Engired Posted July 16, 2021 (edited) ... Literally. Also given the names 'Mandela Doom', 'Doom But Something's Not Right' and 'Doom from Memory', we recreated the whole game from memory. As in the maps, wait until Doom 2 from memory for more than that. Link: Doom, The Way We Remember It.zip Alright, here's the extra stuff! Trailer: Comparisons: Spoiler Original on the left, new one on the right. Map numbers go left to right, up and down. E1 E2 E3 E4 Credits Spoiler E1M1: @TotalTS E1M2: @Death Bear E1M3: @msx2plus E1M4: @Wavy + @Doomkid E1M5: @DMPhobos E1M6: @Vaeros E1M7: @Scypek2 E1M8: @Kloki38 E1M9: @DaAndroid614 E2M1: @Marn E2M2: @Cheesewheel E2M3: @LateNightPerson E2M4: @Kloki38 E2M5: @Kloki38 E2M6: @Walter confetti E2M7: @Cacodemon187 E2M8: @Worriedidiot E2M9: @Dunn (& Dunn) E3M1: @VisionThing E3M2: @Doom_Dude E3M3: @Walter confetti E3M4: @SilverMiner E3M5: @yakfak E3M6: @Noiser E3M7: @Engired E3M8: @MundyC E3M9: @1Destro3456 E4M1: @Chainie E4M2: @Nuxius E4M3: @LateNightPerson E4M4: @CBM E4M5: @Engired E4M6: @MundyC E4M7: @revlis E4M8: @Engired E4M9: @Walter confetti Hopefully I tagged the right people! Some people unfortunately got caught up in other stuff, here they are: elio.exe, Jacek Bourne, NieMaMordy, Gratefulname, Alter, Redoom, xxWeNxx, Philnemba, Omniarch, and egap98. Hope you can join in with the second one! WAD Information Spoiler IWAD: Doom 1 Engine: Limit Removing Maps: 36 Difficulty: Sometimes all, sometimes only one. Co-op: Sometimes. Deathmatch: Don't, but there are some. Release date: 16/07/2021 9:00 PM (AEST) WAD Version (ignore): 7 For those who are interested, there will be a second. We will recreate all the maps of Doom 2, the music, titles, some of the bigger graphics, and it will happen next month. Look out for it! And if you want it, I may do a Doom 1 from memory from memory next year. Edited August 19, 2021 by Engired 85 Quote Share this post Link to post
Wavy Posted July 16, 2021 Here at long last! This was really fun. Great job to everyone! 6 Quote Share this post Link to post
Somniac Posted July 16, 2021 Great to see this finally drop. Everyone has done an outstanding job on this, testing E1 a while ago it really felt like the real thing in all the right ways, while still having something unique and slightly "off" that gives it a breath of fresh air. I'll be looking out for the D2 remake and absolutely joining in on that also. 2 Quote Share this post Link to post
CBM Posted July 16, 2021 My E4M4 is a bit confusing, and I have fixes for it but I decided to leave it as is in this project since I DO remember that level as being confusing, with all the brown everywhere... 4 Quote Share this post Link to post
Rudolph Posted July 16, 2021 Woah, you went with my suggestion for the title?!? :o 3 Quote Share this post Link to post
Teo Slayer Posted July 16, 2021 Good job on attempting to recreate Ultimate DOOM from memory. I am not good at memorizing maps 2 Quote Share this post Link to post
Engired Posted July 16, 2021 24 minutes ago, Rudolph said: Woah, you went with my suggestion for the title?!? :o I've been going with it this whole time. Best fit for it. 3 Quote Share this post Link to post
Rudolph Posted July 16, 2021 (edited) Well... glad I could help! :D As for the project itself, the maps look more amateurish visually, but I feel like they are better balanced gameplaywise. There is a power-up - the white triangle - placed outside of the map boundaries in E1M3: Edited July 16, 2021 by Rudolph 2 Quote Share this post Link to post
SilverMiner Posted July 16, 2021 @Engired Mind on adding a GAMEINFO lump for Gzdoom users? This will make it write "Doom the way we remember it" on startup and always use Doom IWAD Here's a file and what's inside: https://www.dropbox.com/s/qzlsd625fwqc9ho/GAMEINFOforDTWWRI.txt?dl=1 iwad = "doom.wad" startuptitle = "Doom the way we remember it" startupcolors = "4b 94 af", "50 3d 80" 4 Quote Share this post Link to post
Somniac Posted July 16, 2021 I forgot to ask, and I wont be able to check the WAD today but does this include a custom intermission screen with the author of each level? Would be a nice touch IMO. 3 Quote Share this post Link to post
Rudolph Posted July 16, 2021 (edited) At this rate, this project might as well need a recreation of the Doom soundtrack from memory. :P Edited July 16, 2021 by Rudolph 5 Quote Share this post Link to post
Engired Posted July 16, 2021 6 hours ago, VisionThing said: I forgot to ask, and I wont be able to check the WAD today but does this include a custom intermission screen with the author of each level? Would be a nice touch IMO. Not yet, but I will update it with them. 5 hours ago, Rudolph said: At this rate, this project might as well need a recreation of the Doom soundtrack from memory. :P I plan to do that for doom 2 from memory. 4 Quote Share this post Link to post
Doomkid Posted July 17, 2021 11 hours ago, Rudolph said: At this rate, this project might as well need a recreation of the Doom soundtrack from memory. :P This is an incredible idea for a community project..! 4 Quote Share this post Link to post
Dexiaz Posted July 17, 2021 Congrats on the release! I'm very glad to see this finished 3 Quote Share this post Link to post
msx2plus Posted July 17, 2021 (edited) On 7/16/2021 at 8:16 AM, Rudolph said: There is a power-up - the white triangle - placed outside of the map boundaries in E1M3: i know exactly how that got there and i'm laughing at myself for missing it - i thought i had caught everything but couldn't spend too long on it. it's uh... "true to doom", yeah. unkillable things, uncollectable things. the real deal. On 7/16/2021 at 12:02 PM, Rudolph said: At this rate, this project might as well need a recreation of the Doom soundtrack from memory. :P i almost included a "dark halls from memory" with my submission but figured i shouldn't as it was requested to have no additional assets. i will 100% fabricate a dark halls from memory if needed, though Edited July 17, 2021 by msx2plus additional quote 2 Quote Share this post Link to post
LateNightPerson Posted July 17, 2021 This was a fun project to do! Congrats on the release! 3 Quote Share this post Link to post
TheNoob_Gamer Posted July 18, 2021 (edited) Playing this makes me realized how weirdly our mind can remember things. Good job to everyone, I have a good time playing this so far :) Spoiler And E1M7 makes me suspect this set is not entirely recreated from memory... Edited July 18, 2021 by TheNoob_Gamer 3 Quote Share this post Link to post
Engired Posted July 18, 2021 Spoiler E1M7 is actually surprisingly different. The comparison photos show it best. 1 Quote Share this post Link to post
TheNoob_Gamer Posted July 18, 2021 Interesting. Let's see how the rest of the Megawad will go. 2 Quote Share this post Link to post
SP_FACE1 Posted July 18, 2021 Just played through the first episode. Wavy & Doomkid's E1M4 was quite impressive, it seemed more accurate than the original! 2 Quote Share this post Link to post
Rudolph Posted July 18, 2021 @msx2plus Do you plan on submitting a fixed version? 0 Quote Share this post Link to post
msx2plus Posted July 19, 2021 i feel like it might be infinitely faster for @Engired to just delete the object since either way they have to open up the wad to change it. if it were a bigger fix i'd be more inclined (truthfully i don't even know where i put my copy of e1m3 and i'd have to extract it again from the compilation LOL) 1 Quote Share this post Link to post
1Destro3456 Posted July 19, 2021 Oh, I thought it wasn't going to come out heh, congrats everyone else that participated on the project 4 Quote Share this post Link to post
DynamiteKaitorn Posted July 19, 2021 E2M4, E4M1 and possibly a couple other maps AFAIK are completely impossible in the WooF engine as the doors needed to open are broken and thus, you will get stuck. Outside of that, these are some excellent twists of the maps we grown to know and love (and hate in a few cases). Some maps like E3M6 have some GORGEOUS little details and really had some love put into them! :D However... difficulty, especially on HMP, is quite harsh. My biggest complaint is E2M2 as you BARELY have enough ammo to deal with the enemies thrown at you. 3 Quote Share this post Link to post
Somniac Posted July 19, 2021 I was recording a playthrough of E1 and noticed a platform in E1M4 (in the room to the right of the central area near the start) didn't lower properly, it made the sound but didn't move and couldn't be activated after that. This is in Crispy Doom, didn't check it again to see if it was a fluke though. 2 Quote Share this post Link to post
Wavy Posted July 19, 2021 (edited) 16 minutes ago, VisionThing said: I was recording a playthrough of E1 and noticed a platform in E1M4 (in the room to the right of the central area near the start) didn't lower properly, it made the sound but didn't move and couldn't be activated after that. This is in Crispy Doom, didn't check it again to see if it was a fluke though. I'll play around with the map later as I haven't had any issues when playtesting it. Edited July 19, 2021 by Wavy 0 Quote Share this post Link to post
Peter Posted July 20, 2021 Just got finished playing every map with Crispy Doom. This really should have been tested in vanilla as during my playthrough, a lot of the doors and elevators just didn't work. Also the spawn is borked in E3M9. When the maps did work, I got to enjoy a very strange fever dream version of Doom. 0 Quote Share this post Link to post
1Destro3456 Posted July 20, 2021 (edited) 6 minutes ago, Peter said: Just got finished playing every map with Crispy Doom. This really should have been tested in vanilla as during my playthrough, a lot of the doors and elevators just didn't work. Also the spawn is borked in E3M9. . It's supposed to be Limit-removing so if it doesn't work on Crispy-Doom/PrBoom+ -complevel 3 then there's a problem, but in Chocolate/vanilla it's just the faults of playing in the engine that's not supposed to be played in, and I need more information on that one last thing on E3M9 (I say that because I made it) Edited July 20, 2021 by 1Destro3456 2 Quote Share this post Link to post
Wavy Posted July 20, 2021 (edited) I've been playing around with E1M4 and I seriously can't figure out why the lift isn't moving. It seems to be because of the ambush door right next to it, but I've tried everything and I can't get it to work right in vanilla. The only other option I have is copying the lift in vanilla E1M4, but that goes against the whole project =/ Read the reply below me Edited July 20, 2021 by Wavy 0 Quote Share this post Link to post
Wavy Posted July 20, 2021 False alarm. Issue seemed to be that the barrel in the ambush room was to close to the door, here's the updated version: E1M4_MEM.zip 1 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.