Rosh Fragger Posted September 30, 2020 (edited) v5.18: MAP15 updated: Added ammo, health, and other item pickups in few remaining places Intentionally placed multiple ammo pickups in some spots in order to make that ton of ammo look more organized and clean Blue Skull Key was lacking from the map so added that in kind of a suitable spot (map can now be exited with all six keys) Some more monsters added in empty spaces Monster invasions added to later parts of the map where player gets Blue & Red Skull Keys A new secret containing the BFG9000.. Oh yes! http://www.mediafire.com/file/th5lff8wvtrsdhx/NEGATIVEONE_v5.18.wad.7z/file Really want to work on MAP18 next. Will hopefully make some edits today or in a day or two. Need to add monsters and items to some of the empty spaces of MAP12 as well. Edited September 30, 2020 by Rosh Fragger 2 Quote Share this post Link to post
Lone2401 Posted September 30, 2020 (edited) Retextured MAP26 to be more thematic and linked some inaccessible areas to progression NEGATIVEONE_v5.19.zip Edit: I broke a teleporter, fixed NEGATIVEONE_v5.191.zip Edited September 30, 2020 by LoneAlpha2401 0 Quote Share this post Link to post
AtticTelephone Posted October 1, 2020 On 7/24/2020 at 4:14 PM, Surreily said: So I did a bit of experimenting this evening... Thought it would be cool to have a map where you are in Doom Builder and have to fight your way out or something, but I think it's a bit too gimmicky for this project. Might do something like this for a secret area though. On 7/25/2020 at 11:51 AM, Obsidian Plague said: I'm considering replacing cyberdemons with something else entirely. I'm thinking either Marauder or a Zombieman in a tank. On 8/5/2020 at 3:15 PM, Obsidian Plague said: WIP what's some other enemies I should add On 8/9/2020 at 3:44 AM, NiGHTMARE said: Another monster concept Don't forget that there are also new, non-replacing things. The main wad can have a stripped back DEH that adds these and nothing else, but what about the Imp/Super Imp? Should we just include a green version of the regular Doom Imp in the main wad? There's also the question of the final boss, as AtticTelephone seemed quite insistent about including it. You also can't have that without the new lost souls. We'll have to see what (s)he thinks. (Something else I'm planning to make for my own personal use is a wad which changes the final boss back to the Spider-Mastermind behaviour, and uses the sprites for Hell-Forged's Director. I'll share it on Google Drive for anyone else who wants it.) Speaking of Hell-Forged, I had the idea of recolouring its Hellduke to make it more closely resemble the OG Cyberdemon, and was hoping it could be done without any manual editing. Unfortunately, its various accessories ended up recoloured as well, so a lot of copy'n'pasting would need to be done to make it look good. Here's a couple of concepts (bottom left is the normal Hellduke, and I've included the Cyberdemon for colour comparison.) Just wanted to show some stuff. Maybe they could be used in Negative Two. 2 Quote Share this post Link to post
AtticTelephone Posted October 1, 2020 4 hours ago, Captain Toenail said: Attic wrote some story on page 8, it just needs added to the intermission texts. Oh yeah! I also made a full TXT file, it's got to be around somewhere. 0 Quote Share this post Link to post
AtticTelephone Posted October 1, 2020 I found it! Negative One 1.92! Quote THE STORY Subject: Thomas "Doomdude" Blazkowicz Position: Negative One Security Guard Location: Negative One Major Starport, Arizona Years after the events of the Plutonia Experiment, along with the UAC Io Labs Incident, humanity has regained it's power. The UAC has gained a few major competitors, including the United Interplanetary Research Corporation, the Alpha Space Transport Company, and Negative One. Negative One was one of the most popular competitor of the UAC, owning many research stations across the world, mainly in Arizona and California. One day, Negative One started a project for a faster-than-light vehichle for the military, which was named "Project Neptune" after the planet they were harvesting resources from. The vehichle, named "Bullet", was made out of parts of an Arachnotron and a Cyberdemon stolen from a goverment storage facility. The vehichle seemed to work, being able to move at a speed so high that you could only see it for a split second, however, the test dummies seemed to have strange markings scratched onto them, this was ignored because Negative One was motivated to complete the vehichle. On November 1st, a scientist was chosen to test the effects that lightspeed had on humans, he entered the "Bullet" and went across the mountains they were testing in. Suddenly, the sky flashed red for 5 seconds, and the vehichle dissapeared. 4 minutes later, the "Bullet" reappeared. It flew down to the base, and the doors opened, revealing the scientist. They took him inside, asking what happened, suddenly, he started summoning demons to fight for him. Meanwhile, Blazkowicz was in his personal room, playing Plutonia 9000 on his computer. A red, lizard-like demon then bursted into his room, which he shot with his pistol. He then took his radio out and called for more security forces. "This is Guard 15, a strange unknown animal just attacked me in my room, I am request-" "THIS IS GUARD 7, EVACUATE THE FACILITY, THE WHOLE BASE HAS BEEN TAKEN OVER BY HOSTILE FORCES. I REPEAT, EVA-" Blazkowicz's radio broke, so he got his suit on and left his room. This is Doom -1. DESCRIPTION Doom -1 is a megawad made by the Doomworld community, and was started by AtticTelephone. There are 32 maps, from the first base to the last fight. That's what it says. 3 Quote Share this post Link to post
Oldschoolgeek32 Posted October 1, 2020 -2 and -3 are future projects that will hopefully be possible :) I love these types of community projects. it really captured the essence of teamwork! :) 3 Quote Share this post Link to post
PinkFlamingo Posted October 1, 2020 I continue working on Map 10 today 0 Quote Share this post Link to post
HQDefault Posted October 1, 2020 I might not have gotten the chance to contribute, but I just wanted to drop in and say that I'm absolutely ecstatic that this project is turning out so well. I'm very excited to play the full thing on release. 1 Quote Share this post Link to post
AtticTelephone Posted October 1, 2020 Btw, can we fix the Yellow Key Wolfenstein Door texture? It just looks really weird. 2 Quote Share this post Link to post
URROVA Posted October 1, 2020 53 minutes ago, AtticTelephone said: Btw, can we fix the Yellow Key Wolfenstein Door texture? It just looks really weird. Sorry xD I will try to make some mix of the original wolf3D key door and the yellow key slot 1 Quote Share this post Link to post
URROVA Posted October 1, 2020 Finished In my next release i will put them on the PWAD. Its only replacing some patches 1 Quote Share this post Link to post
URROVA Posted October 1, 2020 (edited) Release v5.20: MAP24 changes As usual: fixed for deathmatch and difficulty settings implemented Added some extra decorations to the map (some demonic machines on the lava and caco parts, etc) Added the new Wolf3D key doors (i have to improve too much on my graphic production skills :/ ) Bugfixes (fixed some accidental double secret) link: https://mega.nz/file/Lbw1gYLS#yAynZ7znHvTRVB5bnjLuJl0TLlZqQDx0OYz-D8n8sAE Edited October 1, 2020 by URROVA 1 Quote Share this post Link to post
Captain Toenail Posted October 1, 2020 (edited) v5.21 - map28 Added teleports out of the pits Added skull keys - there's now a reason to explore the map Moved teleporter into the black tower Added Cyberdemons to fight The map is still full of empty areas but I am all out of ideas here Edited October 2, 2020 by Captain Toenail 1 Quote Share this post Link to post
AtticTelephone Posted October 1, 2020 7 minutes ago, Captain Toenail said: v5.21 - map28 Added teleports out of the pits Added skull keys - there's now a reason to explore the map Moved teleporter into the black tower Added Cyberdemons to fight The map is still full of empty areas but I am all out of ideas here https://www.dropbox.com/s/ulh42auce7x9bvn/NEGATIVEONE_v5.21.wad.7z?dl=0 Arachnotrons everywhere. 0 Quote Share this post Link to post
wallabra Posted October 1, 2020 Oh, hey there mate! It's alright, you don't need to feel bad for it, it's a decision, and it deserves to be respected like any other. You're a very nice forum member, and it's a joy to see you around! Things are going well. Psst, they do talk about "deadlines", but I bet you they're just pretending and don't actually have one! :D 0 Quote Share this post Link to post
CBM Posted October 1, 2020 (edited) On 9/29/2020 at 12:01 AM, LiT_gam3r said: or the GZDoom -1. That one looks noice. i will resurrect gzdoom-1 once doom-1 is done and I have a bunch of 3d monsters, 3d props and other stuff that I will add too gzdoom-1 I have already begun releasing minipacks of 3d monsters... so far a pinky replacing space marine that favors unarmed melee and a twin assault cannon armed space marine hellfire dreadnought that replaces the spider mastermind Edited October 1, 2020 by CBM 3 Quote Share this post Link to post
PinkFlamingo Posted October 1, 2020 Speaking of Arachnotrons... Version v5.22 Map 10 (Arachno-rush) update! - Revised the entire map except for the final exit room. I may do this tomorrow. Then Map 10 can be considered 'done'. - 30+ Arachnotrons on hard difficulty! - New outdoor landscape - Updated the mini-techbase in the second half of the map - A small archnotron cave has also been added to the second half of the map, which so far was rather empty space Still needs testing to see if there is sufficient ammo http://www.mediafire.com/file/prm7sfek63m545a/NEGATIVEONE_v5.22.rar/file 2 Quote Share this post Link to post
URROVA Posted October 1, 2020 (edited) 46 minutes ago, PinkFlamingo said: - A small archnotron cave has also been added to the second half of the map, which so far was rather empty space Mmm... I should say that doesnt dehack much more... And a small arachnotron requires smaller sprites, and for putting these sprites we will need extra states. Is not like normal/dark imp that is only a translation and a change of some properties, and most of their states are shared, so... Sorry i understanded bad :/ Edited October 1, 2020 by URROVA 0 Quote Share this post Link to post
PinkFlamingo Posted October 2, 2020 12 hours ago, URROVA said: Sorry i understanded bad :/ No problem :-) Reserving map 10 again for today. I try to finish it before the weekend. 0 Quote Share this post Link to post
Rosh Fragger Posted October 2, 2020 Can we have October 29 as the final deadline? It's actually my birthday :P and I firmly believe there's still a lot of work left to do in the maps (detailing, items placement, bug fixing, play-testing etc) Just a suggestion :) 2 Quote Share this post Link to post
Obsidian Plague Posted October 2, 2020 5 minutes ago, Rosh Fragger said: Can we have October 29 as the final deadline? It's actually my birthday :P and I firmly believe there's still a lot of work left to do in the maps (detailing, items placement, bug fixing, play-testing etc) Just a suggestion :) I feel 10/29 is a little much, maybe 10/17? 0 Quote Share this post Link to post
EpicTyphlosion Posted October 2, 2020 Hell naw' Give us as much time as possible! 0 Quote Share this post Link to post
CBM Posted October 2, 2020 (edited) 6 hours ago, Rosh Fragger said: Can we have October 29 as the final deadline? It's actually my birthday :P and I firmly believe there's still a lot of work left to do in the maps (detailing, items placement, bug fixing, play-testing etc) Just a suggestion :) seconded that will also give new arrivals a chance to help btw just released a 3d spacemarine terminator for gzdoom in my zdoom resource thread on the zdoom forum my third spacemarine release so far the best one so far is the dreadnought since the source material was very good indeed Edited October 2, 2020 by CBM 0 Quote Share this post Link to post
AtticTelephone Posted October 2, 2020 It’s still going to be October 7th. 1 Quote Share this post Link to post
Rosh Fragger Posted October 2, 2020 (edited) 1 hour ago, AtticTelephone said: It’s still going to be October 7th. Shouldn't there be a consensus among everyone who worked on the project in some way instead of one person coming up with the deadline :P I say we take votes! If most of the contributors agree on the current deadline, then 7th October it is. Edited October 2, 2020 by Rosh Fragger 0 Quote Share this post Link to post
AtticTelephone Posted October 2, 2020 33 minutes ago, Rosh Fragger said: Shouldn't there be a consensus among everyone who worked on the project in some way instead of one person coming up with the deadline :P I say we take votes! If most of the contributors agree on the current deadline, then 7th October it is. Dude, the first deadline was September 21’st. 1 Quote Share this post Link to post
PinkFlamingo Posted October 2, 2020 (edited) Update: version 5.23 - Map 10 is 99% finished now. Difficulty setting are fully implemented but it needs revision for deathmatch and perhaps some ammo tweaks. I could finish it on ultra-violence without significant problems. - I replaced SKY1 and SKY3 with similar higher resolution skies (they look nicer IMO and fit better with some of the custom skies in earlier levels) http://www.mediafire.com/file/xer2rajov4srccv/NEGATIVEONE_v5.23.rar/file Map 10 Screenshots! Spoiler Edited October 2, 2020 by PinkFlamingo 3 Quote Share this post Link to post
Obsidian Plague Posted October 2, 2020 1 hour ago, Rosh Fragger said: Shouldn't there be a consensus among everyone who worked on the project in some way instead of one person coming up with the deadline :P I say we take votes! If most of the contributors agree on the current deadline, then 7th October it is. ...wasn't the deadline extended by 3 times??? 1 Quote Share this post Link to post
Rosh Fragger Posted October 2, 2020 A few of the maps could use some more work... that's why I suggested an extension.. but alright :| 0 Quote Share this post Link to post
Lone2401 Posted October 2, 2020 Replaced status bar, swapped names of MAP11 and 24 (Acidic Ocean and Facility Four), added GRNMAP colormap for nukage, redid UPON/UPOFF and DOWNON/DOWNOFF, edited red key area of MAP10 NEGATIVEONE_v5.24.zip 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.