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(RELEASE) Doom: The Way We Remember It (V2)


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8 hours ago, DynamiteKaitorn said:

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.

It might be on the wrong compatibility setting for some reason. The WooF engine is MBF, but that shouldn't actually cause any issues. I didn't get to balance these levels so hmp might be a bit off. I've never had any issues with e2m2, maybe you just need to use the berserk a bit more? It's what I do anyway.

Edited by Engired

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8 hours ago, Engired said:

I didn't get to balance these levels so hmp might be a bit off. I've never had any issues with e2m2, maybe you just need to use the berserk a bit more? It's what I do anyway.

Yeah, I was going to suggest doing the same thing, but since I have yet to make it to E2M2, I was not sure if the Berserk Pack was present in this one as well. In vanilla, it is virtually useless, as the game is ridiculous generous in terms of supplies (at least, up until Thy Flesh Consumed...), so it is nice that the remake would incentivize ammo conservation.

Edited by Rudolph

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22 hours ago, DynamiteKaitorn said:

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.

It's designed as berserk map as berserk is what I remembered most about E2M2. Save ammo for cacos and lost souls, punch everything else. I just beat it UVMAX with 11 shells, 85 bullets and 1 rocket to spare. It is tight on ammo but intentionally so.

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1 hour ago, UncleTito said:

E3M1 has a glaring mistake lol, it exits to E1M2

Wonder how. There is literally nothing that could make e3m1 do that. What source port are you using?

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Really entertaining stuff. Very interesting to see many maps where the main areas are rather spot-on, but those side or interconnected areas tend to change as they are less iconic and thus not remembered as clearly.

One issue i've found is that the blue door on e1m9 does not require the player to actually have the blue key, its just a regular door. This may be intentional but figured i'd mention.

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Took a little look at it,  I think this will be amusing with my partner in crime compares in Doom map making wise.

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Not going to lie, I am surprised that someone would misremember there being a Cyberdemon in Episode 1. :P

 

Also, why would you put plasma ammo in a level but no Plasma Rifle?

Edited by Rudolph

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6 hours ago, Rudolph said:

Not going to lie, I am surprised that someone would misremember there being a Cyberdemon in Episode 1. :P

 

Also, why would you put plasma ammo in a level but no Plasma Rifle?

I think it's a co-op enemy usually. And plasma ammo is from single segment players. I mean, nobody would've realistically done a pistol start for every map in the early 90s

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9 minutes ago, LateNightPerson said:

The exit door is also broken in e2m4

I did not notice anything wrong myself. What happened?

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I'm gonna have some playthroughs of this coming soon. E1 is done, just gotta wait the eternity it's taking to upload the video...

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On 7/20/2021 at 5:16 AM, DynamiteKaitorn said:

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.

 

I've tested E4M1 in vanilla doom and everything worked as intended. Which doors are getting broken in Woof?

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17 hours ago, Chainie said:

I've tested E4M1 in vanilla doom and everything worked as intended. Which doors are getting broken in Woof?

Upon reaching the "NIN" equivalent room, I can't escape said room as the door wont open when pressing use and I can't seem to find any other switch other than the one in the room that seemed to do nothing for me.

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E1 playthrough. Missed the secret level, apologies to the author. I can always do a seperate one for E1M9.

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I am currently playing through the entire thing.

 

Oddities I have noticed so far (port used: Russian Doom):

- E1M9: Blue key door does not require blue key (already mentioned)

- E2M2: Map needs more ammo (already mentioned). Had to use the chainsaw very often on HMP and ended the map with 6 rockets and 0 ammo for any other weapons, which resulted also in a bad start on the next map. If it was intended this way to push berserking, I'd still recommend a change. Not many players would expect this and forcing a certain playstyle is bad design. Romero would most likely nod in agreement now.

- E2M4: Exit door won't open (already mentioned) + raising walkway to exit door partially untextured (you have to jump into the lava pit to see it)

 

Will keep going to see what else I can find. In general, I believe this might need a bugfixed re-release later on. Anyway, what I played was fun so far, especially all the deviations (seeing ep.2 monsters in E1M7 was one of the bigger surprises so far). Often architecture became simpler, but in most cases you got rid of stuff I didn't like in the original maps, anyway, so no harm done.

Edited by NightFright

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When you want Doom but your mother says you already have Doom at home.

 

Jokes aside, excited to play this, wonder how many of the more obscure secrets were forgotten lol

 

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I just got through Ep 1 and damn, I really loved it. It feels like playing a Protopype version of DOOM and the name of the maps are funnier than the og names. Also I didn't expected that I would humiliate a Cyberdemon at E1M7, hehe. Anyways, I done E1 on UV, no saves, no cheats. Tomorrow I'll get through E2

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Update: Knee-Deep in the Dead was really cool. One of the areas i was looking forward to see was the E1M2 optional maze and damn, i was not disappointed lol.

 

We need the "Doom Music the way we remember it" MIDI pack for this now ( ͡° ͜ʖ ͡°)

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2 minutes ago, Mayomancer said:

Update: Knee-Deep in the Dead was really cool. One of the areas i was looking forward to see was the E1M2 optional maze and damn, i was not disappointed lol.

 

We need the "Doom Music the way we remember it" MIDI pack for this now ( ͡° ͜ʖ ͡°)

There will be one for Doom 2, I might include the doom 1 music in that project if people are fast enough.

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Just played through the first episode and i had a blast, it feels like a prototype build of DooM. Nice work! :D

Looking forward for the DooM 2 take on it XD

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On 7/18/2021 at 7:43 PM, SP_FACE1 said:

Wavy & Doomkid's E1M4 was quite impressive, it seemed more accurate than the original!

Just noticed your reply. Thank you! =D

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Fun fact: Once you noclip through the blocked E2M4 exit, you can open that door from the inside and outside. Like magic. I don't get it.

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Update: I beated E2. I can say some maps look kinda odd compared to the original maps but they are enjoyable. The fake exit at E2M6 is more brutal than the og and E2M2 is less confusing. Also it was a smart move to swap the "F" from Fortress and the "M" from Mystery making it "Mortress of Fystery". Again, on UV, no saves, no cheats, E3 tomorrow aye, I love this project

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