hervoheebo Posted September 30, 2021 (edited) Archive Link: https://www.doomworld.com/idgames/levels/doom2/megawads/longtrek Change Log: Spoiler GENERAL -The DeHackEd patch file has been included in the WAD file as a lump. The same file is still also included loose for use with executables that don't have integrated DEH support (for example, doom2.exe: must be patched separately with DeHackEd) -The map names for the intermission screen have been redone, with some anti-aliasing and other touching up in addition to contrast being slightly higher than the original equivalent names. -DEMO3 re-recorded due to changes desyncing -TITLEPIC updated with version number MAP01 -Line 346: better alignment MAP02 -Line 59: better alignment -Line 757: texture shifted down 8 to prevent tutti-frutti -Line 1383: shifted slightly to counter the 'elastic collisions' bug which seemed to happen rather often here -Geometry altered south of sector 89 (one of the stair switches). It was possible to jump down here and become stuck. -Staircase area to the end is brightness 144 instead of 112 -Stair switches now use the SKIN switch (eye on tan flesh) unused elsewhere in the level. Switch's sector outside of the green brick building (sector 238) raised 8 units -Outside green brick building: platform with stair switch has a tall green torch to match the other stair switch. The nearby platform has a short blue torch now. MAP03 -Lines 56, 41: shifted textures to prevent tutti-frutti -Line 263: upper texture changed to prevent tutti-frutti MAP04 -Line 660, etc.: better alignment MAP05 -The megasphere area accessed by a door opening automatically after 5 minutes (sector 60) is no longer counted as a secret area. Instead, the fifth secret is now the pain elemental closet opening in the corpse room (sector 376). MAP06 -Rock wall near berserker lift in start area (line 496): now lower unpegged so it doesn't move with the door -Ceiling section near the exit (sector 71): flat changed to match the rest of the room MAP08 -Sector 437 (teleport out of exit area) now has effect 8 (Light Glows 1+ sec) -Line 742: better alignment -Autodestruction hall: -Texture changes -The barrel chain leading to instant death is longer. Crushers adjusted, total time to find the exit is longer -The corridor's ceiling is higher which gives more time to leave it before being crushed -Voodoo doll is better protected by the closing door, so player should no longer take damage upon successful exit -Stimpak added in front of the autodestruction switch to compensate for the initial doll damage -Lift to the earlier area and its switch are also covered by the crushers -Central pillar reshaped and moved slightly so that it blocks less of the view when exiting the corridor -Backyard wall near blood pool adjusted: another inaccessible ledge with sky view added so that the sky can be seen when escaping from the factory. MAP09 -Line 492 missing texture added -Sector 172: ceiling raised to 2048, brightness changed to 208 (mostly cosmetic) MAP10 -Portal to original start room: floor lowered 16 units (sectors 195, 198) -Line 889: type changed to 38 to prevent crash in vanilla. Useless inherited tag removed from secret sector 270 -Line 202: texture changed to match opposite side MAP12 -Line 1566: better alignment -Line 485 etc.: better autoalignment -Line 1182: better alignment -Line 1178 etc.: textures changed to hide misalignment when door opens -4 candles added to lost soul alcoves 43 & 44 MAP13 -New secret area immediately north of sector 37 (teleporter in blue room). It was possible to jump north into the corner from the teleporter and become stuck. -Line 664: better alignment MAP14 -Metal walls of lines 1670, 1669 near starting area: better alignment -Multiplayer only: 2 new radiation suits MAP16 -Wooden warehouse building exterior: better alignment MAP17 -Door track texture of switch closet to re-raise stairs out of revenant/archvile place: changed to blue lights (lines 1671, 1673) -Line 2241, etc.: better alignment MAP18 -Sector 4 (interior gray marble building): 2x mancubus: changed to pain elemental and pig -Some auto-alignment -Line 788, 1083, etc.: better alignment -Line triggers that lower door to final lift building: type changed to 38 MAP19 -Stairs added inside the beginning building (sectors 456 & 457) that allow you to return to the earlier area from the lobby -Line 1559: better alignment -Necropolis: Spider, Zombie and Construct quarters have had their teleport closets activate by lowering floor instead of door (mostly under-the-hood) and teleport in additional monsters after a secondary closet's 768-height floor has finished lowering. MAP20 -'Collapsing bridge' sections, sectors 116, 117: can also be activated by using them from the sides. -Secret in sector 477: second plasma gun added -New construct added in front of grated window out of dark green area as a counter-visplane measure. The platform has a mancubus. 4 shells added. The existing nearby mancubus has been changed into a cacodemon. MAP22 -Sectors 123 and 124: embiggened to fix the sky leaking in vanilla MAP25 -Texture alignment on symbol wall (line 694 - 755) -Soulsphere 426: changed to invulnerability MAP26 -Music track (D_MESSG2) modified MAP27 -Fixed misaligned textures on viny marble walls (lines 246, 264, 263) -Steps in the starting area: textures changed to prevent tutti-frutti, and for consistency's sake MAP28 -Line 1740 (border of lava and exit area) is now monster-blocking again, so the barons don't leave the room into the lava. MAP29 -Line 2455: no longer lower unpegged. Room auto-aligned MAP30 -Lines 4786, 4412, 4413, 4331, 4328, 4405: better alignment -Box of Ammo added to sector 359 northwest (moat around effigy) -Line 3714: lift's texture changed MAP31 -Fixed an inoperative door (sector 157) MAP32 -Line 550: back lower texture changed to prevent tutti-frutti To Hell and back again!! The Long Trek Back Home is a new megawad for Doom ][ with 32 maps. It is presented as an immediate sequel to the original game: the first map is Icon of Sin and the last one Entryway. As such, each level is roughly based upon its predecessor in a manner similar to "Deimos Deja Vu". However, as a rule of thumb, the new levels begin at the original exit and the goal is at the old entrance, and the relative positions of the different areas are closer to original. The old levels you know have seen many changes. While some old areas are inaccessible or destroyed, new sections are also opened up. Each part of the game also has specific sub-themes: Hell has seen much destruction and cave-ins, the city has about equal measures of decay and corruption, and the space station sees some of the most dramatic transformations as reality gives way to Hell's subversive influence. In terms of size and length, the first few maps start off easier and lighter, being fully compensated by the epic scale of some of the later levels. In terms of line, sector, etc. count, I believe every level outdoes its old counterpart. Bigger doesn't mean better, but it should give you an idea about the scale! Maps Effort has been seen to bring out the characteristics and gameplay of the old levels and present them in a new way in a manner that does not seem either errant or banal. Apart from the conditions outlined earlier, there are no hard and fast rules as to what the new levels can or can't do. To give some examples of the levels: - in "Industrial Zone", the lava has cooled and the northern half is flooded by water. The bridge must be raised to the north side from the south side; there are branching paths to advance on both sides and plenty of secrets. The zombies keep off the outdoors this time. - in "Barrels o' Fun", the site of the original level has been totally blown away! Only scattered ruins remain, but a way has been opened to the barrel factory... - in "The Inmost Dens", a winding, burrowing tunnel punches through the level's strict and orderly structures. Though the red bars can't be lowered because the key has gone missing, you can bypass these and other obstacles by exploiting the destruction. - in "Refueling Base", trickery of light and shadow is ever-present. Oftentimes, making progress hinges upon hitting the right light switch and being literally shown the way. There is a full spectrum of fights from small skirmishes to huge battlegrounds. Exploration and thinking outside of the box is encouraged and sometimes required, and there are several maps with discrete branching paths where you might only need one of two keys to progress, to give an example. This is done to reward the player's initiative and choice and to give replay value by giving multiple ways to play a given level. Graphics While there are some new graphics, like the title screen, intermission screen and status bar, the texture and flat set is strictly stock in order to retain the look and feel of the original levels. The new skies are about the only new assets you will see in the levels themselves. Music The music tracks have been modified to give them a new sound and to match them to the new levels. Since every map is assigned a different music track, even duplicate tracks sound different to one another. Instrument changes are typical, but more elaborate changes exist as well. Skill Levels There is a new set-up for the skill levels: UV is considered the default, as usual. I can't give good comparisons on how hard this is, but it's challenging enough for me. HMP has extra ammo placed, but NO other additions or changes. Extra Backpacks may be placed but only near existing ones. HNTR has extra health and armor placed, but NO other additions or changes, with one exception: since the Boss Brain shoots spawn cubes slower on HNTR and ITYTD, affected areas are otherwise made slightly more difficult to compensate. Stimpaks, Medikits, Soulspheres, Megaspheres, and other armor items may all make additional appearances or replace lesser items. Extra Berserker Packs may be placed but only near existing ones. This system is used because of the perceived lack of use the lesser skill levels typically see, and to allow you to adjust the ammo or health levels if the default amounts leave you starving. Multiplayer Co-op and DM starts exist, as well as multiplayer-only items and other adjustments, but multiplayer has not been tested much and the levels have not been especially designed with either co-op or DM in mind. Although, measures to prevent the levels becoming unwinnable because of some structural gimmick (think "Tricks and Traps" in doom2) have been implemented and tested. Still, consider yourself sailing in uncharted waters if deciding to play in multiplayer! Old versions For historical purposes the original release is also provided: https://www.mediafire.com/file/l7cys9n75oblzv7/longtrek_10.zip/file Screen Shots: Spoiler Edited December 24, 2021 by hervoheebo 1.1 stuff 63 Quote Share this post Link to post
TeK (⌐■_■) Posted September 30, 2021 I'm loving the amount of megawads that have come out of the blue (but also the ones that have been developed in the open too) in recent years. It only seems to be picking up in frequency. What a time to be alive Looking forward to playing through this! 2 Quote Share this post Link to post
Noiser Posted September 30, 2021 That looks frikin awesome! Are you wating for idgames? 2 Quote Share this post Link to post
Walter confetti Posted September 30, 2021 Awesome stuff, very ID-esque! 1 Quote Share this post Link to post
Fabricator Posted October 1, 2021 Damn, this is a super cool concept, very original! A lot of levels that I'm keen to see how they've been given this "trek home" treatment, curious to see what you've cooked up with the secret levels too! Screenies look dope, got that classic id / 90s clean aesthetic. I'm keen as to give this a go when it finally drops! :) 1 Quote Share this post Link to post
hervoheebo Posted October 2, 2021 I was looking at rejects and doomworld.com/idgames but realized it's in newstuff already, so you can get it from there, the link is in the OP. And I thought that the concept of rehashing individual levels and "remakes" in general was old news, but maybe I wasn't too late after all =) This is actually the oldest project/concept I have with definite beginnings in 2007 or something with just the icon of sin beginning, but the finished product was later made from scratch, starting during SWake's production around 2018. There was an interesting concept brought up in that level voting thread back then which "Containment Area" won: the idea of a map as a place, or as a level. The doom2 maps are very abstract and the city maps in particular draw much criticism from some people (not me!) for barely resembling anything real. But since the game is so old by now and people like myself are VERY familiar with the maps, they start to become definite places of their own whose walls and floors you can practically touch. So in one sense the treatment of these areas are very literal, with some distinctly not-id devices like intentionally irregular shapes and texturing to convey a feeling of destruction, or bits of key card frames poking up from somewhere that serve as a metatextual reference, instead of a reliable gameplay device that tells you visually what you need to find to use the particular door or switch. So this is what I think some people will disagree with, but I also think there's enough space on the internet to have different interpretations. If there is someone who wants to do or is already doing something similar, then by all means do it, even the same concept done by the same person can have vastly different outcomes. With that said I did also try hard to think beyond the plain aesthetics and individual mechanisms to grasp the overall spirit of the levels and then do something similar or spin it into something very different yet appropriate. I think you'll find the secret levels to be pretty peculiar ;) 0 Quote Share this post Link to post
FEDEX Posted October 2, 2021 I think you should fix the download link: replace ftp://... with http://... 4 Quote Share this post Link to post
Rudolph Posted October 2, 2021 Interesting! It reminds me of the two Switcheroom projects. 0 Quote Share this post Link to post
Noiser Posted October 2, 2021 On 9/30/2021 at 5:48 PM, hervoheebo said: Archive Link: PENDING Interim newstuff link: ftp://archives.gamers.org/pub/idgames/newstuff/longtrek.zip The link is not working :-( 0 Quote Share this post Link to post
Andromeda Posted October 2, 2021 4 minutes ago, Noiser said: The link is not working :-( Try this one 3 Quote Share this post Link to post
Noiser Posted October 2, 2021 (edited) Thanks! I didn't noticed the post by FEDEX. Adding "http://" solved the issue Edited October 2, 2021 by Noiser 2 Quote Share this post Link to post
hervoheebo Posted October 2, 2021 Changed the link in the OP too, ftp worked for me, maybe some browsers don't support it (using Vivaldi) 2 Quote Share this post Link to post
Rudolph Posted October 3, 2021 Spoiler How do I get the Megasphere in MAP04? 0 Quote Share this post Link to post
Scuba Steve Posted October 3, 2021 Add the longtrek.deh to the longtrek.wad and rename it 'DEHACKED.' I think just about every port imagineable supports embedded dehacked lumps. 2 Quote Share this post Link to post
hervoheebo Posted October 3, 2021 6 hours ago, Rudolph said: Hide contents How do I get the Megasphere in MAP04? Spoiler The door near the rocket launcher opens automatically after 5 minutes, then closes forever if you don't get in. This is like the reverse of the respective secret in the original where the door closes after 30 seconds; the arrow in the brown dirt pointing to the area is now a "V", as in 5 minutes 5 hours ago, Scuba Steve said: Add the longtrek.deh to the longtrek.wad and rename it 'DEHACKED.' I think just about every port imagineable supports embedded dehacked lumps. That's what I ended up doing with TJ, but I think I prefer this oldskool way since it's a vanilla wad, and if someone wants to actually patch their doom2.exe it's a little easier for them ;) unless dehacked actually supports taking the lump from the wad... 2 Quote Share this post Link to post
Scuba Steve Posted October 3, 2021 In 2021 that's a really pointless endeavour since embeded deh files are a quality-of-life improvement. It won't break vanilla compatibility and 99% of all players who use any port other than vanilla will be able to run the wad without having to jump through the hoop of command lines. You can include the deh file in the .zip for vanilla users as well. 2 Quote Share this post Link to post
Korozive Posted October 3, 2021 15 hours ago, Andromeda said: Try this one Not working either. 0 Quote Share this post Link to post
hervoheebo Posted October 3, 2021 It's working for me at least, unfortunately nothing more I can say really... And I really forgot to mention it in the text file, but another vanilla limitation to look for is the save file size. I know for a fact that some levels will crash the game in vanilla if you load the game, but I'll test for a full list later. Or just play every map with pistol start and no saving ;) I will take feedback posted here into consideration if there will be an updated version. 0 Quote Share this post Link to post
Korozive Posted October 3, 2021 Got it by adding http. Maybe you should edit the link. 0 Quote Share this post Link to post
Rudolph Posted October 3, 2021 @hervoheebo Ah, crap. I hate this kind of secrets. Oh well. Thanks for the tip! 0 Quote Share this post Link to post
Biff Dunderbuff Posted October 3, 2021 This looks amazing! I remember playing through your other map pack "The Journey" and loved it. Glad to see another megawad by you. 0 Quote Share this post Link to post
Mad Butcher Posted October 4, 2021 Some permanent mirrors. The /newstuff links will expire in a few weeks. https://www.quaddicted.com/files/idgames/levels/doom2/megawads/longtrek.zip https://youfailit.net/pub/idgames/levels/doom2/megawads/longtrek.zip https://ftpmirror1.infania.net/pub/idgames/levels/doom2/megawads/longtrek.zip 2 Quote Share this post Link to post
hervoheebo Posted October 4, 2021 3 minutes ago, Mad Butcher said: Some permanent mirrors. The /newstuff links will expire in a few weeks. https://www.quaddicted.com/files/idgames/levels/doom2/megawads/longtrek.zip https://youfailit.net/pub/idgames/levels/doom2/megawads/longtrek.zip https://ftpmirror1.infania.net/pub/idgames/levels/doom2/megawads/longtrek.zip Thanks for that, I added them to the OP. I saw this new-fangled thing: https://www.doomworld.com/files , is that the place to be nowadays, eventually totally replacing https://www.doomworld.com/idgames/ ? Doesn't look like new files have any reviews there. 0 Quote Share this post Link to post
Big Ol Billy Posted October 4, 2021 Played the first three levels on my lunch break, and I'm totally sold on this! Great concept and some clever touches to make backtracking through the "destroyed" IWAD levels fresh, fun, and interesting. 0 Quote Share this post Link to post
Rudolph Posted October 6, 2021 In MAP09, the exit teleporter is not properly indicated on the automap. 0 Quote Share this post Link to post
hervoheebo Posted October 12, 2021 (edited) I see it now on the old /idgames site, not on the new downloads page, so I have added the link ot the OP. https://www.doomworld.com/idgames/levels/doom2/megawads/longtrek On 10/6/2021 at 10:15 PM, Rudolph said: In MAP09, the exit teleporter is not properly indicated on the automap. I'm not sure if I understand, should it be indicated differently? It might be because the exit is on 2 separate lines inside the 'portal' to make it feel like you have to go a bit deeper to get sucked in. Edited October 12, 2021 by hervoheebo 1 Quote Share this post Link to post
hervoheebo Posted November 18, 2021 Some errata: Confirmed vanilla savegame crashes -MAP08 -MAP18 -MAP20 -MAP21 -MAP30 Since the amount of things changes during play (projectiles, dropped clips...) the real number of levels may be higher. It's not entirely right to call it 100% vanilla-compatible if saving the game can crash, but then, vanilla itself is not vanilla compatible because some levels in Doom2 produce the same problem ;) Also, maps 25 and 30 have a monster spawner which is liable to crash the game or malfunction in vanilla when loading. Stuck spots I was informed of a couple of spots where you can get stuck: -MAP02: south of sector 89 (near a stair switch) https://i.imgur.com/HwIecuf.png -MAP13: north of sector 37 (by the blue room teleporter) https://i.imgur.com/sFgA1H8.png Updated version? The stuck spots have been fixed in the current, unreleased new version. The changes so far: MAP02 -Geometry altered south of sector 89 (one of the stair switches). It was possible to jump down here and become stuck. MAP09 -Sector 492 missing texture added MAP13 -New secret area immediately north of sector 37 (teleporter in blue room). It was possible to jump north into the corner from the teleporter and become stuck. MAP19 Stairs added inside the beginning building (sectors 456 & 457) that allow you to return to the earlier area from the lobby MAP25 -Texture alignment on symbol wall (line 694 - 755) The changes are not too significant yet, mostly. On the other hand, being able to become stuck is pretty bad and I don't think there are any demos to desync yet, aside from the title ones. You are welcome to point out any bugs or other things, and we will see if there's enough changes to warrant an update. 2 Quote Share this post Link to post
kalensar Posted November 18, 2021 (edited) You didn't add your dehacked file to inside the actual wad. Even Freedoom does that to make it work properly. Not saying thats a bad thing but that will cause problems for likes of non ZDOOM family ports that don't load archive files. It also works on Odamex source port too. The only level I had heck with for being too quizical was The Living End. The rest is are pretty OKAY for navigating. Edited November 18, 2021 by kalensar 0 Quote Share this post Link to post
hervoheebo Posted November 22, 2021 On 11/18/2021 at 10:20 PM, kalensar said: You didn't add your dehacked file to inside the actual wad. Even Freedoom does that to make it work properly. Not saying thats a bad thing but that will cause problems for likes of non ZDOOM family ports that don't load archive files. It also works on Odamex source port too. The only level I had heck with for being too quizical was The Living End. The rest is are pretty OKAY for navigating. Not sure what meant by archive files... maybe like putting the stuff into a zip, the deh is a loose file loaded simultaneously with the wad. Maybe you can load it as an archive too but that's how it's meant... since for vanilla you need to have the deh as separate so you can point dehacked to it and patch the exe. If it's only in the wad, you would need to extract it first with an editor and that would feel something like bad faith vanilla support, so maybe I will try having a dehacked lump in the wad and a separate .deh too. Then it's a matter of clarifying it in the text file, don't know if people read those... The challenge with map02 is to communicate what the stair switches do. The placement could be better, so you could see the stair rise with both ones. Also slow stairs would stay moving for longer, giving you more time to see and hear them, but they are only 8 units tall. Then you'd have to have twice the stair sectors for the same height gained which is a problem with visplanes in an open level like this. The many CVP (Counter-Visplane Pillars) also impede visibility and make it harder to see the stairs area. This level is particularly literal so the way to the stairs is by teleporters in the blood, like the original, so hopefully the player'll make the connection. The candles near them were a late addition to make them easier to see. For now there are the following changes: -The stairs area is brightness 144 instead of 112, so it's brighter than the main room rather than darker, making it easier to see -The stair switches use the SKIN texture to make them look more distinctive and important -The areas related to the stairs and its switches have uniformly green torches which aren't used elsewhere in the level 1 Quote Share this post Link to post
kalensar Posted November 22, 2021 15 minutes ago, hervoheebo said: Not sure what meant by archive files... maybe like putting the stuff into a zip, the deh is a loose file loaded simultaneously with the wad. Maybe you can load it as an archive too but that's how it's meant... since for vanilla you need to have the deh as separate so you can point dehacked to it and patch the exe. If it's only in the wad, you would need to extract it first with an editor and that would feel something like bad faith vanilla support, so maybe I will try having a dehacked lump in the wad and a separate .deh too. Then it's a matter of clarifying it in the text file, don't know if people read those... On your .DEH your basically right in the way you do it, The thing is that ZDoom family can read all contents in the WAD file itself, so stuffing an extra DEHACKed inside works just fine. In fact thats how Freedoom does it. Archive files are zip files. Pk3 are a Zip file so its common to just load zips into Zdoom family, like GZD especially. But if your DEH is outside of the WAD file, and I only load the WAD without the DEH, then ZDoom will not load the DEH info because it isn't in there. So in Long Trek Home case I get the normal Doom2 map order name rather the intended reversal that Long Trek Home does via the DEH. You literally lose nothing by stuffing an extra DEH copy inside the actual WAD itself. 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.