forgettable pyromaniac Posted August 11, 2021 (edited) i just realized i need to continue working on my stuff but my brain is dumb and also school so i'll need to hold off 'till the weekend. i'll be sure to finish it though, don't worry :)) Edited August 11, 2021 by forgettablepyromaniac 1 Quote Share this post Link to post
omx32x Posted August 11, 2021 i was away from my pc for a few days but im back now im also going to be remaking my map shouldint take too much time now that i know more about eureka 1 Quote Share this post Link to post
StalkerBlade Posted August 12, 2021 I’m interested in doing the title pic.. are minor creative liberties allowed? or do I need to try to recreate it only as I remember it? 1 Quote Share this post Link to post
BeefGee Posted August 12, 2021 13 hours ago, ViolentBeetle said: The choice of instruments seems better than original. May I use it for one of my projects? Not sure I would necessary pick it in the end, but I was looking for something like that. Absolutely dude, go nuts. and cheers btw, not sure I agree its in any way better than the original but cursed solo or not I'm pretty pleased with how it turned out. 1 Quote Share this post Link to post
Engired Posted August 12, 2021 6 hours ago, StalkerBlade said: I’m interested in doing the title pic.. are minor creative liberties allowed? or do I need to try to recreate it only as I remember it? Only minor ones, I don't want something that looks too different. 0 Quote Share this post Link to post
mistylear19 Posted August 13, 2021 (edited) On 8/2/2021 at 6:56 AM, VisionThing said: Here's the music I've done so far. MIDI files appear to have exported properly but I'm still not sure if they'll work as intended. https://www.dropbox.com/s/rpwuepneqvfavzf/E2M4.mid?dl=0 https://www.dropbox.com/s/1zrgi7aac3vmws6/E3M7.mid?dl=0 https://www.dropbox.com/s/rpwuepneqvfavzf/E2M4.mid?dl=0 MP3 versions here if for some reason those don't work and you want to hear how they're meant to sound: https://www.dropbox.com/s/76aoizsht8e96t4/E2M4.mp3?dl=0 https://www.dropbox.com/s/tp1q97ywygic980/e3m7.mp3?dl=0 https://www.dropbox.com/s/5e9md1w5ctt39o3/MAP18.mp3?dl=0 E2M4 is one of my favourite songs in OG doom, and you have the backtrack just a little too high pitched, but otherwise not too bad E3M7 is another one I love a lot, and your drums are supposed to be a raising and lowering in pitch, not a simple one-note hit, if you get what I mean. Otherwise, really, really good. You especially nailed the violins. The Doom 2 track feels a bit too fast, but that could just be me as well. BTW, I love this project and I love seeing Decino play through the Doom 1 version. It's funny seeing what people remember and don't, and comparing it to what I remember of the maps, because I have this weird ability to remember the strangest things. Like the E1M2 dark hallway maze I probably would have gotten down a little better because I remember strange things like the backpack secret between the two gray walls and the indented hallway witha couple barrels and hitscanners, as well as the one imp hiding in a strangely 0-brightness corner right next to the other three imps by the green armour that you shoot to open the door, and I would have remembered the four-armourr secret, though maybe not the exact wall. But I would have definitely botched the E2M2 map, though maybe not as hard? Well, at least with general placements of doors and stuff, but I definitely would have gotten the crate part wrong. If only I could map, I probably would make my own version of this, because everyone remembers things differently so getting as many different people to make different versions of this same idea would come out completely differently, and it would be cool. PS: are you planning on doing Final Doom like this, too? ... Or god, I just had the most cursed thought: "DOOM 64 the way we remember it." EDIT: I realize this may sound harsh or bragging, but I'm definitely not trying to come off that way. I would have botched many of the later episode maps for sure, like a lot of E3 maps because I don't replay them as much as E1 and E2. I also kind of remember at least the M1 maps a bit because I tried to recreate them as best as I could in TimeSplitters of all games. xD Edited August 13, 2021 by mistylear19 2 Quote Share this post Link to post
Engired Posted August 13, 2021 23 minutes ago, mistylear19 said: PS: are you planning on doing Final Doom like this, too? ... Or god, I just had the most cursed thought: "DOOM 64 the way we remember it." Yes, and TNT is going to be very exciting. 4 Quote Share this post Link to post
mistylear19 Posted August 13, 2021 I'm more curious to see how many extra revenants and Chaingunners put in Plutonia maps, because I'm sure the biggest thing most of us remember in those maps are how many of those suckers there are in the maps. Plutonia II or SIGIL from memory would be fun, too, but that's getting way too ahead of ourselves, innit? 1 Quote Share this post Link to post
TheNoob_Gamer Posted August 13, 2021 28 minutes ago, mistylear19 said: Or god, I just had the most cursed thought: "DOOM 64 the way we remember it." ...Not gonna lie, this would be most interesting. 1 Quote Share this post Link to post
Somniac Posted August 13, 2021 5 hours ago, mistylear19 said: E2M4 is one of my favourite songs in OG doom, and you have the backtrack just a little too high pitched, but otherwise not too bad E3M7 is another one I love a lot, and your drums are supposed to be a raising and lowering in pitch, not a simple one-note hit, if you get what I mean. Otherwise, really, really good. You especially nailed the violins. The Doom 2 track feels a bit too fast, but that could just be me as well. Thanks! I took some liberties with the instrumentation, and they were all done on the fly from memory as best I could. I thought the orchestra stabs would add a nice campy sinister vibe to E3M7. MAP18 you are correct is a little bit too fast or short, the first segment goes on for a little longer in the real thing. Remaking the soundtrack is equally fascinating as remaking the levels, in terms of who remembers what parts correctly and the slight differences unique to every person's approach. @Engired I'd also like to do Countdown to Death for Map03, if nobody has done so already. 1 Quote Share this post Link to post
mistylear19 Posted August 13, 2021 (edited) 4 hours ago, VisionThing said: Thanks! I took some liberties with the instrumentation, and they were all done on the fly from memory as best I could. I thought the orchestra stabs would add a nice campy sinister vibe to E3M7. MAP18 you are correct is a little bit too fast or short, the first segment goes on for a little longer in the real thing. Remaking the soundtrack is equally fascinating as remaking the levels, in terms of who remembers what parts correctly and the slight differences unique to every person's approach. @Engired I'd also like to do Countdown to Death for Map03, if nobody has done so already. Oh, I was talking from memory, too. I didn't go look up the originals before commenting; like I said, I really love the more sinister OST in doom compared to the hard rock OST, as those often stood out more to me because they created a more 'horror' or 'on edge' atmosphere that I like more. I think that's why I like PSX doom so much. However, the 'rock tracks' with good solos also often stand out to me, like E2M1's music. Have you heard the 3DO's version of that song? They rock out hard... in fact, I'll always say the 3DO version had the best music. Anyway, off-track. E3M7 just doesn't feel right, to me, with the single-note percussion. It just doesn't carry the same note of surprise. To me, it's like it's representing steps, and then they notice you and that note plays. However, I can't argue too much; this was from memory and you said you went a little creative with it. xD EDIT: Speaking of weird things (we weren't but I'll pretend we were because I suddenly got hit with an idea)... decino.wad should be compatible with this, right? Imagine playing the two together; cursed, misremembered maps combined with one-take mouth-synced music and monster sounds. It really would be 'the way we remember it' then. xD Edited August 13, 2021 by mistylear19 1 Quote Share this post Link to post
Cacodemon187 Posted August 13, 2021 @Engired I'll arrange Shawn's got the Shotgun 3 Quote Share this post Link to post
Skronkidonk Posted August 14, 2021 (edited) Okay I'm finished with my map04. Took me about 3 hours but was fun. The focus was always a memorable level for me so I know a few odd details like how some of the lights are untextured on the top. I have deathmatch starts, Co-op starts, Multiplayer weapons, and I gave more or less pickups and enemies depending on what difficulty you are playing on. I looked at it 2 times and played it 2 times. Enjoy Playtested In DSDA and Crispy Just Focus.zip Edited August 14, 2021 by Skronkidonk Add screenshots and included what it was playtested in. 10 Quote Share this post Link to post
StalkerBlade Posted August 14, 2021 I finished the title pic. It's the same dimensions as the original, so it shouldn't need to be scaled down. I still have the higher res painting I made for this, if it's worth using anywhere. 18 Quote Share this post Link to post
Cammy Posted August 14, 2021 You know, I need to get my composing chops back into gear, and arranging music as simple as Doom's from memory sounds like a good way to break myself in. When I'm on my music computer later today I'll whip up from-memory arrangements of Running From Evil, DOOM, and Bye Bye American Pie. 1 Quote Share this post Link to post
Rudolph Posted August 14, 2021 @StalkerBlade WOW! Much better than the original! 0 Quote Share this post Link to post
Nootsy-Nootsy Posted August 14, 2021 I'll be very happy to play this and laugh at the poor fools who remembered wrong while pretending I could do better. I want to see TNT and cursed versions of Baron's Den and Dead Zone. 1 Quote Share this post Link to post
Engired Posted August 14, 2021 I'll note before this project goes on for too long: Try not to get too carried away with detail. A decoration or two is okay but don't get too excited. 0 Quote Share this post Link to post
MundyC Posted August 15, 2021 (edited) Okay, here's my recreation of The Chasm or, as I call it, "Filled with Mighty Juice". Download (version 1.1) Download (original) I used to practice platforming in this map about a year ago, so I knew enough of the layout and texturing to get a decent recreation. Don't worry, there are still plenty of oddities and differences scattered throughout the level, especially with thing placement... Pictures (w/ comparison at the end) Spoiler -- MAP INFO --Map Name: Filled with Mighty JuiceFormat: Vanilla Doom IITested in: dsda-doom, Chocolate Doom, Crispy Doom, GZDoomCompatibility: Doom II v1.9 (-complevel 2) Replaces MAP24, obviously. Supports all three difficulties and singleplayer/co-op/deathmatch. ---- As for MAP15, I'm dropping the slot due to other commitments. I've a WAD that needs some serious mapping, and I want it done sometime before or in November. I'll also be gone during the end of September, which further complicates things. If you don't mind, I'd like to give MAP15 to @Peter if he's still interested in recreating it. If not, open it like usual. Hope the project goes well! Edited August 15, 2021 by MundyC Update 3 Quote Share this post Link to post
Cammy Posted August 15, 2021 I think I'll drop DOOM from my to-do list - this ended up being a little more time-consuming (and oddly stressful) than I thought it would be, heh. Still got my bootlegs of Running From Evil (D-D-Darting!) and Bye Bye American Pie (Hey Hey Canadian Whey) done, though. Never noticed just how long the solo in RFE is (Or how annoying BBAP is). Expect some inaccuracies throughout as I'm not great at arranging by ear to begin with, so arranging from memory is even harsher. two middy.zip 2 Quote Share this post Link to post
Dexiaz Posted August 15, 2021 (edited) 1 hour ago, MundyC said: As for MAP15, I'm dropping the slot due to other commitments. I've a WAD that needs some serious mapping, and I want it done sometime before or in November. I'll also be gone during the end of September, which further complicates things. If you don't mind, I'd like to give MAP15 to @Peter if he's still interested in recreating it. If not, open it like usual. @Mystic 256 was also very interested in mapping in this project, he's just got late for this. Maybe we could give him a chance? I don't insist, I just do remember Mystic's posts here. On 8/11/2021 at 4:05 PM, Mystic 256 said: are there any map slots left, because this sounds like a fun project and i would love to join On 8/11/2021 at 4:18 PM, Mystic 256 said: damn it, I always seem to miss the projects I'm most interested in, especially this year where It seems like I've been missing everything I really wish there was a way could be part of something, its really depressing me Edited August 15, 2021 by Dexiaz 4 Quote Share this post Link to post
LateNightPerson Posted August 15, 2021 @Mystic 256 Yo, opportunities have arisen! 1 Quote Share this post Link to post
Engired Posted August 15, 2021 I've finished my midi, it's sort of close in some parts. SignOfEvil.zip 1 Quote Share this post Link to post
Mystic 256 Posted August 15, 2021 1 hour ago, LateNightPerson said: @Mystic 256 Yo, opportunities have arisen! ooo, sure (if its open) which map slot again? just let me get some sleep first its midnight here 4 Quote Share this post Link to post
Dexiaz Posted August 15, 2021 19 minutes ago, Mystic 256 said: which map slot again? just let me get some sleep first its midnight here The slot is map15. That city one, with secret exit to Map31. 1 Quote Share this post Link to post
Engired Posted August 15, 2021 I've done some playtesting and I have some things to say on some maps. Of course it has to be from memory, but some iconic things are missing, and this mapset needs to be balanced correctly. Spoiler Map01 - Due to conversion issues line 141 has issues, read GZDoom errors in console for the full message. End ammo should be bullets, there is too much shotgun ammo. There was very little shotgun ammo in the original in general, might be good for balance to change it. Secret rocket room breaks Romero's rules about not breaking textures without using an in between, such as lights, support, or doortrak. End door beam texture looks weird, might be too thick. The buttons aren't consistent with surroundings. Breaks Romero's rules Bit easier than original, but might be okay. If you want to make it harder, just add hitscanners. Wrong start ruins the intro, make sure it faces towards the triangular stairs. It also makes the secret a secret. Map02 - Textures in first room are not y aligned, the textures have a distinct line that should be cared for. The stairs ruin the running tutorial. The only way to get the key was to run onto that platform, and although everyone here uses auto-run, it is still a good tutorial. Enemies ambush too quickly before key, trigger linedef needs to be moved to pretty much when you pick up the key. It is sort of necessary to have the 3 zombiemen, and the 2 zombiemen and 1 shotgunner in the first and second rooms for balance. The teleporter room needs hitscanners, not a singular imp. Bit too much shotgun ammo, but it's fine as the original map also gave you plenty. Make the door to the blue key area red keyed. It is a bit confusing, and it'll help. That end room needs the hitscanners. Map03 - Missing a lot of hitscanners in the higher room in the beginning. No imps on the other side? It should be symmetrical, or the fight is far harder. The room you have to do a run into on the right is not a secret. There also should be more items. One of the ambushes at the end are not lowering, this might be gzdoom only, does it work in crispy? One of the teleporters has a weird upper texture that should just be the texture right next to it. For consistency. Map04 - Wrong floor texture for the door going into the second room. The secret door being pegged for upper just looks weird. Map09 - Two berserks? Was that in the original? No mancubus? No pain elemental duo in the yellow key room? The door that opens up by the blue switch should be s1 if possible. Switches are often the wrong texture for the textures around them. Map18 - Chainsaw secret becomes permanently inaccessible if you go too far, not a great design decision. Also, a chainsaw instead of an invuln? Cacodemon room is a bit too intense. It is late in the mapset, so your choice. Map20 - That jump that is down the stairs is a bit too far. Map22 - A bit harder. Dead body is not centered. Texture is in the north room. Weird rocket launcher room texturing choices. Door too high. It repeats the texture, you'll know which one it is as soon as you see it. Map24 - First half is way harder, second half is easier. Needs those barons back, assuming there were barons with the spectres in that silver room. Map32 - Far more cramped and missing two secret rooms, but it's okay. It's up to you if you want to change your map, but I might recommend it for some of these. 0 Quote Share this post Link to post
Worriedidiot Posted August 15, 2021 4 minutes ago, Engired said: Map32 - Far more cramped and missing two secret rooms, but it's okay. Tbh, I didn't even know there were two secret rooms. Looking back now, it probably wasn't the best idea to choose a map that I'm not that familiar with. 0 Quote Share this post Link to post
ViolentBeetle Posted August 15, 2021 7 minutes ago, Engired said: The stairs ruin the running tutorial. The only way to get the key was to run onto that platform, and although everyone here uses auto-run, it is still a good tutorial. You mean inside the brown brick house? I thought it's just about jumping in the window. You still shouldn't be able to go through the front door. I wasn't able to. 1 Quote Share this post Link to post
Engired Posted August 15, 2021 Just now, Worriedidiot said: Tbh, I didn't even know there were two secret rooms. Looking back now, it probably wasn't the best idea to choose a map that I'm not that familiar with. It's cool to see maps that are completely forgotten being attempted at though, ideally there should be even more of them 1 Quote Share this post Link to post
Engired Posted August 15, 2021 1 minute ago, ViolentBeetle said: You mean inside the brown brick house? I thought it's just about jumping in the window. You still shouldn't be able to go through the front door. I wasn't able to. I never noticed that the entryway is too high, I assumed it was like the original. I guess it should be fine then. 0 Quote Share this post Link to post
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