MissRaven Posted April 14, 2021 (edited) Introducing Project: Unity! A full 32 map megawad for Doom II Designed to be fully optimized for the Unity port! This map set comes from some members of the Console Doom Speedrunning community. Don't worry, that does NOT mean this was designed for speedrunners, although we put in a few goodies for runners to use :) This mapset is jam packed with lots of enemies and interesting map designs to keep you on your toes and to bite you in the ass if you make mistakes! Though we were pretty generous with health and stuff. Nobody likes dying 1000 times on one map :) UV+ is absolutely brutal. We put in some extra stuff for Uv+, including monsters in most maps. So be prepared for some very intense combat :o We really hope you guys enjoy this map set. We made it with love :D Alright now stop reading this and go play it. Download: https://drive.google.com/file/d/17NsTFSiC0X-7bpl2_HoOdAdi1Jh-Atbg/view?usp=sharing Join our community Discord: https://discord.com/invite/CaxmcJkv4d Check out the speedruns for this wad hosted on SRC for the Unity port: https://www.speedrun.com/doom_unity_ce#Project_Unity ProjectUnity.zip Edited July 29, 2021 by THiEF Updated link 7/29/2021 see .txt file for patch notes 34 Quote Share this post Link to post
Andromeda Posted April 14, 2021 Sounds fun! Here's the /idgames link BTW: https://www.doomworld.com/idgames/levels/doom2/megawads/projectunity 1 Quote Share this post Link to post
MissRaven Posted April 14, 2021 No no please do not download from that one. I sent them a version that has a keen missing thats tied to a secret by mistake, the one I posted is the fixed version. I don't think idgames updated it yet 3 Quote Share this post Link to post
1Destro3456 Posted April 14, 2021 Damn, that looks really cool, and the concept itself is really interesting. And the sky textures look awesome, I need to try this 1 Quote Share this post Link to post
Kuro_mahoh Posted April 15, 2021 (edited) https://www.youtube.com/watch?v=0_DCs29xw2A Dis looks good Edited April 15, 2021 by Kuro_mahoh dis looks good 1 Quote Share this post Link to post
Mr Masker Posted April 15, 2021 I played the first level in both PrBoom + and Unity Doom and while there was some wierd stuff with the starting screen with PrBoom + they both worked well and while i died quite quickly this is quite nice, good job. 1 Quote Share this post Link to post
NuMetalManiak Posted April 15, 2021 (edited) Very interesting wad so far. Enjoying the odd setups and the semi-slaughter gameplay. MAP16: Sector 142 is unreachable secret sector. MAP18: Yellow door does not need the yellow key to open. MAP23: Doesn't look like there's a way to reach secret sector 133 (also it doesn't contain anything) Edited April 15, 2021 by NuMetalManiak 2 Quote Share this post Link to post
Teedre Posted April 15, 2021 44 minutes ago, Mr Masker said: I played the first level in both PrBoom + and Unity Doom and while there was some wierd stuff with the starting screen with PrBoom + they both worked well and while i died quite quickly this is quite nice, good job. That's because prboom+ doesn't support 16:9 starting screens. I believe it's only 4:3 displayed as 16:9. So you will see it been shifted to the left. At least it's fine on unity, crispy and any sourceport that has 16:9 support. 0 Quote Share this post Link to post
MissRaven Posted April 16, 2021 10 hours ago, NuMetalManiak said: Very interesting wad so far. Enjoying the odd setups and the semi-slaughter gameplay. MAP16: Sector 142 is unreachable secret sector. MAP18: Yellow door does not need the yellow key to open. MAP23: Doesn't look like there's a way to reach secret sector 133 (also it doesn't contain anything) You downloaded the wrong version. Map 16's issue was fixed. The version I posted here is the correct version. As for map 18, whoops. As for map 23 not sure what you are on about, I just checked and all secrets are reachable and have something in them. Could you provide a screenshot? Maybe I'm missing something. 0 Quote Share this post Link to post
Noiser Posted April 16, 2021 (edited) These are some interesting skies and the maps seems to have the kind of abstraction I like! Downloading it. Edited April 16, 2021 by Noiser 1 Quote Share this post Link to post
Bryan T Posted April 16, 2021 (edited) I like the midi choices. Alright, I finished it (or at least as much as I'm going to do). The things of note that I didn't like were the abundance of teleporters and the odd architecture. I don't mind simplistic looks but I prefer a more realistic approach to world building. The combat was okay. There's not much in the way of ambushes so you're allowed to set your own pace. Edited April 17, 2021 by Bryan T 1 Quote Share this post Link to post
MissRaven Posted April 17, 2021 (edited) WAD has been updated, map 18's mistagged door is now properly tagged. Also added a dehacked file to have auto map names (though level: is missing because of limit) and a custom story we came up with. Enjoy! Download from the link on original post. Edited April 17, 2021 by THiEF 2 Quote Share this post Link to post
NinjaDelphox Posted April 17, 2021 Shoot I did forget to move that secret sector, that is not OK. 0 Quote Share this post Link to post
Gez Posted April 17, 2021 Music tracks: D_DOOM2 "More" from TNT by Tom Mustaine D_EVIL "Overload" from Plutonia Revisited by PRIMEVAL D_ROMER2 "Dry Gulch" from the NRFTL music pack by JD Herrera D_RUNNIN "CV3 - Aquarius Remix" by silentzorah, based on a Castlevania 3 track 3 Quote Share this post Link to post
Teedre Posted April 21, 2021 (edited) NEW UPDATE https://drive.google.com/file/d/1rrGQwTLRRVvfukn74CwjtJo8HRwSp1t_/view?usp=sharing Cleared up a few little issues and most likely there shouldn't be any further updates to this wad. THANKS FOR PLAYING! Edited April 23, 2021 by TomatoTom 3 Quote Share this post Link to post
Diabolución Posted April 21, 2021 BEX patch for ProjectUnity.wad - Pastebin.com This PWAD requires anyway, yes or yes, a limit-removing port (it is not vanilla compatible, as stated in its text file). Thus, I think the normal release should use a BEX patch embedded as a DEHACKED lump, and the possible official add-on, a DMAPINFO lump. Both support customising the par times and the flats of the text screens. Doom file template - The Doom Wiki at DoomWiki.org The text file does not follow above, the standard template. 2 Quote Share this post Link to post
MissRaven Posted April 22, 2021 5 hours ago, Diabolución said: BEX patch for ProjectUnity.wad - Pastebin.com This PWAD requires anyway, yes or yes, a limit-removing port (it is not vanilla compatible, as stated in its text file). Thus, I think the normal release should use a BEX patch embedded as a DEHACKED lump, and the possible official add-on, a DMAPINFO lump. Both support customising the par times and the flats of the text screens. Doom file template - The Doom Wiki at DoomWiki.org The text file does not follow above, the standard template. We tested it with dos, but to be fair we didn't test every map. We used Unity for most of the testing. We assumed it worked with DOS. If it doesn't then just use either Unity, or another source port. I know nothing about DMAPINFO and I couldn't find anything online that helped me learn how to do it, but I may have easily overlooked how to do it. If someone has a tutorial video of some kind on how to do it, I'd absolutely love to add it. As far as the text file, it's fine the way it is, still working on the midi credits, at some point that will be updated with the proper credits to all the midis. 2 Quote Share this post Link to post
Rudolph Posted April 22, 2021 (edited) On 4/14/2021 at 2:29 PM, THiEF said: "That's one doomed space marine..." Joking aside, how do you get all the secrets in MAP02? I found the secret area near where the Red Skull Key is, but I have no idea about the others. Edited April 22, 2021 by Rudolph 1 Quote Share this post Link to post
Teedre Posted April 22, 2021 3 hours ago, Rudolph said: "That's one doomed space marine..." Joking aside, how do you get all the secrets in MAP02? I found the secret area near where the Red Skull Key is, but I have no idea about the others. The other two secrets are very hidden for sure. I can give you a hint and say there is a small teleporter at the marble stairs and torches to shoot at the beginning. 0 Quote Share this post Link to post
Rudolph Posted April 22, 2021 @TomatoTom Thanks. I assume the other one requires the Arch-Vile to throw me over the balcony fence? 0 Quote Share this post Link to post
Rudolph Posted April 22, 2021 Then, I do not know how to get the last secret: the teleporter only brings me back to the beginning. 0 Quote Share this post Link to post
MissRaven Posted April 22, 2021 1 hour ago, Rudolph said: Then, I do not know how to get the last secret: the teleporter only brings me back to the beginning. Think back to tenements. Remember how there is a small teleporter sticking out of the wall by the red key? There is one similar by some stairs. That might be the one you are missing. Took me ages to find it too lmao 0 Quote Share this post Link to post
Rudolph Posted April 22, 2021 @THiEF Holy crap. There is secret and then there is secret! Thanks for the pointer. 0 Quote Share this post Link to post
Diabolución Posted April 23, 2021 Neither vanilla Doom nor Chocolate Doom will be ever able to run this PWAD, as its maps are too detailed. The minimum would be something like Boom or MBF, something that increases or removes the limits whilst fixing certain visual glitches, such as tutti-frutti artifacts and Medusa artifacts. Thus, it does not make sense to use the restrictive legacy DeHackEd format. BEX is the way to go, as it is supported natively by Boom, MBF, PrBoom, PrBoom-Plus, Woof!, Crispy Doom, ZDoom, GZDoom... As for the syntax of DMAPINFO: DMAPINFO - The Doom Wiki at DoomWiki.org I do think that BEX and DMAPINFO can coexist together, as the Unity Port would simply ignore the former. Finally, the text file does not follow the mentioned standard. For example, there is no description, permissions regarding reuse and whatnot are not specified... I would suggest using the nice text file generator of doomworld.com/idgames, so that said front-end can parse it out smoothly: Text File Generator - Doomworld /idgames database frontend These are good examples of text files: https://youfailit.net/pub/idgames/levels/doom2/megawads/btsx_e1.txt https://youfailit.net/pub/idgames/levels/doom2/megawads/btsx_e2.txt Of course, these are recommendations, not commands, obviously. 3 Quote Share this post Link to post
MissRaven Posted April 24, 2021 4 hours ago, Diabolución said: Neither vanilla Doom nor Chocolate Doom will be ever able to run this PWAD, as its maps are too detailed. The minimum would be something like Boom or MBF, something that increases or removes the limits whilst fixing certain visual glitches, such as tutti-frutti artifacts and Medusa artifacts. Thus, it does not make sense to use the restrictive legacy DeHackEd format. BEX is the way to go, as it is supported natively by Boom, MBF, PrBoom, PrBoom-Plus, Woof!, Crispy Doom, ZDoom, GZDoom... As for the syntax of DMAPINFO: DMAPINFO - The Doom Wiki at DoomWiki.org I do think that BEX and DMAPINFO can coexist together, as the Unity Port would simply ignore the former. Finally, the text file does not follow the mentioned standard. For example, there is no description, permissions regarding reuse and whatnot are not specified... I would suggest using the nice text file generator of doomworld.com/idgames, so that said front-end can parse it out smoothly: Text File Generator - Doomworld /idgames database frontend These are good examples of text files: https://youfailit.net/pub/idgames/levels/doom2/megawads/btsx_e1.txt https://youfailit.net/pub/idgames/levels/doom2/megawads/btsx_e2.txt Of course, these are recommendations, not commands, obviously. This is actually great info. Will look more into it and will update the text file over time to be more proper, with hopefully a full list of the midi credits. Thank you. 0 Quote Share this post Link to post
MissRaven Posted April 24, 2021 (edited) So I can't seem to figure out DMAPINFO. I see other WAD's with it and they all look different. I tried to do it similar to BTSX but it didn't seem to work for me (I assume because lack of knowledge) If someone knows what they are doing, and can help with it, I'll be glad to put you in the credits for helping! Edit: Thanks to an awesome dude named Arsinikk, we got it figured out :> Edited April 28, 2021 by THiEF 0 Quote Share this post Link to post
MissRaven Posted April 28, 2021 (edited) WAD has been updated to have DMAPINFO and custom PAR times. Known issue for Unity: Map 32 does not appear in the level select. Must IDCLEV to it for now. Will investigate. Edit: Issue fixed Edited April 28, 2021 by THiEF 0 Quote Share this post Link to post
Diabolución Posted April 28, 2021 Impressive, guys. This is / is looking really professional. 3 Quote Share this post Link to post
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