lokbustam257 Posted May 21, 2021 Just now, Egg Boy said: I'd say the fun in this project is reinterpreting existing maps, so I think that you can just make your own version of E3M1 and have the cyberdemon part from E3M9. hmm, sounds good, i think i rather create my owm e3m1 instead of modifying Worriedidot's 0 Share this post Link to post
Sergeant_Mark_IV Posted May 22, 2021 (edited) Here is my E1M2. I added lots of Tom Hall-isms (like chairs, tables, lockers). If anybody wants to take them as prefabs and re-use in their maps to keep consistency, go ahead. Includes co-op and deathmatch spawns. (EDIT: Scroll down for the fixed version) Edited May 23, 2021 by Sergeant_Mark_IV 8 Share this post Link to post
Biz! Posted May 22, 2021 4 hours ago, Sergeant_Mark_IV said: Here is my E1M2. I added lots of Tom Hall-isms (like chairs, tables, lockers). If anybody wants to take them as prefabs and re-use in their maps to keep consistency, go ahead. Includes co-op and deathmatch spawns. E1M2SMK4.zip It crashes when I load it in chocolate doom, did you test on that? 0 Share this post Link to post
magicsofa Posted May 23, 2021 7 hours ago, Redoom said: It crashes when I load it in chocolate doom, did you test on that? Probably because of this: Only 64 scrolling textures allowed in vanilla :) 3 Share this post Link to post
lokbustam257 Posted May 23, 2021 E3M9 is finally finished, thank god. Let me know what you think. E3M9wesaw95.rar Info: Spoiler =========================================================================== Title: Warrens We Saw 95 filename: E3M9wesaw95.wad Author: lokbustam257 Description: Idk man just give me some feedback =========================================================================== * Play Information * Game: (Ultimate) Doom, but registered Doom should also work Map: E3M9 Single Player: Designed for Cooperative 2-4 Player: Player starts only Deathmatch 2-4 Player: No Difficulty Settings: Yes =========================================================================== * Construction * Base: New from scratch Build time: 2 days Editor(s) used: Ultimate Doom Builder May not run with: ??? Tested with: Chocolate Doom 3.0.1, LZDoom 3.87c 1 Share this post Link to post
Sergeant_Mark_IV Posted May 23, 2021 9 hours ago, magicsofa said: Probably because of this: Only 64 scrolling textures allowed in vanilla :) Had no idea about this. I didn't test the game in Chocolate, just checked the Visplane Explorer and found out that there were never more than 100 visplanes anywhere in the map, and I thought it was good enough. Here, it's fixed now. E1M2smkfix.zip 6 Share this post Link to post
lokbustam257 Posted May 23, 2021 55 minutes ago, Sergeant_Mark_IV said: Had no idea about this. I didn't test the game in Chocolate, just checked the Visplane Explorer and found out that there were never more than 100 visplanes anywhere in the map, and I thought it was good enough. Here, it's fixed now. E1M2smkfix.zip pretty good Mark, though i think you want to fix some of these minor issue, because people will likely play in software mode Spoiler 1 Share this post Link to post
Biodegradable Posted May 23, 2021 (edited) I really enjoyed your version of E1M2, @Sergeant_Mark_IV. It's a faithful recreation with some interesting new twists on the layout and architecture with new rooms and cool secrets and exquisite levels of DoomCute that push all the right buttons in my brain-box. :^) Edited May 23, 2021 by Biodegradable 4 Share this post Link to post
Sergeant_Mark_IV Posted May 23, 2021 (edited) 2 hours ago, lokbustam257 said: pretty good Mark, though i think you want to fix some of these minor issue, because people will likely play in software mode Reveal hidden contents Oh, sure I will take a look at it another day, but for now I guess it's good enough since it has no game-breaking stuff. 2 hours ago, Biodegradable said: I really enjoyed your version of E1M2, @Sergeant_Mark_IV. It's a faithful recreation with some interesting new twists on the layout and architecture with new rooms and cool secrets and exquisite levels of DoomCute that push all the right buttons in my brain-box. :^) Thanks! I watched your playthrough, you got really close of finding all secrets (Even interacted with the right objects). You wall humped a lot, tip: I never add secrets that requires wall humping in my maps. The only one that is a "wall door" can be seen when you get the automap. Maybe I will nerf the chainsaw secret, because it requires a lot of timing precision. Edited May 23, 2021 by Sergeant_Mark_IV 3 Share this post Link to post
The BMFG Posted May 23, 2021 4 hours ago, Sergeant_Mark_IV said: Had no idea about this. I didn't test the game in Chocolate, just checked the Visplane Explorer and found out that there were never more than 100 visplanes anywhere in the map, and I thought it was good enough. Here, it's fixed now. E1M2smkfix.zip loved the map man. played it with Bolognese and the random deaths and decoration patch. my favorite parts had to be the outside area with the red key and the room with the pathway that has a bunch of acid near it. stay cool man. love to see your great mapping and modding skills keep it up @Sergeant_Mark_IV 1 Share this post Link to post
TheGreenZap Posted May 23, 2021 5 hours ago, Sergeant_Mark_IV said: Had no idea about this. I didn't test the game in Chocolate, just checked the Visplane Explorer and found out that there were never more than 100 visplanes anywhere in the map, and I thought it was good enough. Here, it's fixed now. E1M2smkfix.zip Great job on this Mark. I liked how you turned it into a plant. I enjoyed the gameplay and how the level was expanded. Spoiler I especially liked the locker room with the rad suits. 0 Share this post Link to post
Clippy Posted May 23, 2021 Tried a couple of these out - right up my alley - short nostalgic recreation maps - I'll try more some time @Sergeant_Mark_IV I loved your take on E1M2 - an improvement as I always hated this level, thanks for not putting an annoying maze in it. Loved secret hunting, my jam! Please PM me how to get the chainsaw it's bottling my mind @Worriedidiot this is a much better E3M1 - had a great time keep em coming 4 Share this post Link to post
Biz! Posted May 23, 2021 Note : Upgraded to Limit Removing that way you don't have to worry about static limits 6 Share this post Link to post
Clippy Posted May 23, 2021 Deadline 2023? Is that a joke Well I never made a doom 1 map before so sign me up for e2m3 it's my fave level lol 0 Share this post Link to post
Super Mighty G Posted May 23, 2021 I can throw in something for e4m7 if that's all right. 0 Share this post Link to post
Sergeant_Mark_IV Posted May 23, 2021 If anyone give up in any E1 or E2 level, I'm taking it. 2 Share this post Link to post
Clippy Posted May 23, 2021 On 5/19/2021 at 1:16 PM, DavidN said: I'll take over E2M3 if battlescroll doesn't want it! I totally missed this post He was here first @Redoom 0 Share this post Link to post
Clippy Posted May 24, 2021 @lokbustam257 I tried your maps they were fun 5 Share this post Link to post
Morfos Posted May 24, 2021 (edited) I have tried to speed-map with this idea for e3m6 twice. Maybe I could do e2m7 and/or e3m6. I doubt I would succeed. Spoiler Under the next spoiler, these are not my maps but I imported resources I have chosen, including two new skyboxes for episodes 2 and 4 and antialias for the episode 1 skybox (e2 skybox needs it too). Spoiler ... Edited May 27, 2021 by Morfos see how good/bad i am 1 Share this post Link to post
Engired Posted May 25, 2021 (edited) Here's my E3M8, which has a bigger and harder boss battle, co-op and deathmatch spawns (the map isn't made for it, so it won't be that fun), a tech base, and is limit-removing only. Chocolate doom crashes on launch. Download: (OUTDATED, look down!) The end of the original doom says that you have defeated the Spider Mastermind, the one that basically controls the whole invasion, or at least starts it. Seems kinda wrong to kill her so easily, so why not give her some better defenses? It makes sense. Bugs: - I stacked a lot of ammo on top of itself at several points, gzdoom might get pretty slow. Tell me if it becomes an issue. - Might have too many pinkies, or not enough at the end. - If you know me, I never put enough health. Hopefully I did it correctly this time, but tell me if there needs to be more or less health. Spoiler Screenshots: (^ Not the actual version released ^) It really needs some blood music or something, the current music barely fits with even the original. Edited May 26, 2021 by Engired 0 Share this post Link to post
Walter confetti Posted May 25, 2021 Yeah, i was thinking the same... Can we change the music or we have to use the stock ones? It's not explained in the OP rules, so i think we can change it? 1 Share this post Link to post
Engired Posted May 25, 2021 2 minutes ago, Walter confetti said: Yeah, i was thinking the same... Can we change the music or we have to use the stock ones? It's not explained in the OP rules, so i think we can change it? It does say no custom things, but maybe we could just change the song for another from doom? That could really improve the atmosphere while keeping it within doom 1 boundaries. 2 Share this post Link to post
MemeMind Posted May 25, 2021 Ill get started after Wednesday as thats the last day of school. 2 Share this post Link to post
magicsofa Posted May 25, 2021 On 5/23/2021 at 7:58 AM, Sergeant_Mark_IV said: Had no idea about this. I didn't test the game in Chocolate, just checked the Visplane Explorer and found out that there were never more than 100 visplanes anywhere in the map, and I thought it was good enough. Yeah, there's actually a few things that'll crash vanilla. Visplanes just tends to be the most restrictive/the first thing people exceed. The other main ones are that you can only have 30 platforms moving at the same time (as in lifts - apparently doors, crushers, and move ceiling/floor action don't count) and you can't use a multi-patch texture as a middle texture on a two sided line. Other stuff will not crash but cause bugs: Anything past 256 segs on screen will not draw, causing HOM; Sprites past 128 on the screen will not be drawn; Making a texture tile vertically when it's not 128 pixels tall will create tutti-frutti, etc. It's all listed here though:https://doomwiki.org/wiki/Vanilla_Doom_engine_mapping_reference 3 Share this post Link to post
Engired Posted May 26, 2021 Accidentally made it look too much like e1m8. Here's a new version: E3M8.zip 0 Share this post Link to post
lokbustam257 Posted May 26, 2021 hi, I have an updated version of E3M9 and E2M8, here's the file New E2M8 and E3M9.zip Changelog: E2M8: -ROCKRED in E2M8 now has been reworked, hopefully this doesn't look random -Some mid tier monsters like Baron and Cacodemon has been slightly reduced to prevent too much infighting E3M9: -The red door in the hell dimension is now fixed, so you now have to use the red key now end of post 2 Share this post Link to post
Clippy Posted May 26, 2021 Did I inspire you to change e2m8? I did get carried away with the infighting didn't I it was fun haha 1 Share this post Link to post
Lone2401 Posted May 26, 2021 (edited) Making progress on E2M7, trying to stay faithful. Screenshots: Spoiler On 5/18/2021 at 6:32 PM, LoneAlpha2401 said: @Redoom The maps are 0.5's E1M1 redone in E1 style and 0.4's E1M11 redone in E2 style. Where the new secret exits will be placed is up to you. @Redoom I'm going to back out of including these maps as I don't feel they fit the style of this project. Edited May 27, 2021 by LoneAlpha2401 3 Share this post Link to post
Engired Posted May 26, 2021 2 hours ago, LoneAlpha2401 said: Making progress on E2M7, trying to stay faithful. Screenshots: Reveal hidden contents I'm going to back out of including these maps as I don't feel they fit the style of this project. There's no need to be faithful in anyway. The point is to be unfaithful, and do what you want for the maps. 0 Share this post Link to post
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