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Try to recreate Doom 2 from memory! (Finished)


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@galileo31dos01
Now that i'm done with my map i'll try some playtesting of others. I did not finish your map but one general comment i noticed, which was also a common issue when I watched Decino's videos of Doom1 the way we remember, is ammo starvation. ammo is a bit too light for the monsters. One thing map12 had that is kinda crucial is the box of shells at the entrance to the imp hangar thing. There may be more but this was an obvious one i noticed.

also your step raise puzzle can result in a softlock if done too quickly as you used something like raise to next lowest floor (changes texture). the original map used line action 59, floor raise by 24 (changes texture). This i suggest changing to the one the map had only because it can cause a softlock.

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@Pistoolkip
played through your map, really good recreation, I think layout was pretty spot on and there was only a detail or two that tipped me off as not being the original (other than the exit which I think is intentional?), but also seemed to suffer from light ammo, as i ran out a few times and couldn't kill the monsters in the cramped halls without secrets. The main cross area is missing 100 bullets and a box of shells, there may be other missing ammo piles but that at least would help.

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44 minutes ago, DFF said:

@Pistoolkip
played through your map, really good recreation, I think layout was pretty spot on and there was only a detail or two that tipped me off as not being the original (other than the exit which I think is intentional?), but also seemed to suffer from light ammo, as i ran out a few times and couldn't kill the monsters in the cramped halls without secrets. The main cross area is missing 100 bullets and a box of shells, there may be other missing ammo piles but that at least would help.

 

Sure, I can add some more ammo. All good items in this map are in secrets though: the plasmagun, the Rocket Launcher, and a supercharge. I never playtested it without 'finding' any of the secrets. That really cramps up the difficulty, I can imagine.

 

The exit was intentional. There are other minor differences (plenty of aesthetic ones) but my biggest 'miss' was forgetting an entire room in one of the secrets.

 

Thanks for the feedback!

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@DFF Thanks for testing. Could you tell me at what point were you starved of ammo? Did you get stuck somewhere in particular because of it?

 

The bridge case is starting to bug me so I might just use another special for it...

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Just now, galileo31dos01 said:

@DFF Thanks for testing. Could you tell me at what point were you starved of ammo? Did you get stuck somewhere in particular because of it?

 

The bridge case is starting to bug me so I might just use another special for it...

I'll replay it in full later and I'll let you know in the full map, but to start adding a box of shells at the top of the imp shed thing will help

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Hello, I know I am not a part of this project, I just watched decino play the recreated Doom 1 levels and got so inspired to remake my favorite map from Doom 2, Map 16: Suburbs. I did it all today and didn't even look at any references or anything, I remade it entirely from memory! I even remembered to recreate every single building, at least I'm hoping, I haven't compared the two yet. But it plays just like the original! It is my most played map, after all.Screenshot_Doom_20210821_230100.png.7d51ec1fed1ed037ab06b2f9a4e40e0f.png
I know someone has already taken up that slot and I don't really mind if it won't get added to the project, I just wanted throw it out there and let you guys know that should the other person drop out, I already have a finished recreation of it ready to go.
Probably gonna upload a video of it tomorrow if anyone is interested, and I can also upload the WAD file too.

Screenshot_Doom_20210821_230050.png

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I wanted to hop in into this project so badly that I instantly came up with some stuff to share. This is my try to recreate the Ending theme, Adrian's Asleep (MAP25) and Evil Incarnate (MAP31). 
I labeled the files with the number of times I heard the theme (0 just remembering from heart, 1 time, 2 and 3 as the max). I wrote what I did in a document inside the file. I hope this is useful! 

Ending - 25- 31.rar

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@galileo31dos01

I wanted to record a demo to show some ammo balance, which I have, however I was unable to complete the map for you.

idk what Sandy did to you but this map is punishingly hard. The layout of weapons and the large mancubus and aracnotron count make this very strategic as you either need to rush to actually get good weapons, or spend a long time shotgunning high health enemies to death, and using the shotgun to kill some 20 mancs and 12 aracnotrons in the first half of the map is not terribly entertaining.

Also the several forced deaths traps are kooky at first, but really fucking annoying after a while. the crusher trap is whatever i suppose, but the death pits I really dislike, especially the nukage pit for the yellow key switch which both breaks and is inescapable. the map is doable if you rush the SSG or get the BFG secret. The map is way harder than original for sure, its probably better than i'm giving credit as it made me a bit frusturated. I guess main critique if anything, make it so the player can escape the nukage pit on both sides a la 24 height floor at the start, since that room right now ruins the whole map for me. looking back this map really is not THAT far off from the original other than a few obvious things, and maybe add some more rockets and health to deal with the doubled enemy count.

I highly suggest line 59 for the nukage pit, its what the original used and it allows the player to escape the acid while not causing any softlocks.

Demo

Edited by DFF

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@DFF Thanks for the demo and feedback. After watching it, I think the bridge problem may have to be remedied one way or another, besides I was never really convinced by how faulty it ended up being so the point is proven.

 

Regarding everything else looked fine to me - death traps, scavenging for weapons, mancubi harassment included - I honestly quite enjoyed watching that each piece seemed to work like I planned (e.g. the moment in the SSG room pit made me giggle ngl), and yeah the deal with SGing the bulkier monsters is going to sound boring but it's part of how I remembered Sandy got you working for your life, so that players would need to look for appropriate tools under pressuring situations (I also typically run past the imps at the beginning, so I went with that naturally), so I think the balancing doesn't really need much softening, aside from maybe an extra cushion for those high mancubi rolls -- that said, any feedback regarding HMP and HNTR is still pending so I would appreciate a few words on them, if anyone wants to try...

 

So, about the update:

 

- Bridge is now built via action 59 like in the original map, which afaik it means no slow deaths regardless of what you do.

- Added corpse decorations in the cross-shaped soulsphere secret. If payed attention to the switches, you can tell the difference, so now with corpses there's double the hints, so keep an eye is all I'm saying.

- Changed a green armor to blue on HNTR/HMP.

- Added one very visible medikit in the mancubi part, two boxes of shells, one of which is absent on UV. I thought of adding more rockets but I distinctly recalled the map was originally shotgun(s) centric and there probably was no RL at all, hence the ''?" sign on the wall...

- Made the door to the bridge room restricted to player usage, so monsters can't open it (possibly the only irrelevant change) 

 

Still if someone else casually finds any bugs I will appreciate it a lot.

 

12bymem_b.zip

Edited by galileo31dos01

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1868983280_Screenshotfrom2021-08-2518-30-50.png.fb3589ca812196f2d250390ce5de1f90.png

mapping is going a lot smoother now that i know how to use eureka so im remaking the map and its already a lot better then it was before

 

just ignore the map15 in the name aparentely i cant even remenber that my map number was 11 lol

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On 8/1/2021 at 2:33 PM, Engired said:

Deadline is 1/10/2021 (AEST) (DMY)

 

Give some time for people, they should deal RL things from time to time, not only doing mods. The project just started a month ago, it's not a speedmapping project.

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1 hour ago, Dexiaz said:

 

Give some time for people, they should deal RL things from time to time, not only doing mods. The project just started a month ago, it's not a speedmapping project.

2-3 months is plenty for anyone. These maps are often very short, not that complicated, and fast to make. If you take your time it is reasonable to even do it in a week. Of course people can get very busy, but over a few months there should be enough time no matter what you're doing. I'll only extend the time if people take too long, and that didn't really happen in the first one.

 

10 hours ago, Pistoolkip said:

Check in

How is this project going? I still see a lot of incompleted maps

We're currently in the middle stages, it's probably going to slow down for a while. I do half monthly updates to encourage people, and that normally gets us further pretty quickly.

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I did mine in 2 days

 

But often in these projects about a week before the deadline people start cancelling their mapslots. Better they do so a month in advance. September is a busy month for a lot of people. 

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5 hours ago, Engired said:

2-3 months is plenty for anyone. These maps are often very short, not that complicated, and fast to make. If you take your time it is reasonable to even do it in a week. Of course people can get very busy, but over a few months there should be enough time no matter what you're doing. I'll only extend the time if people take too long, and that didn't really happen in the first one.

 

 

You've already give them a deadline until October, why YOU're complaining about this?

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1 minute ago, Dexiaz said:

You've already give them a deadline until October, why YOU're complaining about this?

I personally think it's enough time, and it's good to show my point of view on it. As a project leader it is a good idea to be honest with what happens, and to speak truthfully about what you think. Not really trying to complain.

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On 8/27/2021 at 8:02 AM, Engired said:

I personally think it's enough time, and it's good to show my point of view on it. As a project leader it is a good idea to be honest with what happens, and to speak truthfully about what you think. Not really trying to complain.

i will probaly try to finish my map today but it would be good if you gave 5 more days for people to finish theirs

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Just a very quick suggestion for MAP02: make a small "joke reference" to the Betray level secret exit. Not a map itself of course, just something like a... Non working switch? Or a crusher activating switch, which will explode few barrels in inaccessible sector nearby, to make an explosion sound? Exit line itself is here:

Spoiler

image.png.b9d74640f7896195210b7b405b7fcfe4.png

 

Edited by Julia Nechaevskaya
Got extra thought :)

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19 hours ago, Julia Nechaevskaya said:

Just a very quick suggestion for MAP02: make a small "joke reference" to the Betray level secret exit. Not a map itself of course, just something like a... Non working switch? Or a crusher activating switch, which will explode few barrels in inaccessible sector nearby, to make an explosion sound? Exit line itself is here:

  Hide contents

image.png.b9d74640f7896195210b7b405b7fcfe4.png

 

Maybe I could open up betray too? Maybe as a UMAPINFO only level, because I can't think of any other way to do it.

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On 8/30/2021 at 11:07 AM, omalefico32x said:

but it would be good if you gave 5 more days for people to finish theirs 

Why? This project still has a month left to go. I think the Oct 1st deadline is plenty of time.

 

Anyway, I'm working on thing placement and balancing on my map right now, which is taking a bit of time because I'm having a hard time trying to remember where anything in this map was (it's been over 10 years since I've played it, so you know). I remember the layout (at least I *think* I do), but item/enemy placement, not so much. I do remember the key locations, weapon locations (who can forget the double barrel shotgun right in front of the giant stupid fucking arrow), the duplicate computer maps, the annoying 30 second door close secret, and the arch-vile exit door greeter, though.

 

And before anyone starts whining about the 2 computer maps; you can chill, I only paid homage to it, so 100% items is possible.

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Since that one guy never gave his Intermission subsmisison, here's the final two that I did a week or so ago now. For Nirvana, I looked at what it said once and then did it from memory a few days later. Since I didn't remember it all in the first place, it ended up being rather... interesting. xD For "O of Destruction" / "Circle of Death" i remembered the gist of what it said, but not how it exactly said it, so I ended up forgetting a lot in the first paragraph and rephrasing the second.

BTW, if that guy wants to submit his own submission for O of Destruction like he said, feel free to use it instead if you want. Unless you like mine more anyway.
 

O of Destruction:

You did it! You won! As you press the switch that holds Earth's population hostage, you sit back and sigh. Your only neighbors are now demonic creatures and converted humans. You're content with waiting for death, knowing that you saved humankind.

However, before you can let yourself enjoy your victory, a message comes crackling through from the ship you just set free. "We have found the origin point of the demon invasion! It's in the heart of your hometown, close by. You can make it there and stop this invasion." With a heavy heart, you pick up your weapon and return to the fray.

Nirvana:

You have wandered deeply into the heart of the corrupted city. However, you don't see a way to close the portal on this side. You grit your teeth as you make your way into the portal. There has to be a way to close it on the other side. What do you care if you got to go through Hell to get to it?

Edited by mistylear19

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19 hours ago, Engired said:

Maybe I could open up betray too? Maybe as a UMAPINFO only level, because I can't think of any other way to do it.

 

The idea is neat, but there might be some problems with implementation. Some ports have support for UMAPINFO, but some are not. Crispy Doom, which is recommended for testing, doesn't support it for sure. Another problem is: various ports may work different with "secret exit" trigger outside of MAP15. Vanilla triggering behavior will be resetting MAP02 (i.e. MAP02 will be finished, and after intermission screen will be started over), but if I'm not mistaking, Crispy already have a proper check for having MAP33 and going to it from MAP02.

 

Not sure what to recommend further. Probably safest approach is just put Betray as regular MAP33 without any specific exits to it. But this is also not a perfect way, since player will have to type "IDCLEV33" and know that there is MAP33.

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