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Doom -1 | Negative One: Beyond the Experiment [Development Thread]


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Sorry guys, it's been pretty hectic the last couple of weeks so I haven't had time to do the planned playthrough. I should have a chance at some point next week.

Edited by NiGHTMARE

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Changed the starting area.

Drawn the remaining rooms.

I have run out of ideas what to draw, so for EpicTyphlosion and PinkFlamingo the rooms are almost unchanged but I placed two barons and stuff there.

Wrote a defaultmap for Z- and MAPINFO (compat options to make gameplay more similar to PrBoom+ experience, disabled jump and crouch)

https://www.dropbox.com/s/17vy0z0811npnar/NEGATIVEONE_v6.43.wad?dl=1

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@NiGHTMARE, no problem! We all have a lot of other things to do. Take your time on the playthrough.

 

@SilverMiner, I had a look at the compat options you added and I will remove them except for the "nojump" and "nocrouch". I had a good look at what all these options do and while I can understand some of them (for example "Compat_invisibility" significantly changes monster behaviour), some of the options seemed a bit arbitrary (like Compat_notossdrops?) while others I didn't really understand why they are important (Compat_shorttex, Compat_sectorsounds). As far as I understand, players can also change these options in their sourceport, so I rather prefer it that way: let players choose how they want to play our maps. Only the "nojump" and "nocrouch" seem really essential for me. Also, I am afraid that changing some game behaviour like this will cause unexpected problems in some of the maps.

 

@Captain Toenail, I noticed that in your demo flyby, the sky in the map with the flesh monster (map 10) is the white SKY1, while in the actual map10 it is an orange sky (I believe it is OSKY31B). Could you please correct that? If it is just a simple fix, you can also tell me how to fix it. You don't need to re-upload the whole wad again.

 

Everyone, I am going to reserve Map 1 to 11 for a few hours for 24 hours. I would like to add some multiplayer-only co-op monsters. Nothing crazy, just a few extras here and there. I have already planned and tested this so it shouldn't take too long for me to upload the update. Also I have been working on a credit screen. What do you think?

 

Doom-1CREDITS.png.7af003cafc723555653998ec13d4282e.png

 

These are all the people that have edited maps. Of course, it does not credit sources for graphics and sounds and such, but I honestly don't know how to get all of this information in such a limited space... (edit: maybe it should be called "Map Credits" instead)

Edited by PinkFlamingo

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do we have anywhere in doom-1 where a hellgrowth pit would fit in? do we have maps that feature a kind of demonic infestation that has infected an otherwise innocent looking location?

 

EDIT

 

surprised that there havent been any significant edits to map 33 LMAO... its a pretty bad one I made in like 5 minutes back in 1999 and I submitted it as a joke because of a discussion we had :-)

 

reserving map 33

Edited by CBM

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9 minutes ago, CBM said:

do we have anywhere in doom-1 where a hellgrowth pit would fit in? do we have maps that feature a kind of demonic infestation that has infected an otherwise innocent looking location?

 

At this point, the only maps you can still edit are Map 32 and Map 33. I would like to keep all other maps 'closed' because otherwise it will never end ;-)

 

To answer your question more precisely, I think Map 33 would be the best place to add a hellgrowth pit. I actually like that monster you made in map04 of Doom -2. I think it would fit perfectly in one of the rooms of Map 33. In fact, that map could be some kind of caves with such monsters in the middle.

 

23 minutes ago, AtticTelephone said:

Seems you guys are getting real close to finishing this, great job as always. Also, you guys know about the new Doom -2?

 

Yes I have seen it. Hopefully it gets as successful as -1. At this point I am still very busy with this project, so I cannot promise if I will make an edit in -2. I'll see.

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1 hour ago, PinkFlamingo said:

At this point, the only maps you can still edit are Map 32 and Map 33. I would like to keep all other maps 'closed' because otherwise it will never end ;-)

 

To answer your question more precisely, I think Map 33 would be the best place to add a hellgrowth pit. I actually like that monster you made in map04 of Doom -2. I think it would fit perfectly in one of the rooms of Map 33. In fact, that map could be some kind of caves with such monsters in the middle.

 

Cool! :-D

 

I have a few more that I could add to some of the other rooms

 

going with an infestation of flesh meets machine concept like the cyberdemon himself

Edited by CBM

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I am going to make more edits to map 33 later today but I will wait until later to reserve it since it will be an estimated 8 hours from now

 

right now I have a house that is still not completely renovated.... I am currently working on the inner walls and only have isolation on just one wall so far

 

(I am using a new material called alu-thermo, its a new  invention from belgium and its rather expensive, but it can replace several other things when it comes to isolating walls, floors and ceilings thus making a wall much thinner compared to using standard materials)

 

link for those that might be curious

https://www.aluthermo.com/en/

Edited by CBM

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Version 6.45: 'Beyond the experiment', Credits and Multiplayer enemies

 

Another significant update. Lots of little things. I will describe the changes in detail in the following spoilers:

 

Download: https://www.mediafire.com/file/jqa5zaxum0i0rtu/NEGATIVEONE_v6.45.rar/file

 

'Beyond the experiment'

 

Spoiler

 

I have added @LoneAlpha2401's art as the title picture for PrBoom users. For GZDoom users I have simply added 'beyond the experiment' to @Captain Toenail's logo. If you wish to make a nicer one, feel free to do so! (but for me this looks OK)

 

TITLEPIC3.png.c77886cd9f9b79d12ad4bd94262e8b1e.pngLGOHIRES2.png.3d31add2490f51c7a97de9e39e57a5a9.png

 


 

 

Credits

 

Spoiler

 

I have added a credit image, which will appear in the PrBoom version. For the GZDoom version there are currently no credits but I am thinking about having the names of all the contributors appear one by one as a text during @Captain Toenail's video.

 

CREDITS.png.41b4544c467ccdd437422a2aaed6dd6c.png

 

I have also updated the names that appear under the map titles.

I have added:

@URROVA to Map 9, 27 and 28

@Roebloz to Map 11, 27, 28 and 32

@SilverMiner to Map 32, 33 and 34

and myself to Map 13, 14, 16, 17, 20, 21, 22, 23, 24, 27, 28 and 32

 

 

Multiplayer enemies!

 

Spoiler

 

Inspired by decino's latest co-op/Ultraviolence plus videos and because @Rosh Fragger was telling me earlier to keep some of the enemies for multiplayer sessions, I have added co-op exclusive enemies to the first 11 maps. I will add more to the later maps in another update. I have also added additional multiplayer-only ammo to be sure that you could beat the map in single player in "Ultraviolence plus" mode. I have added the following monsters and ammo:

 

Map 01:

- 7 Cacodemons in various areas and 2 Hell Knights in the final room

- 40 shells

Map 02:

- 1 Archvile in the skeleton closet and 2 Revenants behind the yellow key door

- 8 shells and 4 rockets

Map 03:

- 1 Cyberdemon in the outdoor area and 1 Archvile behind the blue key door

- 8 shells and 20 rockets

Map 04:

- 2 extra Dragons in the ice cave and 2 Archviles at the exit

- 20 shells and 40 cells

Map 05:

- 1 Cyberdemon in the crate room of part 3. 2 Barons and 10 Spectres in the final arena.

- 40 rockets

Map 06:

- 1 Baron and 4 Cacodemons at the start. 1 extra Cyberdemon, 5 extra Cacodemons and 4 extra Spectres during the monster invasion part. 1 extra Mancubus in the final room.

- 48 shells and 23 rockets

Map 07:

- no changes. This one is already pretty hectic and compact and because of the Archvile gimmick I really didn't want to mess with this one.

Map 08:

- 2 Archviles. One behind all the zombie men behind the red door and one in the final area

- 16 shells and 3 rockets

Map 09:

- 2 Archviles in the underground water section

- 8 shells and 5 rockets

Map 10:

- no changes. This map seemed chaotic enough will all those Arachnotrons.

Map 11 (my personal favourite):

- 4 extra Cyberdemons! One at the start, an additional one that teleports into the starting area, one that is in a cage in the yellow key area and a final one in front of the exit door in the slime tunnel (this one is very evil ;-)

- 40 rockets and 400 cells

 

 

Other fixes, updates
 

Spoiler


- I have tweaked the defaultmap section in Mapinfo and Zmapinfo to only disable jumping and crouching, as mentioned in a post above.

- I fixed a few misaligned textures in map 02

- I made the shootable switch in map 04 open and close again. This way in co-op mode respawning players have to shoot it again. This makes sure the monsters in the monster closets stay 'awake'.

- I made the corner of the tunnel in map 11 wider so the multiplayer Cyberdemon can also walk around it.

- I have revised deathmatch starts and weapons in the first 11 maps (although I doubt anyone will deathmatch these).

- I fixed the orange sky that didn't show up in Captain Toenail's video.

 

 

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Neat. I did not make the .png logo though, that was already in the wad.

 

The credits screen might look better with a dark blue background to offset the white and yellow text.

 

Speaking of multiplayer, I can't think of any off-hand, but if there's any 64x64 lifts in the wad these should ideally be made wider because they can become an annoying bottleneck.

 

Is anyone else bothered by the uzi sound? It's the Doom3 chaingun sound effect and it just seems really weird. Might just be me though.

Edited by Captain Toenail

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-snip- nevermind.

 

I'm probably gonna wait till I'm done with all the updates I can make -- I'll see if I can include any fixes others haven't caught yet. Also, @CBM, your map is missing a REJECT lump, and you uploaded a very old version of the wad.

 

Edited by maxmanium

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47 minutes ago, maxmanium said:

-snip- nevermind.

 

I'm probably gonna wait till I'm done with all the updates I can make -- I'll see if I can include any fixes others haven't caught yet. Also, @CBM, your map is missing a REJECT lump, and you uploaded a very old version of the wad.

 

Thank you for your interest in this project, but I am a bit worried about your statement ("all the updates I can make"). I would prefer that new-comers (I do not recognize your user name) no longer get involved and do updates . At this point, we are trying to finish this and there is a second Negative One thread (Negative Two), started by @AtticTelephone on this forum. I would like to wrap this one up. Apologies if I have somehow misunderstood your intention.

 

The only maps where you are still free to add new things are Map 32 and Map 33. If you find a bug or a misaligned texture in any of the other maps, or anything else you don't like, I prefer that you tell us in this thread instead, rather than making the edits. I will ask @URROVA to change the first post, as it has outdated information and I understand it confuses new-comers.

 

Also, if you wish to make an edit, it is better than you announce this first by reserving a Map.

 

1 hour ago, Captain Toenail said:

The credits screen might look better with a dark blue background to offset the white and yellow text.

Good idea, I'll see what I can do.

 

1 hour ago, Captain Toenail said:

Speaking of multiplayer, I can't think of any off-hand, but if there's any 64x64 lifts in the wad these should ideally be made wider because they can become an annoying bottleneck.

I will keep a look out for those.

 

1 hour ago, Captain Toenail said:

Is anyone else bothered by the uzi sound? It's the Doom3 chaingun sound effect and it just seems really weird. Might just be me though.

I have never played Doom 3 so I didn't realize the sound was from that game. I am so used to it now. It doesn't bother me.

 

1 hour ago, CBM said:

This seems to be a very old version indeed, pre- final release it seems?

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6 minutes ago, PinkFlamingo said:

Thank you for your interest in this project, but I am a bit worried about your statement ("all the updates I can make"). I would prefer that new-comers (I do not recognize your user name) no longer get involved and do updates . At this point, we are trying to finish this and there is a second Negative One thread (Negative Two), started by @AtticTelephone on this forum. I would like to wrap this one up. Apologies if I have somehow misunderstood your intention.

 

The only maps where you are still free to add new things are Map 32 and Map 33. If you find a bug or a misaligned texture in any of the other maps, or anything else you don't like, I prefer that you tell us in this thread instead, rather than making the edits. I will ask @URROVA to change the first post, as it has outdated information and I understand it confuses new-comers. 

 

I was intending to update the DEHACKED patch to fix some stuff, not to add any new monsters or maps or anything. I also wanted to look at sprite offsets and see if I can adjust them to match those of the sprite fixing project since these are brand new sprites, and maybe include fixed sprites for monsters not replaced (which I think is just the Cyberdemon). Of course if these sound like too much you don't have to use them, I just thought it would be appropriate for a bugfixing thread.

Edited by maxmanium

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7 minutes ago, maxmanium said:

 

I was intending to update the DEHACKED patch to fix some stuff, not to add any new monsters or maps or anything. I also wanted to look at sprite offsets and see if I can adjust them to match those of the sprite fixing project since these are brand new sprites, and maybe include fixed sprites for monsters not replaced (which I think is just the Cyberdemon). Of course if these sound like too much you don't have to use them, I just thought it would be appropriate for a bugfixing thread.

 

Ah, this is OK. I did not understand what you wanted to do. I was afraid you were going to make more changes to the maps ;-) If you can find good sprite replacements for the Revenant and Cyberdemon, this would be great. But please show them first. Thanks a lot for your help!

Edited by PinkFlamingo

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This little patch upgrades the liquid flats in every level for ZDoom family port users.

 

What it does

  • Basic script replaces all animated liquid flats with warping otex equivalents
  • Adds splashes, sound effect and depth to each liquid flat (same as Heretic, modified from MagicWazard's Doom Splashes resource)
  • There's also an added bonus snow effect for the snow flat

 

Behaviour in the following ports

 

  • Latest GZDoom - works as intended
  • ZDoom 2.8.1 - works as intended
  • Latest ZDaemon - ZDaemon uses the hardcoded Heretic splashes, so the majority work as intended. Custom mud and snow splashes are ignored. Not a big deal.
  • PrBoom+ - completely ignored. Original water flats appear in level.

 

I do not know how this wad interacts with other ports, but in theory it should be completely ignored.

 

I have lost track of what the latest version of the wad is, I can merge it once that is cleared up. 

 

https://www.mediafire.com/file/p0cytmsz0g54097/WaterModifier.wad/file

 

 

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52 minutes ago, Captain Toenail said:

This little patch upgrades the liquid flats in every level for ZDoom family port users.

 

What it does

  • Basic script replaces all animated liquid flats with warping otex equivalents
  • Adds splashes, sound effect and depth to each liquid flat (same as Heretic, modified from MagicWazard's Doom Splashes resource)
  • There's also an added bonus snow effect for the snow flat

 

Behaviour in the following ports

 

  • Latest GZDoom - works as intended
  • ZDoom 2.8.1 - works as intended
  • Latest ZDaemon - ZDaemon uses the hardcoded Heretic splashes, so the majority work as intended. Custom mud and snow splashes are ignored. Not a big deal.
  • PrBoom+ - completely ignored. Original water flats appear in level.

 

I do not know how this wad interacts with other ports, but in theory it should be completely ignored.

 

I have lost track of what the latest version of the wad is, I can merge it once that is cleared up. 

 

https://www.mediafire.com/file/p0cytmsz0g54097/WaterModifier.wad/file

 

 

sorry its v.6.46

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1 minute ago, CBM said:

sorry its v.6.46

 

Did you make any changes to the wad outside of MAP33? Just asking so I can merge it into my WIP when it's done -- halfway there, I think.

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2 minutes ago, maxmanium said:

 

Did you make any changes to the wad outside of MAP33? Just asking so I can merge it into my WIP when it's done -- halfway there, I think.

no just a few details in map 33 that I didn't got around to last time I edited map 33

 

damn this heat, I can't sleep despite it being 2 AM where I am.

Edited by CBM

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We should conclude this on version 6.50 (Or 6.66 if we need to)

6 hours ago, PinkFlamingo said:

Multiplayer enemies!

I will add some to MAP21 and MAP31. Ill tell you guys when I will reserve.

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6 hours ago, PinkFlamingo said:

 

Ah, this is OK. I did not understand what you wanted to do. I was afraid you were going to make more changes to the maps ;-) If you can find good sprite replacements for the Revenant and Cyberdemon, this would be great. But please show them first. Thanks a lot for your help!

 

No sprite replacements, but my work is pretty much done. I worked on the v6.46 file so I assume this is v6.47? But I'll let you decide. I attached a changelog in the zip below. Let me know if you don't like anything and I can re-upload the wad. I adjusted all monster sprite set offsets except for TROO and VILE -- I've been at this for several hours now, so I think I'm calling it quits there (it's still like 90% of sprites examined and/or adjusted).

 

v6.46_FIXES.zip

Edited by maxmanium

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I made v6.48, but for some reason it's not letting me upload it. (All I did was adjust x-offsets further of BOS2M0 - BOS2O0 and VILE. TROO is too different to compare to iwad sprites.)

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Sorry for the wait, got busy. I had no idea the cumulative attachment size limit was so strict on this website. This wad alone is 18mb compressed.

 

Anyway, here it is.

 

v6.48.zip

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