try this. Looking forward to trying it, may be the first user project I have ever seen for this game. Edited October 6, 2019 by NightFright 0 Quote Share this post Link to post
Diabolución Posted October 6, 2019 I have taken the liberty of creating a BEX patch (par times are zeroed, feel free to edit them with the actual value in seconds) and of generating the CWILVs with the Freedoom font through its official text generator. graphics.zip 1 Quote Share this post Link to post
Doomenator Posted October 6, 2019 (edited) On 10/7/2019 at 1:10 AM, Datacore85 said: It's only for "Freedoom2.wad", some textures don't Work with "Doom2.wad". You mean for Freedoom v0.11.1 and above with Aquatex and TNT textures. FOE doesn't work with normal Freedoom v0.10.1. However nothing prevents to make a texture patch and run it even with Doom2. I did not think that the creators of Freedoom was start engage such bullshit.) Edited October 18, 2019 by Doomenator 0 Quote Share this post Link to post
EpicTyphlosion Posted October 6, 2019 A mod made specifically for Freedoom? Impossible! I'll definitely give this a try later, this looks really cool! 1 Quote Share this post Link to post
Datacore85 Posted October 7, 2019 (edited) Quote Freedoom v0.11.1 and above with Aquatex and TNT textures. FOE doesn't work with normal Freedoom v0.10.1. I updated the .txt about this. Quote I have taken the liberty of creating a BEX patch (par times are zeroed, feel free to edit them with the actual value in seconds) and of generating the CWILVs with the Freedoom font through its official text generator. Thanks a lot Diabolución for "graphics.zip" ! Edited October 7, 2019 by Datacore85 0 Quote Share this post Link to post
Matias Posted October 7, 2019 Just played first 3 maps, so far it's really good i'll give final thoughts when i'm done playing it Never played Freedoom before but it's pretty cool and this seemed like a good reason to check that out Here is my gameplay video of the first 3 maps but i'm planning to play the whole thing 2 Quote Share this post Link to post
Datacore85 Posted October 7, 2019 (edited) Nice ! I should maybe replace the soulsphere by a Berserk on Map03 ? i'm unsure. Edit: i Updated the Pwad, aligned lot of textures and some others things. Edit2: New Update i Aligned lot of textures, add new Demo2 in the wad (faster), and add a way for don't restart the game on Map 04 & Map 06 on coop if a player lose in survival mod in some zone. Edited October 10, 2019 by Datacore85 1 Quote Share this post Link to post
Diabolución Posted October 11, 2019 (edited) Feedback so far, after beating MAP01/02/03 on Extreme Carnage, pistol-starting them. MAP03 doesn’t contain any sector tagged as secret, so vanilla / Chocolate will report 0% secrets found in the tally screen. If you aren’t going to tag as secret an actual secret, at least, please, tag as secret some impossible to miss sector. For example, the starting area. And the overdrive sphere itself is fine. The map which does need so badly a berserk pack is MAP04 (played this one partially). And by the way, there are both drawsegs and visplanes overflows in this one. Music selection should be curated, even borrowing MIDIs from freedoom1.wad or freedm.wad if needed, as long as you credit the project everything should be fair play. For example, I don’t think at all that the default MIDI of MAP05 fits that map. Edited October 11, 2019 by Diabolución 0 Quote Share this post Link to post
Datacore85 Posted October 11, 2019 (edited) Quote And by the way, there are both drawsegs and visplanes overflows in this one. Where please ? I don't see where are they on chocolate-doom. Map03: Secret Added. Map04: Berserk Added in the Dark Zone instead of 3 stimpacks / but i should put it in the second secret area. Edited October 11, 2019 by Datacore85 0 Quote Share this post Link to post
Diabolución Posted October 11, 2019 21 minutes ago, Datacore85 said: MAP04: A berserk in the second secret area maybe ? Is the one with many deadflares? Fine with me. As for the overflows... I’m downloading and installing GIMP to convert the PCX screeshots of Chocorenderlimits into PNGs. Stay tuned. 0 Quote Share this post Link to post
Datacore85 Posted October 11, 2019 (edited) the secret that leads to the start of the level / but i put the berserk in the trap with mancubus and 2 HK. the map should not be too easy Edited October 11, 2019 by Datacore85 0 Quote Share this post Link to post
Diabolución Posted October 11, 2019 33 minutes ago, Datacore85 said: but i put the berserk in the trap with mancubus and 2 HK. Fair enough. https://i.imgur.com/58SYxHL.png https://i.imgur.com/5dPfy3e.png https://i.imgur.com/e1II7d9.png https://i.imgur.com/FvnfPaW.png 0 Quote Share this post Link to post
Datacore85 Posted October 11, 2019 OK thanks i am trying to fix that. 0 Quote Share this post Link to post
Datacore85 Posted October 11, 2019 (edited) I think it's ok now. There are less sectors. The game doesn't bug with chocolate-doom.exe Edited October 11, 2019 by Datacore85 0 Quote Share this post Link to post
Diabolución Posted October 11, 2019 MAP08 also lacks at least one secret sector. And a backpack for this one would be cool, it’s really annoying to pick a box of shells when you have 40-49 of them... 0 Quote Share this post Link to post
Datacore85 Posted October 11, 2019 (edited) Ok secret effect added. Backpack added to the "start zone". I Edit the first post. Thx . Edited October 12, 2019 by Datacore85 0 Quote Share this post Link to post
Diabolución Posted October 11, 2019 Good, will test tomorrow today in the morning and report any anomaly / complain / whatever. MAP04 commits a sin, so to speak, I really dislike: being forced to fight many mid-tiers without the double-barrelled shotgun. As far I remember... one necromancer, one technospider, one combat slug, four dark soldiers, two pain bringers, and, I think, two/three/four trilobites... All these mid-tiers... In short, it would be interesting to give somewhat earlier access to that weapon. 0 Quote Share this post Link to post
Datacore85 Posted October 12, 2019 (edited) I give a RL and a CG. And there is a SSG after the Yellow Door. I could maybe give a SSG before the DarkZone but the map will become too easy. Thx ! Edit: i Added a ssg it's maybe better now ? Edited October 12, 2019 by Datacore85 Added a SSG before the fight against mid-tiers ennemies.. 0 Quote Share this post Link to post
Diabolución Posted October 12, 2019 All good and much less tedious. Minor nitpick: try to keep clean the automap by marking as hidden the lines of the monster cachés and the sound tunnels. 0 Quote Share this post Link to post
Datacore85 Posted October 12, 2019 (edited) RC3. I aligned some textures, changed the Demo3, and put the lines of the monsters caches as hidden. Edited October 13, 2019 by Datacore85 0 Quote Share this post Link to post
Diabolución Posted October 13, 2019 MAP05 suffers from the same issue: way too many mid-tiers and you get the double-barreled shotgun when practically the map is over. Also, there are monster caches whose lines are visible in the automap. 0 Quote Share this post Link to post
Datacore85 Posted October 13, 2019 (edited) Which caches please i don't find lines not hidden, on Doom Builder on the RC3. I dond't know where i could to place the ssg. Edited October 13, 2019 by Datacore85 0 Quote Share this post Link to post
Doomenator Posted October 13, 2019 Texture patch for Doom/Doom2 iwads. Spoiler freedoom1tex.rar freedoom2tex.rar 1 Quote Share this post Link to post
Diabolución Posted October 13, 2019 Wait, have you cleaned the lines of all maps? Then I hadn’t the last version... 0 Quote Share this post Link to post
Datacore85 Posted October 13, 2019 (edited) Take this one please. Edit: Ty Doomenator. Edited October 13, 2019 by Datacore85 0 Quote Share this post Link to post
maxmanium Posted October 13, 2019 On 10/11/2019 at 4:33 AM, Diabolución said: MAP03 doesn’t contain any sector tagged as secret, so vanilla / Chocolate will report 0% secrets found in the tally screen. If you aren’t going to tag as secret an actual secret, at least, please, tag as secret some impossible to miss sector. For example, the starting area. And the overdrive sphere itself is fine. Why? Chocolate Doom reporting 0% secrets is normal behavior, and there's at least one IWAD map I can think of which has no secrets (Doom II MAP14). I don't see why an impossible-to-miss secret is necessary. 0 Quote Share this post Link to post
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