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Try to recreate Doom 2 from memory! (Finished)


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18 hours ago, Worriedidiot said:

I was completely bored, so I did MAP32

 

Name: Gross

Difficulty settings: Yes

Coop: Yes

Deathmatch: No

Ports Tested: GzDoom, Crispy Doom

MAP32_Memory.rar

The sectors under the raising pillars are unmarked, might be better to have them as secrets. The rest of the map is good though.

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9 minutes ago, Engired said:

The sectors under the raising pillars are unmarked, might be better to have them as secrets. The rest of the map is good though.

Oh, I somehow forgot to mark them as secrets.

Here's a fixed version.

MAP32_Memory.rar

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2 hours ago, Origamyde said:

I tried running your level in DSDA-Doom and Eternity but failed. It appears your level is lacking a lump due to the map seemingly made in UDMF (ZNODES lump). Isn't this kind of breaking the rules?

Capture.PNG.40e99e9587f5aa469824a163cccfcc92.PNG

Regardless, here's my UV gameplay on GZDoom. Overall, this was pretty authentic opener (down to the little details like health bonuses and with cool lighting changes) and I like how shotgun use is slightly widened by the additions of shells.

 

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1 minute ago, TheNoob_Gamer said:

I tried running your level in DSDA-Doom and Eternity but failed. It appears your level is lacking a lump due to the map seemingly made in UDMF (ZNODES lump). Isn't this kind of breaking the rules?

Capture.PNG.40e99e9587f5aa469824a163cccfcc92.PNG

 

 

Hey there, TNG ! Thanks for giving my map a try :D

 

Never tried to run my map on either DSDA-Doom or Eternity. I guess it only works on more contrived engines such as GZDoom (although maybe I should make sure it works on them as well).

As for whether or not this breaks the rules, nothing was seemingly specified about it. If that's the case, though, then sorry about it :(

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1 minute ago, Origamyde said:

As for whether or not this breaks the rules, nothing was seemingly specified about it. If that's the case, though, then sorry about it :(

The rules in the OP stated you must build your map in limit-removing format (basically Doom format in Doom Builder, but without vanilla shenanigans like visplane limits) and test it in Crispy Doom. I assume converting this map to limit-removing shouldn't be a problem, since the whole level is pretty simple design-wise.

 

Spoiler

Also, hi! I don't quite remember you, but your name seems very familiar.

 

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2 minutes ago, Origamyde said:

 

Hey there, TNG ! Thanks for giving my map a try :D

 

Never tried to run my map on either DSDA-Doom or Eternity. I guess it only works on more contrived engines such as GZDoom (although maybe I should make sure it works on them as well).

As for whether or not this breaks the rules, nothing was seemingly specified about it. If that's the case, though, then sorry about it :(

I'll convert it sometime tomorrow, there's no automatic conversion but I can do it. Unless you want to do it, I don't mind either way. It is limit removing only though, rule 6 (if I remember correctly).

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About done with Waltz of the Demons. Still haven't figured out how to get the MIDI to be readable properly by the game but I'm working on it. 

 

At this point I'm going to withdraw from claiming a spot for mapping. I have some other maps on the go right now I need to be getting on with, and I'm having so much fun recreating one of my favourite soundtracks, I'm happy enough to just keep cranking out the tunes.

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29 minutes ago, TheNoob_Gamer said:

The rules in the OP stated you must build your map in limit-removing format (basically Doom format in Doom Builder, but without vanilla shenanigans like visplane limits) and test it in Crispy Doom. I assume converting this map to limit-removing shouldn't be a problem, since the whole level is pretty simple design-wise.

 

Oh, damn, I forgot about that one. Luckily enough, I made the conversion already, so it should supposedly run on another engine besides GZDoom !

 

EDIT : another version of my WAD, this time with proper texture alignment.

 

EntrywayDOOM (Doom II Recreated From Memory Project).zip

Edited by Origamyde
Slightly corrected version

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3 minutes ago, Origamyde said:

 

Oh, damn, I forgot about that one. Luckily enough, I made the conversion already, so it should supposedly run on another engine besides GZDoom !

  

EntrywayDOOM (Doom II Recreated From Memory Project).zip

Nice! Gameplay-wise it's all good, but you might need to work on the texture alignment part a bit. Some examples:

etrn75.png.7d6a7cf037a21f7f2bb231d075843df9.pngetrn74.png.60c30db8cde5dc059324733758219048.pngetrn76.png.fe381579c2afea30bd480ad7e99763ff.png

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7 minutes ago, TheNoob_Gamer said:

Nice! Gameplay-wise it's all good, but you might need to work on the texture alignment part a bit.

 

Done ! You can find the newest version on my previous post.

 

Good luck to all mappers and those participating in the event !

Edited by Origamyde

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I played the map last week and thought it would be fun if I just go by memory without trying to refresh. I probably got most of it wrong. Not sure if you want this degree of deviation or not, but it was definitely entertaining to make.

 

I don't think that map was super detailed, so what I've done so far is probably true to form. Might update some fixes later.

underhalls.zip

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1 minute ago, ViolentBeetle said:

I played the map last week and thought it would be fun if I just go by memory without trying to refresh. I probably got most of it wrong. Not sure if you want this degree of deviation or not, but it was definitely entertaining to make.

 

I don't think that map was super detailed, so what I've done so far is probably true to form. Might update some fixes later.

underhalls.zip

The levels that are almost completely wrong are some of the best to play! 

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9 minutes ago, omalefico32x said:

no deathmatch on entryway? damn

 

I'll fix this injustice right away. You WILL have fun on deathmatch >:(

 

EDIT : the original quoted post now features options for both Co-op and Deathmatch.

Edited by Origamyde

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6 minutes ago, Origamyde said:

 

I'll fix this injustice right away. You WILL have fun on deathmatch >:(

you cant have deathmatch without your buddy super fly...... i mean without MAP01

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14 minutes ago, Origamyde said:

EDIT : the original quoted post now features options for both Co-op and Deathmatch.

perfection now i can hear d_runnin for another 30 hours

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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

 

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That brings us down to only 5 more maps to do. We need a lot of composing, there will be a midi pack for both doom 2 and Doom, and the 4 textures need to be recreated. Surprisingly going pretty quickly!

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If Map18 ain't taken, I'd like to try my hand at both composing and making the level for it. I need a break from working on my own wad and I think it would be a fresh thing to do for a bit before going back to it.

edit: I made somethin small while waiting for an answer as to whether or not I can do 18. I think it looks pretty neat and fits with the idea.

Edited by forgettablepyromaniac
yay imag

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I don't map, but I have a suggestion to recreate Doom 64 from memory next if you weren't planning on it already. it'd be pretty cool to see what people came up with. 

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2 minutes ago, Chip said:

Doom 64

appears to be in a rather weird limbo state when it comes to modding, with an editor that hasn't been updated for a while. This might be interesting.

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5 hours ago, Chip said:

I don't map, but I have a suggestion to recreate Doom 64 from memory next if you weren't planning on it already. it'd be pretty cool to see what people came up with. 

I'm already going to poll for plutonia and TNT, I'll add Doom 64 to that poll too.

 

Also, we're now down to 3 maps left.

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6 hours ago, TheNoob_Gamer said:

appears to be in a rather weird limbo state when it comes to modding, with an editor that hasn't been updated for a while. This might be interesting.


I would suggest using Retribution as a base as its friendly with UDB and DBX. Plus all Retribution maps are compatible with the new CE adaptation. Then with the gradient lighting that GZDoom has implemented, visuals can come close enough! It might be a satisfactory compromise for such a project.

But on the other hand, making maps compatible with the Remaster, using the older editor, might have more appeal to the Steam audience.

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20 minutes ago, Engired said:

Can anybody misremember the story texts in between levels?

All I recall is "infested starport" for the first one after MAP06.

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25 minutes ago, Engired said:

Can anybody misremember the story texts in between levels?

i wanna miss remember the one from map 12 if possible

Edited by omalefico32x

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All right, finished map22. I'm a bit worried that by playing the original twice to refresh my memory, I remembered the map a little too well, even though there are definitely parts that I got wrong. If others think it's too close to the original to be interesting, I'd be happy to give up the slot and let someone else take a shot at it, or I can wait a month, try to forget, and remake it again without replaying the original beforehand. 

 

 

EDIT: Redid the map without refreshing myself again (on page 9)

Edited by Fiendish

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