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Try to recreate Doom 2 from memory! (Finished)


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Never got the opportunity to play Betray, so I was pleasantly surprised to accidentally find myself sent to its recreation!

 

Which reminds me: does D1TWWRI feature a recreation of Sewers?

 

EDIT: Speaking of MAP33: Betrayed, the BFG room appears to be missing a sky texture.

Edited by Rudolph

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Quickly made a soundtrack video for the wad, making the trailer now.

Edited by Engired

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Here's the trailer for it. I will release the thread without comparison shots so I can get it out a bit quicker. Comparisons take a while.

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8 hours ago, Engired said:

Quickly made a soundtrack video for the wad, making the trailer now.

 

Damn, my MAP18 is still just all piano. I thought it was just something to do with the default soundfont settings in SLADE and it would turn out fine at the end...

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38 minutes ago, VisionThing said:

Damn, my MAP18 is still just all piano. I thought it was just something to do with the default soundfont settings in SLADE and it would turn out fine at the end...

Actually, piano sounds really good. It makes an interesting feel.

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1 hour ago, VisionThing said:

Damn, my MAP18 is still just all piano. I thought it was just something to do with the default soundfont settings in SLADE and it would turn out fine at the end...

This is a very common (and frustrating/annoying) problem with Sekaiju and MIDI in general.  What I've found to be the problem in most cases is that the editor isn't making the correct 'Program Change' in it's Event list, so the editor immediately relies on a piano when it doesn't know what instrument to use.  Here's how I fix that problem in Sekaiju.

First I go to the afflicted instrument and right click on it, selecting "Show this event track's Event List window" as shown.

Spoiler

EventList_RightClick.png.d9be9f0a06ba21b32005a90c7dd78965.png


Afterwards, you should see an Event Kind called "Program Change" with your instrument name in Value 1.  Make sure there's only one Program Change, otherwise you need to delete the other. 

Spoiler

LeftClick_TheBar.png.0789fed9bab17932c038e8b18a507b05.png


What we want to do is move that Event Kind up to the top of the Event List, so that it immediately registers the instrument change before any other Event takes place.  You do that by clicking the up arrow in the top left corner also shown here.

Spoiler

Move_Up_Event.png.7afdf370eede8974fbee0ab3246140e4.png


If you want to stay on the safe side, you can also do this for every other instrument in your track.  Hopefully this is helpful!

Edited by Robo_Cola

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1 hour ago, Robo_Cola said:

This is a very common (and frustrating/annoying) problem with Sekaiju and MIDI in general.  What I've found to be the problem in most cases is that the editor isn't making the correct 'Program Change' in it's Event list, so the editor immediately relies on a piano when it doesn't know what instrument to use.  Here's how I fix that problem in Sekaiju.

First I go to the afflicted instrument and right click on it, selecting "Show this event track's Event List window" as shown.

  Reveal hidden contents

EventList_RightClick.png.d9be9f0a06ba21b32005a90c7dd78965.png


Afterwards, you should see an Event Kind called "Program Change" with your instrument name in Value 1.  Make sure there's only one Program Change, otherwise you need to delete the other. 

  Reveal hidden contents

LeftClick_TheBar.png.0789fed9bab17932c038e8b18a507b05.png


What we want to do is move that Event Kind up to the top of the Event List, so that it immediately registers the instrument change before any other Event takes place.  You do that by clicking the up arrow in the top left corner also shown here.

  Hide contents

Move_Up_Event.png.7afdf370eede8974fbee0ab3246140e4.png


If you want to stay on the safe side, you can also do this for every other instrument in your track.  Hopefully this is helpful!

 

I actually did all of mine with an SC-55 plugin in a DAW, then exported it as a MIDI file which played back correctly on my computer, so I assumed everything was legit. I was going to use Sekaiju but for the sake of ease decided to go with the programs I'm familiar with.

 

While it might work alright for MAP18 the ones I've done for The Ultimate Doom from memory soundtrack definitely will not sound remotely correct and may have to be redone...thanks for the tips though! 

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Oh my gooood. I felt so uncomfortable trying out those distorded Doom II levels. I think I would be more intrigued by humorous recreations after all.

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On 1/2/2022 at 12:04 PM, VisionThing said:

 

I actually did all of mine with an SC-55 plugin in a DAW, then exported it as a MIDI file which played back correctly on my computer, so I assumed everything was legit. I was going to use Sekaiju but for the sake of ease decided to go with the programs I'm familiar with.

 

While it might work alright for MAP18 the ones I've done for The Ultimate Doom from memory soundtrack definitely will not sound remotely correct and may have to be redone...thanks for the tips though! 

I'm right there with yeah, I use my own native DAW too for ease of use and just load up the SC-55 .sf2 file as samples for each instrument.  Truth be told, I only use Sekaiju for final mixing and to make sure there's no Event problems as the final step before exporting.

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I'm playing it in GZDoom and in Map03, if you don't open this door at the beginning

 

image.png.518e7d4100e98f1bb178165be362b4af.png

 

image.png.62396cf32bcfa0d95fb273b69cbcefa1.png

 

And then raise this bridge

 

image.png.8da89e9537e9d90d929b322e1d9118cc.png

 

image.png.5a8cae152af04cf1c3132a4ae4d4c2b6.png

 

If you fall and take the teleporter

 

image.png.a5a14473db5b70e908f5fea0e81bd224.png

 

Screenshot_Doom_20220104_131143.png.ca63f190d4af6ca0889e2d0969c43cf0.png

 

You are teleported to the room where the door is closed and is not possible to open from the inside

 

image.png.5dcfd7b97dc156157c9c0113549f6bd3.png

 

Leaving you locked here

 

image.png.e2d900c4472822f4584a16e337606229.png

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2 hours ago, mexkain said:

I'm playing it in GZDoom and in Map03, if you don't open this door at the beginning

 

image.png.518e7d4100e98f1bb178165be362b4af.png

 

image.png.62396cf32bcfa0d95fb273b69cbcefa1.png

 

And then raise this bridge

 

image.png.8da89e9537e9d90d929b322e1d9118cc.png

 

image.png.5a8cae152af04cf1c3132a4ae4d4c2b6.png

 

If you fall and take the teleporter

 

image.png.a5a14473db5b70e908f5fea0e81bd224.png

 

Screenshot_Doom_20220104_131143.png.ca63f190d4af6ca0889e2d0969c43cf0.png

 

You are teleported to the room where the door is closed and is not possible to open from the inside

 

image.png.5dcfd7b97dc156157c9c0113549f6bd3.png

 

Leaving you locked here

 

image.png.e2d900c4472822f4584a16e337606229.png

There is a linedef that opens up the door, right in the middle of the room behind the door.

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6 minutes ago, mexkain said:

Sourceport: GZDoom

Map: 17

Issue: There isn't a map exit

 

Screenshot_Doom_20220107_165613.png.e0d2354767b2582829f70a3b12481bda.png

 

Screenshot_Doom_20220107_165616.png.635fc70005e9a18a72397beb42a1cd31.png

In the current release there is an exit, but it probably wasn't fixed in the version posted here.

 

 

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  • 7 months later...
6 hours ago, DeathmarUltimaX said:

Hey, sorry for the bump, but I just want to know if anyone has all the music files available? These remixes are so silly yet good I can't pass up having them.

You can use SLADE to extract them. Just open up the WAD in it and sort by audio.

 

Oh and by the way, a certain pumpkin has begun a playthrough ;)

 

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19 hours ago, Wavy said:

You can use SLADE to extract them. Just open up the WAD in it and sort by audio.

 

Oh and by the way, a certain pumpkin has begun a playthrough ;)

 

Thanks, the reason I even know about the wad is from the squatting gourd.

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