CBM Posted December 23, 2021 (edited) the regular doom fists doesnt have red gloves but all other weapons do except the gauntlets but we can assume the gloves are worn inside the gauntlets? map14 has unknown top textures on a number of linedefs they are called 100, 118, 123, 187 actually all the maps seem to have some unknown textures Edited December 23, 2021 by CBM 0 Quote Share this post Link to post
PinkFlamingo Posted December 23, 2021 1 hour ago, CBM said: map14 has unknown top textures on a number of linedefs they are called 100, 118, 123, 187 actually all the maps seem to have some unknown textures These do seem to be mistakes. Perhaps someone mistakingly added a linedef tag number as a texture? I will check all the maps for these. However, on some of the maps the "missing" textures are actually different player palettes that change the colour of the screen when the player is inside these sectors (these are called for example LAVAMAP and GRNMAP). In map 24, when the player falls into the nukage, the screen gets green to simulate you being under water. 2 Quote Share this post Link to post
CBM Posted December 23, 2021 1 minute ago, PinkFlamingo said: These do seem to be mistakes. Perhaps someone mistakingly added a linedef tag number as a texture? I will check all the maps for these. However, on some of the maps the "missing" textures are actually different player palettes that change the colour of the screen when the player is inside these sectors (these are called for example LAVAMAP and GRNMAP). In map 24, when the player falls into the nukage, the screen gets green to simulate you being under water. ok 0 Quote Share this post Link to post
EpicTyphlosion Posted December 23, 2021 18 hours ago, Gustavo6046 said: How much has this changed since the first official release? I can't wait to try this out and take a look. I wonder if people have transformed it or evolved it a lot, or have just been tweaking and changing and maybe adding little side areas over the year. This is still really exciting, though! That reminds me, it would be neat to compile every single version of the wad and make a timelapse of each map and how they changed. Could upload the files to somewhere like archive.org as well. Only issue is I'm not sure if all of them are still up. 1 Quote Share this post Link to post
Captain Toenail Posted December 23, 2021 8 hours ago, CBM said: the regular doom fists doesnt have red gloves but all other weapons do except the gauntlets but we can assume the gloves are worn inside the gauntlets? Here are punch sprites with the red gloves. I also improved the gauntlet and made it a bit more interesting. The new HUD graphics are all set up in the attached wads if you want to merge it with the main project. GauntletsAndPunch.7z 5 Quote Share this post Link to post
PinkFlamingo Posted December 23, 2021 (edited) 45 minutes ago, Captain Toenail said: Here are punch sprites with the red gloves. I also improved the gauntlet and made it a bit more interesting. The new HUD graphics are all set up in the attached wads if you want to merge it with the main project. GauntletsAndPunch.7z Wow! Amazing. I'll add that in a next update. Edited December 23, 2021 by PinkFlamingo 1 Quote Share this post Link to post
CBM Posted December 23, 2021 ha ha cool doomguy is ready to punch in style now 0 Quote Share this post Link to post
URROVA Posted December 24, 2021 (edited) On 12/23/2021 at 5:31 AM, CBM said: map14 has unknown top textures on a number of linedefs they are called 100, 118, 123, 187 actually all the maps seem to have some unknown textures im checking the maps . . . Edited December 24, 2021 by URROVA 1 Quote Share this post Link to post
URROVA Posted December 24, 2021 (edited) There is the wad without the unknown textures: https://mega.nz/file/3WJnCSbI#o54uFpkqsZNrQXkkXlC7j9fOVxCXw7Z3OIZaJTd3FBc also i checked for iwad textures, if we want to upload to idgames, we have to modify/replace these textures: Unmodified (c) resources: From DOOM 1: FLAMP HELL6_1 HELL8_3 SW2_3 SW11_5 TSCRN2 TSCRN3 TSCRN4 TSCRN5 TSCRN6 TSCRN8 W13_8 W104_1 W108_1 W109_1 W109_2 W110_1 WALL24_1 WALL51_1 WALL57_1 From DOOM2: PLAYPAL MWALL4_2 MWALL5_1 W17_1 From TNT: BCRAT32 Edited December 24, 2021 by URROVA 2 Quote Share this post Link to post
PinkFlamingo Posted December 25, 2021 I am going to reserve maps 1 to 30, to add extra items/monsters for multiplayer and also check for misaligned textures/mistakes. I will also update the credits. 5 Quote Share this post Link to post
SilverMiner Posted December 25, 2021 20 hours ago, URROVA said: also i checked for iwad textures, if we want to upload to idgames, we have to modify/replace these textures: I modified these. Somebody should place these in the main wad https://www.dropbox.com/s/nx7qbu99t56tf8d/NegativeReplace.wad?dl=1 4 Quote Share this post Link to post
URROVA Posted December 25, 2021 V6.65.8: Replaced the IWAD textures with SilverMiner ones https://mega.nz/file/rOwWiZJI#amSRkMkxvfyZjJOo-CDMJkblHswxVeCvxaYga1nT_Fg 6 Quote Share this post Link to post
URROVA Posted December 28, 2021 v6.65.9: Added enemies in some empty rooms (the only left is the red computer room) and added 3 secrets. https://mega.nz/file/bHQQ2JIR#8Z8fdacD5x0yTfBZhuarn0Mm6BYFBwFuyQNRhC7KGRc 4 Quote Share this post Link to post
PinkFlamingo Posted December 29, 2021 (edited) I went through the first 20 maps, adding multiplayer items and fixing a couple of textures here and there. I'm going to test it all tonight and upload the next version. Then I will continue with maps 21 to 30. (and after that I can focus on maps 32 and 33) Edited December 29, 2021 by PinkFlamingo 2 Quote Share this post Link to post
Rudolph Posted December 29, 2021 (edited) I have a question: can this be played with Freedoom? I am away from my gaming computer at the moment and I want to play this. At first, it seems to be working alright, but then I noticed the burning barrels flashing between the vanilla barrel and its Freedoom counterpart. EDIT: I noticed the same with the Evil Eye decoration, which flashes between its vanilla sprite and its Freedoom replacement. EDIT #2: Same with torches. EDIT #3: The Revenant still uses a couple of vanilla frames, which causes it to briefly switch to Dark Soldier sprites. EDIT #4: Same with the Cyberdemon, who briefly reverts to Brute sprites during its pain animation. EDIT #5: The teleporter to the left of the exit in MAP02 does not seem to work. Edited December 29, 2021 by Rudolph 1 Quote Share this post Link to post
PinkFlamingo Posted December 29, 2021 (edited) 3 hours ago, Rudolph said: I have a question: can this be played with Freedoom? I am away from my gaming computer at the moment and I want to play this. At first, it seems to be working alright, but then I noticed the burning barrels flashing between the vanilla barrel and its Freedoom counterpart. EDIT: I noticed the same with the Evil Eye decoration, which flashes between its vanilla sprite and its Freedoom replacement. EDIT #2: Same with torches. EDIT #3: The Revenant still uses a couple of vanilla frames, which causes it to briefly switch to Dark Soldier sprites. EDIT #4: Same with the Cyberdemon, who briefly reverts to Brute sprites during its pain animation. I think these are due to the inclusion of a sprite-fixing mod. What happened is that some vanilla sprites are modified and included in the WAD, while some are missing (probably non-modified ones). When using the official IWADS you don't notice anything because the missing sprites are replaced by the standard ones from the IWAD (Doom2). In Freedoom however, they are replaced with the freedoom counterparts. For this reason you see these weird flickers and changing sprites. The Revenant and Cyberdemon are missing several frames according to the latest ultimate doom builder editor. EDIT: The Revenant is missing SKELA7D3 and SKELL1 EDIT: Cyberdemon is missing CYBRA1,2,4,5,7,8 The quick solution is to simply remove all these redundant vanilla sprites. I will do this in the next update unless someone comes up with a better fix (meaning: add the missing sprites). 3 hours ago, Rudolph said: EDIT #5: The teleporter to the left of the exit in MAP02 does not seem to work. Well spotted! The teleporter destination was not placed in the correct spot. I have already fixed this for my upcoming update. Edited December 29, 2021 by PinkFlamingo 3 Quote Share this post Link to post
xvertigox Posted December 30, 2021 (edited) I've got a soft spot for this project due to my love for compiling resources. I've got quite a few wads of sprite and sound replacements (in vanilla format) because making recolors and compiling sprites from r667 is so damn fun. I'm playing through -1 at the moment and I'm having a blast, it's so fkn chaotic in a good way. Edit: Random aside, I'm checking out the 25 Years of Doom feature again and I'm playing through Black Rain with the assets from -1 in Eternity and it fits really well. Edited December 30, 2021 by xvertigox 5 Quote Share this post Link to post
PinkFlamingo Posted December 31, 2021 Version 6.65.10 NEGATIVEONE_v6.65.10.rar - Map 1 to 20 are updated for multiplayer: - for co-op I added extra monsters and items based on my experiences with Thursday Night Survival - for deathmatch I checked all the starts, made sure you can backtrack the map from each starting point, and added a few extra weapons here and there (deathmatch should be more consistent and enjoyable now) - added @Captain Toenail sprites for fists and gauntlets - removed the Revenant, Revenant missile and Cyberdemon sprites - removed the evil eye, burning barrel, torches and megasphere sprites (now the WAD should work fine with Freedoom, @Rudolph ) - slightly edited the Map 18 MIDI to loop better (not perfect but better than a long pause) - made tweaks to the automap (hiding a few monster closets here and there) NEXT: I will continue to reserve maps 21 to 30 for multiplayer revision Full changelog for each map: Spoiler MAP01: - co-op: extra green armor and radiation suits added - changed yellow door linedef 598 to a repeatable switch to avoid soft locks in multiplayer - removed the yellow lights from that same door because in multiplayer you can also open it from this side without needing the yellow key MAP02: - moved the teleport destination at the start because it was not inside the proper tagged sector MAP03: - fixed a doortrak texture that was not tagged 'lower unpegged' (big door near Archvile crushers) - fixed a platform in the outdoor cave that was wrongly tagged to hurt the player - co-op: extra radiation suits MAP04: - co-op: 1 extra cyberdemon + 4 boxes of rockets MAP05: - co-op: 4 extra cacodemons in part 1 + 1 extra box of shells - fixed misaligned wall textures in armory room of part 3 - improved texture alignment at exit - added 'S1 door open stay' to other side of forcefield in part 3 (for deathmatch backtracking) - added 'floor lower to lowest floor' to linedef 6251 to avoid softlock during deathmatch (can be exploited for co-op) MAP06: - added 'S1 door open stay' to other side of big doors outside (for deathmatch backtracking) MAP07: - co-op: 4 extra hell knights + 2 barons + 1 box of shells + 3 boxes of rockets + 1 extra megasphere - deathmatch: added green pillars to block the players going into the Mancubus area. Only playable space is the central courtyard. MAP08: - co-op: 3 extra archviles + 24 shells MAP09: - co-op: 6 extra chaingunners + 2 revenants + 1 hell knight + 3 ammo clips + 16 shotgun shells + 2 rockets - improved the texturing at the junction in the tunnel at the start - improved texturing at the metal gates in the outdoor megasphere secret MAP10: - co-op: 20 extra chaingunners + 4 arachnotrons + 12 shotgun shells + 3 small cell packs + 3 green armor MAP11: - co-op: extra green armor and radiation suits MAP12: - co-op: extra green armor and radiation suits - improved some of the texturing at the end - added linetype 19 (lower floor) to linedef 1759 for deathmatch backtracking MAP13: - co-op: extra green armor + 4 boxes of rockets + 2 large cell packs - linedefs 5008 and 5811 were blocking monsters for no obvious reason (fixed) - added a step to the road under the bridge, allowing the multiplayer cyberdemon to leave the tunnel - added a switch to the back of sector 2314 to allow deathmatch backtracking - several doors in the sewer section now have "door open stay" on their back side for deathmatch backtracking MAP14: - co-op: 1 extra cyberdemon + 1 archvile + 6 dragons + 2 boxes of rockets + 1 large cell pack + extra berserk + extra chaingun MAP15: - co-op: extra armor, weapon pickups and health pickups at the start MAP17: - co-op: extra shotgun + 2 cell packs MAP18: - co-op: extra green armor at start - improved texturing near a lift sector 243 MAP19: - co-op: 12 extra wickeds + 2 archviles + 1 box of shells MAP20: - co-op: 1 extra cyberdemon + 4 rocket boxes - improved texturing in most northern room (sector 1059) - added D1 open stay to linedef 5971 and 5661 for deathmatch Happy New Year! 4 Quote Share this post Link to post
Rudolph Posted December 31, 2021 @PinkFlamingo Sweet! Keep up the good work! 1 Quote Share this post Link to post
Rudolph Posted December 31, 2021 (edited) I guess this is more of a nitpick than a bug, but is the Baron of Hell replacement supposed to bleed yellow? The corpse appears to be covered in yellow blood, but the monster produces yellow blood splatters when I shoot it. Also, when I get killed by the Pain Elemental replacement, I am told that my character only died; GZDoom does not tell me that I was killed by this specific enemy. Edited January 1, 2022 by Rudolph 0 Quote Share this post Link to post
PinkFlamingo Posted January 1, 2022 13 hours ago, Rudolph said: I guess this is more of a nitpick than a bug, but is the Baron of Hell replacement supposed to bleed yellow? The corpse appears to be covered in yellow blood, but the monster produces yellow blood splatters when I shoot it. The original sprite from realm667.com had green blood. Just like the original Baron, it also had a green hand during its attack animation. Because the baron/hell knight fire ball is yellow in Negative One, we had to recolor the hand to match the projectile. At the time, I did a simple palette translation, replacing all green with yellow. As a result, the blood also became yellow. I agree that it looks a bit inconsistent with the red blood splatters, so I'll see if I can recolor the blood red for the death animation (maybe with a different palette translation on the original sprites). 13 hours ago, Rudolph said: Also, when I get killed by the Pain Elemental replacement, I am told that my character only died; GZDoom does not tell me that I was killed by this specific enemy. I don't know why this is, but I guess the original Pain Elemental also didn't have a message associated with it (as you would always get killed by a Lost Soul and not by the actual Pain Elemental). Since the Dragon is replacing the Pain Elemental, it would make sense that the Dragon isn't recognized as an enemy that deals damage. 0 Quote Share this post Link to post
Rudolph Posted January 1, 2022 Ah, I see. Does the project have some sort of readme with the tracklist? A few tracks sound very familiar, but I cannot remember where I have heard them. 0 Quote Share this post Link to post
PinkFlamingo Posted January 1, 2022 (edited) There is a credits.txt file inside the wad file (accessible through Slade). For the final release, we will probably add an actual .txt file as a separate file. Here are the current music credits (we are still missing the proper credits for some of the later maps) Title Music : "un39, unused Doom title music" by Robert Prince Intermission Music: "How'd I Do?" by Lee Jackson (Rise of The Triad) READ Screen Music: "CCCool" by Lee Jackson (Rise of The Triad) Map 01 "Untitled Track" by Kniggit Map 02 "Untitled Track" by Kniggit Map 03 "Untitled Track" by Kniggit Map 04 "Techno Prisoners" by Jimmy Map 05 "Endless" by Andrew Hulshult (Dusk). Midi by dedli_midi Map 06 "Postmodern Muck" by Jimmy (remix of "Modern Muck" by Will Loconto) Map 07 "un52, unused version of Shawn's got the shotgun" by Robert Prince Map 08 "Diabolical Adrenaline Guitar" by Kelly Bailey (Half Life). Map 09 "Nine Feet Under" by Jimmy Map 10 "Bomber Barbara" by Hideki Naganuma (Sonic Rush). Map 11 "Untitled Track" by Kniggit Map 12 "Volcano Valley Zone (Act 2)" from Sonic 3D Blast Map 13 "Untitled Track" by Kniggit Map 14 "Neato" by Jeremy Doyle Map 15 "Taskforce" by Lee Jackson (Rise of The Triad) Map 16 "Untitled Track" by Kniggit Map 17 "Brinstar - Underground Depths" by Kenji Yamamoto and Minako Hamano (Super Metroid). Midi by Erik@vbe.com Map 18 "White Reflection" by Two-Mix Map 19 "Untitled Track" by Kniggit Map 20 "Untitled Track" by Kniggit Map 21 ??? Map 22 "Untitled Track" by Kniggit Map 23 ??? Map 24 ??? Map 25 "Untitled Track" by Kniggit Map 26 ??? Map 27 ??? Map 28 "Demonic Teleporter" by URROVA Map 29 ??? Map 30 song by Nightmare and others Map 31 original Doom 2 Map 32 music Map 32 ??? Map 33 "Demonic Teleporter" by URROVA Map 34 "Untitled Track" by Kniggit Map 35 "Pokey Means Business" by Keiichi Suzuki and Hirokazu Tanaka(Earthbound) Edited January 1, 2022 by PinkFlamingo 0 Quote Share this post Link to post
Rudolph Posted January 1, 2022 Woah! Someone did a MIDI rendition of DUSK's soundtrack? I knew this track sounded familiar. :o Anyway, thanks! I do not have SLADE on this computer (which is not mine), so I was not able to access the .txt file. 0 Quote Share this post Link to post
Lone2401 Posted January 2, 2022 (edited) @PinkFlamingo MAP23 D_AMPIE is "Through the Fire and Flames" by DragonForce MAP24 D_THEDA3 is "Project DOOM: End of Doom remix" by SilentZorah MAP26 D_MESSA2 is "Fat Man" from Bungie's Marathon MAP27 D_ROMER2 is "MAP01: TiN Toker" from TNT 2: Revilution MAP29 D_SHAWN3 is "Fillmore" from Actraiser Edited January 2, 2022 by LoneAlpha2401 0 Quote Share this post Link to post
PinkFlamingo Posted January 2, 2022 4 hours ago, LoneAlpha2401 said: @PinkFlamingo MAP23 D_AMPIE is "Through the Fire and Flames" by DragonForce MAP24 D_THEDA3 is "Project DOOM: End of Doom remix" by SilentZorah MAP26 D_MESSA2 is "Fat Man" from Bungie's Marathon MAP27 D_ROMER2 is "MAP01: TiN Toker" from TNT 2: Revilution MAP29 D_SHAWN3 is "Fillmore" from Actraiser Fantastic! Thanks a lot! I'll include that in the next update. 1 Quote Share this post Link to post
URROVA Posted January 17, 2022 reserving MAP33 to keep working in the combat, and maybe finish it. Spoiler sorry for not publishing recently, i wasnt with my computer. 2 Quote Share this post Link to post
PinkFlamingo Posted January 20, 2022 Just wanted to say that I am currently busy moving and I have no time for Doom until mid-February. So I won't be posting anything here until then. I've planned to make the following updates: - Add/Revise multiplayer support for maps 21 - 35 - Make a few small gameplay-related changes to various maps, based on feedback I received - Help playtest/finish maps 32 and 33 - Update all credits So if all goes well, this project will be finished in March! 3 Quote Share this post Link to post
Roebloz Posted January 20, 2022 1 hour ago, PinkFlamingo said: Just wanted to say that I am currently busy moving and I have no time for Doom until mid-February. So I won't be posting anything here until then. I've planned to make the following updates: - Add/Revise multiplayer support for maps 21 - 35 - Make a few small gameplay-related changes to various maps, based on feedback I received - Help playtest/finish maps 32 and 33 - Update all credits So if all goes well, this project will be finished in March! holy shit this is still going on< Why Why is this taking so long 2 Quote Share this post Link to post
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