scwiba Posted November 6, 2021 (edited) Welcome. Your technicolor nightmare awaits. The world's first 40-map Doom 64 megawad! Three distinct episodes to challenge both your trigger finger and your puzzle thinker, plus a literal solar system's worth of bonus content. The UnMaking marks the end of a 5-year mapping project that began with UnAligned, and contains some of the strangest and most sadistic scenarios I've dreamed up yet. The wad is part tribute to Doom 64 and part experiment to see what kind of shapes the engine can be twisted into -- some of which I think might surprise even its creators. DOWNLOAD THE UNMAKING VERSION 2.6 (Includes the WAD file, instructions, and an optional patcher to modify Doom 64's logo and menus) The above version of The UnMaking is compatible with Doom 64 EX, EX+, and the official remaster. For the best experience, I highly recommend playing in the remaster. See Known Issues below for a full list of port-specific quirks. The WAD is also available for Doom 64 CE as a separate download. However, the The UnMaking for CE is based on an older build (pre-v2.0). Screenshots: Spoiler Map List: Spoiler Episode 1 - The Last Moonbase on Earth 01 - Old Dog...New Tricks 02 - Manic Marines 03 - Hexcomplex 04 - Warehouse Shuffle 05 - Ghost Stories 06 - Sardine Packing Plant 07 - Dead Man Switch 08 - The UnAbsolution Episode 2 - Hell-o, Good-bye 09 - Dig Your Own Grave 10 - Blast Processing 11 - Crosswind Crossfire 12 - Walled Garden 13 - When Hell Freezes Over 14 - Sicklied Symmetry 15 - Mercurial Minions 16 - The Infinity Gantlet Episode 3 - Dimension of the Darndest 17 - Do Not Wake Mother 18 - Going Nowhere Fast 19 - Monuments to the Cement God 20 - The Misaligned and Maligned 21 - Prismatagoria 22 - Flotsam in an Astral Sea 23 - How Many Demons Can Dance... 24 - Remember the Hellamo 25 - Raise a Glass 26 - The Void Dreams of Huge Guts 27 - Good Night and Good Luck 28 - Aligned in Darkness Secret Maps 29 - Remote Control (accessed via Map04) 30 - No Going Back (via Map12) 31 - Roll the Dice (via Map18) 32 - The Docking Bay (via Map01) 33 - UnTitled (played at startup before the menu) Bonus Maps (accessed via main menu; not available in Doom 64 EX) 34 - Straight Into the Garbage 35 - And I Have Touched the Sky 36 - Dark Side of the Moonbase 37 - Trash Fire on the Surface of the Sun 38 - Colours Out of Space 39 - Beyond the Event Horizon 40 - UnEnding Track List: Spoiler Maps use the default Doom 64 midi for that mapslot unless marked *. Music is by Aubrey Hodges except where noted. 01 - The Madness 02 - Warped Hive 03 - Tortured Transmission 04 - Spaces Between 05 - Hellistatic 06 - Bleep Spawn 07 - Relentless Coil 08 - The Damned 09 - Other Side of Madness 10 - Dark Echo 11 - Aspects of the Vile 12 - Lamentation of the Forgotten 13 - Voices in the Blood 14 - Crystalline Chaos 15 - Wait For It 16 - Warped Hive 17 - Blood Red Shadows 18 - Warped 19 - Collision Course20 - Bleep Spawn* 21 - Perfect Hate22 - Crystalline Chaos* 23 - Relentless Coil24 - Wait For It*25 - Main Theme* 26 - Dark Echo27 - The Rotted Foul*28 - Main Menu* 29 - Collision Course* 30 - Tortured Transmission* 31 - Hellistatic* 32 - Warped* 33 - Main Theme 34 - UnMade Worlds* by @Immorpher 35 - Orate Pro Morte* by @Jetx_121 36 - System Failure* by @Jetx_121 37 - Pulsating Machine* by @Jetx_121 38 - Colours in the Blood* by @Immorpher 39 - UnMade Worlds* by @Immorpher 40 - Dark Side of the Moon* by @Jetx_121 Known Issues: Spoiler 1) The "ghost" gimmick on Map05 creates several unkillable monsters, so the highest possible kills on skill 4 is 89%. 2) [Remaster only] There are at least two areas where you can trigger a graphical glitch by firing the unmaker through densely-packed sectors. One of these areas is the central room of Map07 and the other is the central point of the purple structure in Map21. The glitch is marked by a visual effect where walls, ceilings, and floors appear to bleed together. Continuing to fire the unmaker once you see this effect is likely to result in a crash. 3) [EX only] Demon keys are carried over after the death exits in maps 08, 16, 24, 35, and 39 (which are intended to reset the player's inventory). This can affect the difficulty curve. 4) [EX+ only] At present, none of the switches in Map31 function correctly, making the map is impossible to complete. This is an issue with the port itself and will hopefully be corrected in a future version of EX+. 5) [EX and EX+ only] Enemies that fail to spawn (due to being blocked) are counted as unkilled in the end-of-level tally. There are several maps where it is therefore impossible, or extremely difficult, to get 100% kills. 6) [EX and EX+ only] Many skies will not display correctly if "Skybox" is turned on in the options. It is recommended that you play with skybox and mouse look turned off. Changelog: Spoiler Version 2.7 (in progress) Spoiler Updated batch file (checks additional common installation folders) New graphics: custom key card sprites, stimpaks/medikits/berserk now bear the Purple Plus symbol, and "crate" textures have been tweaked to look a bit more like crates EX/EX+: Some skies have been adjusted to make them look better when mouse-looking or with the "skybox" option turned on (but this is still not recommended) Map08: The raised megaspheres now count as only one secret, both alcoves lower as soon as either one has been entered, and there is a new, alternate method of reaching them Map09: Added a backup trigger for the lowering grave at the start, as the normal trigger (collecting the helmet) does not work in EX Map11: All cacodemons spawned into the main corridor can now immediately see the player (preventing a rare bug where they would never be alerted, breaking the level scripting) Map15: The trap after collecting the blue key is now triggered by a line rather than picking up the key directly; this avoids a bug in EX+ where the script would not execute Map16: Enemies can no longer follow you into the exit Map18: Lamps surrounding the exit have been removed Map19: Additional health bonuses have been placed on the second and fourth island, with some other health pickups changed to compensate (these health bonuses are triggers for scripts that in their previous locations were not working in EX+) Map20: Nightmare marines beyond the yellow door have been removed and the arachnotron in the exit room now initially faces away from the player Map20: Adjusted some sectors past the blue key door in order to correct a visual oversight Map22: The yellow door has been replaced with a non-keyed switch, and the switch immediately afterward now requires the yellow key (this allows the player to leave the north maze even if they don't have the yellow key) Map22: A floating barrel that could trap the player if they didn't destroy it before jumping into the chasm has been removed Map22: The floor around the blue key no longer becomes invisible after pressing the two blue switches Map22: A redundant secret has been removed Map25: Fixed a scripting issue that was causing a death exit in EX and a crash in EX+ Map26: Three skull keys have been replaced with key cards (to work around a bug in EX and EX+ where the player cannot pick up duplicate keys) Map26: There is now a way out of a previously inescapable section of the flesh structure that houses the blue skull key Map37: You can no longer fall between the stone platforms at the entrance to the caves Map38: Several imps in the blue area have been swapped for nightmare imps and vice versa; a stuck imp has been removed Map39: Reworked scripting; the arena now returns to its initial state after the final phase; there is a small stone chute in the center that serves as the new exit Version 2.6 (unmaking_v26.zip) Spoiler Several unused textures have been pruned from the wad, resulting in a smaller download Map05: The heat lamps in the hallway at the start now turn off when the security system breaks down Map10: Corrected a visual error where the interior of the kiln was taller than the exterior Map22: Balance adjustments made for lower skill settings Map22: The playable area on the approach to the library building has been expanded slightly, with an additional floating crate Map22: Leaving the library maze now immediately ends the dart shooter macro, which was preventing other macros from being activated; several walkover lines that previously triggered the dart shooters to resume have been removed Map22: A stuck cyberdemon in EX and EX+ has been fixed Map22: The BFG and unmaker now count as secrets Map22: Two more monster closets have been added to the corridors beyond the blue door on the west side of the map Map22: The large bridges after the yellow door now become conveyor belts once they finish rising; corrected an error where cacodemons spawned around the second bridge too early Map22: In addition to being closed off, the dart spawners around the exit now despawn after the player collects the red key (so they won't deafen you on your way out); the exit gateway has been visually updated Map26: Each of the jumps required on the way to the blue demon key secret has been made very slightly easier Version 2.5 (unmaking_v25.zip) Spoiler Custom backgrounds have been added for the end of level stats screen and text intermissions New shotgunner and nightmare imp palettes make them more visually distinct from the zombieman and regular imp; colors on the nightmare imp fireball have been inverted A slight edit corrects what I've always considered to be a coloring mistake on the zombieman (applies to the shotgunner palette swap as well); a stray pixel floating above the marine's dead body has also been removed Map02: Instead of a medikit in the room with the red door, there are two stimpaks and six armor bonuses scattered around Map07/09/11/12/13/15/17/21/26/27/28/30: Added workarounds for theoretical multiplayer softlocks (if Doom 64 multiplayer ever becomes a thing; this is all untested) Map07: IMPROVED BEDS Map09: The grave at the start now lowers after picking up an item rather than walking over a line; a visible floor has been added to the burning tree area and the fourth tree has been added back in Map15: Through some creative sector adjustments and an extra macro, I've finally been able to work around a KEX bug that prevented the mancubi on the fortress walls from seeing the player as they should; they will now fire volleys as you approach (the intended behavior not seen since the move to KEX) Map15: A secret near the start now contains an SSG rather than a regular shotgun Map18: Corrected missing player 3 start and duplicate player 2 start Map18: Candles around the starting area and secret exit have been removed Map19: Sky color adjusted to be more pastel and in line with the outdoor sector lighting Map19: The windows at the end of the first island have been lowered and blocked with lamps; lost souls intended to fly in through these windows have been removed Map19: All teleports between islands are now indicated by a ring of flames; a few related cosmetic changes have also been made Map19: Two switches on the third island have been merged to streamline progression Map19: A handful of enemies have been shuffled, most noticeably the pair of hell knights at the end being replaced by mancubi Map19: The secret demon key has been removed from this map (with a radiation suit put in its place), and can now be found in map22 Map20: A trail of armor bonuses have been added to guide players to the first puzzle area Map20: The "red herring" has been removed from the final puzzle (this was a switch that, while not used in the normal solution, could be used to solve the puzzle instantly if it was the first and only switch you pressed in this area) Map20: An arachnotron replaces the mancubus in the exit room Map22: Redesigned from the ground up Map24: Defeating the final wave no longer ends the map automatically, instead revealing a path to the new exit; exiting now kills the player to reset their gear and demon keys going into the last four maps Map24: An additional secret is available -- but only for a limited time Map26: Fixed two areas that were not correctly saying they required the blue key to proceed; collecting the western blue key no longer misleadingly lights up both blue torches in the central hub Map26: A misplaced light amp has been removed Map26/28: Added missing multiplayer starts Map28: The secret area has been expanded with various additional powerups Map31: Minor texture changes; further visual updates had to be scrapped due to quirks in the remaster Map36: Two medikits are now available at the start of the map Version 2.4 (unmaking_v24.zip) Spoiler An additional batch file is included in the zip to easily run the wad with fast monsters Map05: Green armor has been placed in a vent to draw players' attention to the critical path (players were consistently missing this specific vent) Map13: The platform with the secret berserk pack is wider and easier to land on Map13: Frozen water is now brighter and more distinct from flowing water; a frozen waterfall and a couple extra ice patches have been added Map29/32: The music in these maps has been swapped Version 2.3 (unmaking_v23.zip) Spoiler The bonus episode has been completely filled out with new music by Immorpher and jetx_121 Map07: Minor visual fixes, a couple rockets added, and a tweak to the double hell knight spawn at the top of the southmost tower Map07: The computer area map secret has been moved to a new location (due to it being inaccessible in EX/EX+) Map12: Two spectres have been moved out of the poison moat to prevent infinite height blocking Map17: Corrected a switch that has been invisible since porting to KEX Map30: Fixed a softlock accidentally created when I fixed the previous softlock Map34/35: The complexity of the solar system has been reduced slightly to prevent a crash in EX+ Map37: Safe spots in the second phase of the large dart room should be clearer Version 2.2 (unmaking_v22.zip) Spoiler A number of prop graphics from the Doom 64 alpha leak have been added (replacing old props I wasn't in love with), and sprinkled throughout the wad Music in maps 20, 22, 24, 29, 30, 31, and 32 have been shuffled around to cut down on repetition Lots of behind the scenes changes for EX and EX+ compatibility Map05: Restored the pre-v2.0 instant death crushers; the crushers are now signaled by a lighting and texture change rather than flickering lights Map05: The entire section with the blue key and cacodemon containment unit has been lowered by 192 units Map05: Removed the invisibility sphere Map05: The final push to the exit now involves three fewer spectres but two extra nightmare imps Map05: A lost soul in one of the secret areas is positioned lower so it doesn't attack unseen from above your head Map07: Four lost souls have been cut from the warehouse ambush (along with the crates containing them) Map07: The light amp has been removed Map08: Rebalanced health and armor Map13: Fog density has been decreased; fog brightness increased Map19/20: Explosive barrels are now scattered throughout in these maps Map20: The area beyond the yellow door has been modified Map21: Thing placements and spawn times have been adjusted in all areas Map21: Minor architecture adjustments in the starburst and temple areas Version 2.1 (unmaking_v21.zip) Spoiler Map07: Slight rebalance on lower skill settings; redundancies added in case the player spawnblocks vital enemies Map13: The platform with the rocket launcher on it has been lowered so that it can be walked over from all directions Map21: A secret backpack is no longer transparent and unfairly difficult to see Map21: Additional cacodemons are present in the starburst arena and the mancubi spawn earlier Map21: Sound from the white room now propagates to the temple area so that enemies spawn already alerted Map24: The secret invulnerability now spawns one wave earlier and has been moved a tiny bit closer Map26: Collecting either of the yellow keys now opens paths on both sides of the map rather than just on the corresponding side; same for the blue keys Map27: The map will no longer exit even if the player is dead Map29: You can no longer fall off the section near the demon key Map37: The enemy in the shooting gallery is now a cyberdemon on all skill settings Map38: Minor rebalance; fixed a mistake where a pain elemental was present only on skill 1/2 rather than only skill 4 Version 2.0 (unmaking_v20.zip) Spoiler Patcher now additionally searches for the Epic install folder and other common locations Doom 64 could be installed to New skies for Maps 19, 20, 21, 23, 24, 31, and 38 (courtesy of Immorpher); minor cosmetic updates to almost all maps Map01: The length of the scripted sequence has been shortened Map01: A certain lift has been replaced with stairs to make navigation less frustrating Map01: The secret containing a medikit and health bonuses now loops back to the higher level so that you don't have to ride the regular lifts again Map02: The player is now locked into an observation area while the imp and marine in the second room duke it out; you will be released as soon as either one dies Map02: One of the doors in the demon room now requires the red key (which is located on the elevated platform); lamps have been added around the platform to discourage skirting around the encounter Map02: The green armor has been moved to the end of the demon corridor where the floor drops down Map02: The final area has been reworked to involve additional switches rather than arbitrary timers Map05: An imp seemingly stuck in a wall near the yellow key has been removed Map05: A number of lost souls have been added, the chainsaw was swapped out for an invisibility sphere, and the secret shotgun is now a chainsaw Map05: Strategic monster-blocking lines have been added to reduce the chances of the ghost cacodemon getting stuck or lost as it follows you Map07: Health pickups in the central building have all been moved into the map room; all key markers have been removed from the sector map to reduce clutter Map07: The blue key is now slightly hidden, the SSG has been flagged as a secret, and an additional secret item can be found in the church Map07: The back door to the barracks armory has been made one-way Map07: Monsters now spawn directly into the multi-stop elevator tower rather than teleporting from dummy sectors Map07: Several lost soul crates have been redesigned due to a sudden and seemingly random appearance of the KEX seeing-Things-through-walls bug Map07: Various props (mostly gore and candles) have been added around each "incursion," which then vanish when the incursion has been cleared Map08: Weapons/ammo/health have been rebalanced on all skill settings Map10: The yellow key should no longer be tricky to grab off its pedestal Map10: Barrel platforms in the kiln room have been reduced in diameter so that imps can get closer and thus take more damage from exploding barrels Map11: Rockets have been added to the rocket launcher secret Map12: Fixed an issue where two darts would fire from launchers in quick succession rather than with the correct one second delay Map12: Relocated the green armor, plasma gun, and demon key Map13: An introductory sequence has been added to better convey the goal and gimmick of the map; two waves have been removed from the main fight Map14: The light amp secret has been moved, the invuln secret has been reworked, and a third secret has been added Map14: Enemies are crushed after each phase, finally making 100% kills possible Map14: A handful of additional enemies now spawn when pressing each of the switches at the end Map15: The secret where you lower a wall and drop into nukage is now better signposted and contains an unmaker; the other unmaker is now a BFG Map15: An extension has been created for the sky so that there isn't an abrupt cutoff visible at the horizon Map16: The walkover trigger for the main script has been moved higher up the staircase after I realized you could trigger it without alerting the cyberdemons Map19: A teleporter that returns you to the upper section of the second island now deactivates once the upper section has completely lowered Map19: The walkway leading to the red key has been widened very slightly Map19: Goodies contained in the two secrets have been shuffled around Map20: Approaching the final set of switches now spawns a pain elemental instead of two cacodemons Map21: Macro timing has been adjusted in the starburst room, and the forest room has been made significantly harder Map22: Corrected an oversight that allowed the stairs to be climbed without having to raise all of them Map23: New look! Same great taste! Map23: A number of pickups have been moved so that they're not stacked on top of each other Map24: The hell knights wave has been replaced by barons, the barons replaced by cacodemons, and all demons have been removed from the cyberdemon wave Map24: A secret invulnerability that spawns on the final wave has been moved further from the main structure Map25: Platforms leading up to the soulsphere are substantially wider (with apologies to controller players who were struggling with the old ones) Map26: Additional light amp goggles have been placed around the map; one nightmare cyberdemon has been removed on skill 4 Map26: Approaching an area where a path forward will open once you have collected a key will now tell you that a key is required Map26: Only one of each color key is now required to enter the final area (previously all three skull keys OR all three key cards were required) Map27: Changes made to Map02 have been applied here as well Map28: Something of a happy medium between the original (switch-based) EX secret and the previous (walkover teleport) KEX secret has been implemented Map29: An issue that prevented the player from shooting switches while scripts were running has been addressed -- as a result, some timing has changed Map29: The cacodemon who attacks from behind has been removed, while an additional hell knight is present on skill 4 Map29: The old multi-destination teleport from the EX version has been more or less restored Map30: You can no longer enter the demon key room a second time and become softlocked; the demon key has also been moved slightly to prevent a bump grab from through the grate Map32: The chainsaw has been replaced by a berserk pack (a shame, but the chainsaw adversely affected the balance of map02) Map37: Camera cutaways now show how the switches have affected the central platforms (using extremely hacky camera macros because I genuinely do not understand how cameras work in Doom 64) Map37: You can no longer return to the cyberdemon shooting gallery after having left (a necessary change due to the additional scripting) Map37: A few of the platform movements on the final phase of the big dart room have been removed due to the buggy way Doom 64 handles long scripts Map38: The chainsaw no longer registers as two secrets Map38: A sector in the maroon region that was incorrectly flagged as damaging has been corrected Map38: The final area has been completely redone, is much shorter, and no longer contains a secret Older versions Spoiler /idgames Release (the_unmaking.zip) Spoiler Updated patcher with support for Steam/GOG/GamePass/Bethesda Launcher No differences between this version and RC5 as far as the wad itself is concerned Release Candidate 5 (unmaking_rc5.zip) Spoiler Map12: Removed a tree from one of the planters; players could previously get stuck on it while trying to jump the moat Map17: Nightmare zombies are now present in the final battle (to foreshadow the emphasis on nightmare creatures in this episode) Map19: Added impassable lines to prevent falling off the last island Map39: Fixed an oversight where the black hole was not appearing Release Candidate 4 (unmaking_rc4.zip) Spoiler Finally fixed the transparency issue with lower wall textures (thanks Immorpher), so maps 22 and 23 can go back to their intended look from EX (also applies to one of the arenas in map40) Map12: Door junctions are now controlled by one switch instead of two; the switch alternates between the two available paths I neglected to take notes on this version but I think all other changes were cosmetic Release Candidate 3 (unmaking_rc3.zip) Spoiler Repackaged as a PWAD now that Doom 64 fully supports them (a patcher is still included to modify the KPF file for optional changes to the menu) Map03: The lift that returns you to the starting point of the second-to-last room transformation can now be boarded from any of the surrounding sectors Map29: The final enemy before the teleport (cacodemon/mancubus/arachno depending on difficulty) no longer needs to be shot to be alerted Release Candidate 2 (unmaking_rc2.zip) Spoiler Many small visual adjustments too numerous to list out Map07: The secret BFG has been replaced with an unmaker, among other small changes to the blue door room Map07: An SSG is now available in one of the secrets, making this the only place to find it in the first episode Map07: The ten health bonuses on either side of the cathedral interior are now armor bonuses Map10: An incredibly long-lived bug causing the fire to not always detonate the kiln room barrels has finally been squashed Map10: Fixed a missing switch texture error on both lifts in the final arena Map10: On skill 3, the second phase of the final battle is now two cacodemons rather than an arachnotron Map12: The demon key that initially appears in Map29 is now available here by solving about half of the puzzle (since you will have lost it at the death exit of Map08) Map13: The bookcases surrounding the exit start much higher but now continually lower, hopefully to better indicate what your ultimate goal is, and the fact that you need to hold out until it's open (there's also exit signs nearby) Map14: A brief quake now accompanies the death of "the one" enemy Map15: A quartet of marines now stand on the teleport pads in the final arena before any switches have been pressed; this prevents the switches from being pressed until at least one marine has moved off the pads Map16: On skill 1 and 2, the ten barons have been replaced by eight nightmare barons Map17: As in Map12, the demon key from Map29 can be found in a secret here Map18: Added more teleport line triggers in case the timer macro fails Map19: Map30's demon key can also be found here, replacing the rocket secret from previous versions Map20/24/27: These maps have had their music shuffled around to avoid the same midi playing in maps too close together, and to address what I saw as Map20's soundtrack clashing with the intended mood Map32: The switch inside the berserk pack secret has been moved to prevent pressing it while the door is still closed Map38: The baron/cacodemon arena has had a few spawn points removed to reduce difficulty Map39: The arachnotron phase has been toned down significantly Release Candidate 1 (unmaking_rc1.zip) Spoiler An UnMaking logo now replaces the Doom 64 graphic on the menu screen Map20: The lift just beyond the blue door will no longer raises to its highest point as a result of stray bullets fired in this room Beta 3 (unmaking_b3.zip) Spoiler Text strings are now patched to change the campaign select options and "warp to" text for maps34-40 Additional automap cleanup Map07: Removed an "I suck at mapping" texture that was displaying on the lift directly south of the start Map36: Two inaccessible secret sectors have been unflagged as secrets, and a new secret has been added which requires destroying barrels (suggested by Moki) Map36: Finally ironed out a lighting bug where sectors around the yellow key would show up black Map36: Fixed a missing texture Map37: Changed the configuration of some central pillars (visually, not related to gameplay) Map38: The radiation suit secret in the maroon area now counts as only one secret instead of two; added a soul sphere to the blue armor secret in the same area Map38: Replaced the invulnerability in the final area with a megasphere and the megasphere with a soulsphere Beta 2 (unmaking_b2.zip) Spoiler The patcher script now looks for the WAD file in alternate locations for anyone who may have gotten it through Game Pass or the Bethesda launcher Minor automap cleanup Map04: Shifted a cluster of crates in the main room (and nearby Things) after discovering that the player could become trapped between the crates and a lamp Map36: Reduced the delay before the invulnerability spawns in the hex room Map36: Health bonuses in The Immophzone Bar and Grill should be easier to grab Map36: Removed an unintended secret sector that was unreachable during normal play Map37: Raised one of the central pillars to prevent climbing out of the intended play area Map37: An additional box of shells can be found in the dart temple, and an extra cell charge pack is available for cleaning up the cyberdemons Map37: One less cyberdemon in the final maze, but the one in the shooting gallery area now teleports into the maze so it can be killed Map38: A few pillars in the yellow key room have been moved to prevent softlocks resulting from falling off Map38: Toned down the slaughter arena with the barons Map38: Moved the trigger line for the second pain elemental in the maroon area so it's not so easily skippable Map38: Removed a cacodemon in the maroon area who could not be alerted unless shot Map38: Added a single health bonus next to both BFGs so that the encounters will trigger even if you cannot pick up the BFG due to full ammo Map38: The red alcoves in the central hub now go dark when the area in that general direction is completed Map38: A few changes to the colored lighting Differences between Beta 1 and the EX version: Spoiler The white water texture and solid white texture have been darkened slightly so that they will be less washed out on the game's default brightness settings. With brightness settings comparable to EX's defaults, these textures will appear a bit darker. Map02: An oversight where the secret lift was a one-time trigger has been corrected Map03: The final transformation and battle have been reworked (KEX really didn't like the long scripts in this map); as a side effect, the invisibility secret remains accessible until the end of the map, though it floods to prevent camping in there Map03: The second-to-last transformation has been changed a bit to add a second lift; a few enemies at this stage have been shuffled around as well Map03: An armor bonus has been placed next to the green armor pickup that triggers the second room transformation; this will also trigger the transformation just in case you already have 100 or more armor and can't pick up the green armor Map03: Lamps in the exit room have been removed due to an inexplicable visual glitch where they appeared through the walls Map04: The lifts in the north central room now operate separately and the switch that raises them also spawns a wave of monsters (previously the spawns were on a separate walkover trigger) Map05: The plasma gun now respawns if you find the related secret (since it turns out you can jump to the platform, I figured I'd reward you) Map05: There's a slightly more dynamic "animation" to the floor breaking under you at the beginning (just to make it clearer what's happening) Map06: The central crusher is much faster and therefore does less damage when caught in it Map07: All arachnotrons are now alerted as soon as sound is made in their arena (when flagged to ambush, there was a bug where they remained oblivious until attacked directly) Map08: The highest part of the central structure has been lowered by 128 units (purely for aesthetic reasons) Map09: Two of the flaming trees were removed because they didn't display correctly Map18: The timer macro can sometimes fail to teleport the player back to the start, so additional teleport lines have been added as redundancy Map20: A shoot switch just beyond the blue door now has a pillar underneath it to prevent shooting it from the lower level; the shoot switch beyond the red key now lowers a teleporter rather than teleporting directly Map21: Sped up and fixed some macros Map21: A few sectors have been darkened to look better with the rerelease's default brightness Map22: The sides of the exit platform now use solid textures (since KEX doesn't allow transparencies on upper or lower texturing) Map23: As above, the sides of the main platform are now solid textures Map26: The cyberdemon turrets do not seem to be able to target the player until the end of the map when you face them in their arena Map26: Small adjustments made to the secret demon key jumps to accommodate slightly different movement speed Map28: The invulnerability secret is accessed differently due to KEX not allowing shoot switches to teleport Map29: Teleporting to the exit is no longer triggered directly as part of a shoot switch; the walls of the starting area lower and you need to move to the edge of the platform to teleport; in addition, there is only one teleport jump instead of the four jumps as in the original map (teleports are finicky in KEX) Map32: The medikit opposite the lift, in the orange alcove, has been removed Map33: Tweaked slightly since it didn't sync up with the original title map anyway Map34-40: All brand new for this version (select "Bonus Levels" to play these) Edited May 10 by scwiba 60 Quote Share this post Link to post
Immorpher Posted November 6, 2021 For a sneak peak at some of the action, here is a music video featuring a new track I made for the UnMaking: ReMade! Just as the UnMaking conversion started about a year ago, this track was started about the same time. It was the beginning of my efforts to learn how to compose ambient music using the Doom 64 soundset in MIDI. It's definitely unusual, but perhaps unusual in the way the UnMaking is! 8 Quote Share this post Link to post
Azuris Posted November 7, 2021 Wow, looks impressive. How is the Difficulty compared to the Original? 1 Quote Share this post Link to post
Average Posted November 7, 2021 Oh! That's my Sunday night taken care of. \m/ 1 Quote Share this post Link to post
UnknDoomer Posted November 7, 2021 (edited) Well. It seems to it's another day for dark city dwellers to explore some new levels... BTW. New coloring and structure reminds me this indie title https://store.steampowered.com/app/233230/Kairo/ Edited November 7, 2021 by UnknDoomer 1 Quote Share this post Link to post
Immorpher Posted November 7, 2021 6 hours ago, Azuris said: How is the Difficulty compared to the Original? I would say about one or two difficulty levels higher than the original. So I would adjust your difficulty based upon that! Oh and for anyone who doesn't have the Steam version of Doom 64 to play this, it's on sale for pretty cheap ($1.50 in the US) at the moment! https://store.steampowered.com/app/1148590/ 1 Quote Share this post Link to post
Not Jabba Posted November 7, 2021 Awesome! Just bought D64 and excited to finally play this. 2 Quote Share this post Link to post
Redneckerz Posted November 7, 2021 (edited) This is totally awesome. Edited November 7, 2021 by Redneckerz 3 Quote Share this post Link to post
OpenRift Posted November 7, 2021 I'm very excited to play this. Something I am curious of though: will the final version come with gameplay demos? 1 Quote Share this post Link to post
scwiba Posted November 7, 2021 10 hours ago, Azuris said: How is the Difficulty compared to the Original? I think @Immorpher is probably right that it's a notch or two more difficult. The bonus maps are a slightly different story and were made to be especially nasty. 11 minutes ago, OpenRift said: I'm very excited to play this. Something I am curious of though: will the final version come with gameplay demos? I really wanted to have demos but at present I'm not aware of any way to record them. 0 Quote Share this post Link to post
OpenRift Posted November 7, 2021 1 minute ago, Ryath (aka scwiba) said: I really wanted to have demos but at present I'm not aware of any way to record them. There is a dem_record command, but I'm not entirely sure how it works. I'd say maybe ask in the KEX Discord. 1 Quote Share this post Link to post
Immorpher Posted November 7, 2021 2 hours ago, OpenRift said: There is a dem_record command, but I'm not entirely sure how it works. I'd say maybe ask in the KEX Discord. As far as I know from talking with them, this port doesn't have demo functionality but I could be mis-remembering things. 1 Quote Share this post Link to post
UnknDoomer Posted November 7, 2021 (edited) When the walls fell... If you are looking for short abstract review that will fit overall atmosphere then it will be such: "Before we have had Malevich's square. Now we have@Ryath (aka scwiba)'s sphere." I've already played original title on "I Own Doom!" before and reviewed it here: https://www.doomworld.com/forum/post/2251688. If you have previosly used my instruction to play 64 EX with wad via Steam, https://www.doomworld.com/forum/post/2251688, then you can simply roll things back by files check, i.e. Steam cache. After just run the #INSTALL UNMAKING.bat. So. Currently was stick to "The Lost Levels" only on same "I Own Doom!" where we have, basically, four levels. First slot goes for intro, second for the hub and last one for bonus arena (it seems) with three difficulties to pick. * Due to the specifics of how the hub is built and Doom 64 in particular, it is possible to return to previously completed levels. Useful in case you want to try to replenish ammunition in such an unusual way. * I recommend starting the passage from the hub with the Sun - this will allow you to get a double-barreled gun and a BFG. Without the second it will be hard to deal with things in the final on the blue planet. It is also better not to spend ammo on cyberdemons. To leave the level you need: 1. Press three switches. 2. Pick up the rune. 3. Find a yellow or red skull in the maze and open the passage to the exit with them. * On Saturn in the orange location you can get a mega sphere. For this: 1. Start moving from the point shown in the screenshot. Move straight, then left. 2. Move slowly until a ledge is visible to the left in front. Jump onto it. 3. Again, move slightly to the left and move towards for the sphere. All monsters can be destroyed on the "white bridge". The megasphere that can be found there, in turn, can be left behind for further use. * The final location will have a rather tough battle in 4 rounds. The main strategy is to ensure that you do not attack the boss, but the waves of enemies that appear do. To do this you can run into the center, it works as a teleport, or cut circles behind the backs of enemies (works better), no matter will it be spiders, mancubuses or cyberdemons. For completing the level the destruction of all enemies is not necessary, although along the way, to simplify the passage, you will still have to get rid of some of them, although the boss can help with this. In my case at the end there were 2 cyberdemons left - I'm ran out of cartridges completely and it is quite problematic to finish them off with the fists only (but some folks on doomworld for sure can). Pros: + Atmosphere. + Sound design. + Variety of themes for new levels. + Original final boss.Contras: * The concept is not bad, same as the levels, but they are might be inferior in terms of interest to a number of those available in the main campaign in my opinion, where I've marked with short notes in pros 13 maps of 33 available. Edited November 8, 2021 by UnknDoomer 1 Quote Share this post Link to post
scwiba Posted November 7, 2021 Couple important notes: The current patcher doesn't work if Doom 64 was installed through the Bethesda launcher. I think the steps under "If an error occurs..." in the instructions file should still work though if you don't mind patching manually. I'm also getting reports of a couple softlocks in Map37 and 38. I'm working on a fix but until then you can use noclip via the console to free yourself. 2 Quote Share this post Link to post
OpenRift Posted November 8, 2021 5 hours ago, Immorpher said: As far as I know from talking with them, this port doesn't have demo functionality but I could be mis-remembering things. Well damn. Somebody better get working on a DOOM64-RE fork with demo recording then! 0 Quote Share this post Link to post
Kinsie Posted November 8, 2021 The Doom 64 re-release only supports the original N64 demo format, which is built around N64 controller inputs (including the analogue stick). Recording new demos is not implemented. In more on-topic news, this mapset is great. 3 Quote Share this post Link to post
UnknDoomer Posted November 8, 2021 (edited) Some thoughts. One of the reasons I've mentioned Kairo is not just design similarity. This game has zero monsters or any characters, or, well, depends on terminology issue considering that, for example, the Japanese believe that non-animate objects can acquire a soul, well, in one way or another... The game is full of puzzles, sometimes very difficult. But it / she can also be pretty scary by combining the sound design and overall style / atmosphere (don't believe me? try to play it a little further...), which was underlined by @Immorpher just right. So why am I writing this? @Ryath (aka scwiba), you can use this as a concept for a possible sequel that will be on opposite line of the street. There is a very small number of puzzle wads. And ever less one that combine horror / puzzle parts in clever, smart way, i.e. without modern "low cost" screamers and etc. Some examples: 1. New Map - A Lost Soul? 2. The Given - A large, monsterless, puzzle map +/- 3. Sacrament +/- 4. Cries Of Doom (currently in progress) * Overall topic Edited November 8, 2021 by UnknDoomer 1 Quote Share this post Link to post
BlueThunder Posted November 8, 2021 I played through some maps yesterday, Like the layouts and concepts so far, nice to see something different, Its awesome it can be played on steam release as well, may end doing a playthrough eventually, been looking for new doom 64 maps. 1 Quote Share this post Link to post
OpenRift Posted November 8, 2021 16 hours ago, Kinsie said: The Doom 64 re-release only supports the original N64 demo format, which is built around N64 controller inputs (including the analogue stick). Recording new demos is not implemented. When you say "built around N64 controller inputs", that makes me wonder how far that rule goes. Because you can pretty much use most of the N64 equivalent controls on your keyboard, the only thing being analog strafing (since on the N64 you can't look while using the strafe modifier). That being said, I do wonder how it goes about handling analogue turning, if the demo reads analogue input itself or how much/how fast the player turns in-game. Given it's probably the former, it sounds like the best way to go about demo recording if possible would be to have a controller mapped to N64-compatible inputs and just play that way for demos. I wonder how the devs recorded the original demos anyway... 0 Quote Share this post Link to post
Kinsie Posted November 9, 2021 7 hours ago, OpenRift said: When you say "built around N64 controller inputs", that makes me wonder how far that rule goes. Because you can pretty much use most of the N64 equivalent controls on your keyboard, the only thing being analog strafing (since on the N64 you can't look while using the strafe modifier). That being said, I do wonder how it goes about handling analogue turning, if the demo reads analogue input itself or how much/how fast the player turns in-game. Given it's probably the former, it sounds like the best way to go about demo recording if possible would be to have a controller mapped to N64-compatible inputs and just play that way for demos. I wonder how the devs recorded the original demos anyway... Yeah, I mean it's built around N64 analogue stick inputs, from what I remember having it explained to me. Not something trivial to re-do recording of, at any rate :( 2 Quote Share this post Link to post
Edward850 Posted November 9, 2021 (edited) 49 minutes ago, Kinsie said: Yeah, I mean it's built around N64 analogue stick inputs, from what I remember having it explained to me. Not something trivial to re-do recording of, at any rate :( It wouldn't be hard to re-record that, but it would control like shit. The characteristics of the acceleration and such were built into the input processing rather than the player input data. Imagine shorttics but much much worse. Edited November 9, 2021 by Edward850 2 Quote Share this post Link to post
scwiba Posted November 9, 2021 This conversation is a little beyond me, but if there's any way to record demos for this I'd be up for trying. Even if the controls were terrible and I was completely bumbling around, the recordings would come out better than the nonsense demos that are in the wad now. 2 Quote Share this post Link to post
Immorpher Posted November 10, 2021 (edited) Thought I would spam this win... Dreadful on the D64 discord got UnMaking running on the Nintendo Switch!! Edited November 10, 2021 by Immorpher 6 Quote Share this post Link to post
OpenRift Posted November 11, 2021 (edited) 20 hours ago, Immorpher said: Thought I would spam this win... Dreadful on the D64 discord got UnMaking running on the Nintendo Switch!! Let's goooooooooo!!! Here's hoping we see an anniversary update this march with this WAD as an addon 🤞 Edited November 11, 2021 by OpenRift 0 Quote Share this post Link to post
OpenRift Posted November 11, 2021 On 11/9/2021 at 1:16 AM, Edward850 said: It wouldn't be hard to re-record that, but it would control like shit. The characteristics of the acceleration and such were built into the input processing rather than the player input data. Imagine shorttics but much much worse. So, while we got you here: does the dem_record console command actually do anything? 0 Quote Share this post Link to post
Edward850 Posted November 11, 2021 (edited) 15 minutes ago, OpenRift said: So, while we got you here: does the dem_record console command actually do anything? It's a kex network function (it records the networking pipeline), so not for Doom64 it doesn't as the network subsystem is never engaged. Edited November 11, 2021 by Edward850 1 Quote Share this post Link to post
LadyMistDragon Posted November 12, 2021 I just hope someone does the same for other Doom 64 EX megawads, such as they are. 2 Quote Share this post Link to post
scwiba Posted November 12, 2021 (edited) New version is up to fix a number of softlocks and tweak some things in the bonus maps. The only original map I touched is 04 (thanks to @finnks13 for kindly breaking that one). This new patcher should also look in the default places if you have Doom 64 through GamePass or the Bethesda launcher. If you have any issues with it, please let me know. 15 hours ago, LadyMistDragon said: I just hope someone does the same for other Doom 64 EX megawads, such as they are. Now that I'm familiar with the conversion process I'm happy to help anyone who wants to port their stuff over. It's actually not too bad a job if you know what to look for. Edited November 12, 2021 by Ryath (aka scwiba) 3 Quote Share this post Link to post
Immorpher Posted November 13, 2021 (edited) Wooo new patch out! And for anyone who missed it in the last Doom Master Wadazine, here's the poster for the UnMaking! Edited November 13, 2021 by Immorpher 7 Quote Share this post Link to post
Quasar Posted November 13, 2021 On 11/8/2021 at 4:01 PM, OpenRift said: I wonder how the devs recorded the original demos anyway... There was some type of port on an N64 dev kit that could write back data to a host controller system. There's code for it left in the ROM IIRC. 3 Quote Share this post Link to post
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