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Doom 2: The Way We Remember It (Release v8)


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Tried this out yesterday,  and found myself 7 maps in with no intention of playing that far, I guess the idea of knowing what's coming but what's different mindset kept me rolling.  Really fun!  Anyways The Waste Tunnels,  the end room with the exit where the cacodemons come out you can jump across for the last secret,  however I found it quite difficult to do so,  it is possible, took me roughly a dozen tries with strafe 50.  

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On 1/7/2022 at 7:43 PM, Roebloz said:

Alright, I remembered to play it like @Wavy told me to. Had a lot of fun, so here. This now has the honor of being the 10th episode of Roebloz Plays Doom.

 

I can't be sure for every map, but some of the 'really wrong' things here can also be attributed to the fact some of the map makers aren't really mapmakers at all and some haven't played certain Doom 2 maps in over ten years! That could easily lead to the strange SSG room in Underhalls, where you know it was in a room with computers, but where was it, exactly? Some may be map makers deliberately making it screwy, but I know for a fact that's how it was for some people!

I wrote all of the intermission screen dialogue; I didn't even remember there being an intermission screen for Nirvana when I first set off to do it, and I've played them more recently than ten years ago!

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On 1/12/2022 at 10:03 AM, Pistoolkip said:

Started my playthrough of this, so far, not too cursed, and I love the not-quite-but-almost midi's!


 

 

I'm surprised you didn't get the secret exit in map 02. Also, I'm surprised you didn't notice that the teleporter and switch were on the wrong sides in Map 03. Also, there weren't doors connecting back to the teleport and switch to the middle structure.

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On 1/14/2022 at 11:17 AM, Pistoolkip said:

 

 

Part 3, maps 7 to 9!

 

 

Thanks for noticing the text was a little different! I wrote the intermisison screens as I stated a couple posts above on my other account, 'mistylear19.' I wasn't able to log in or recover it, so I just started using this one since I only really posted in that thread to begin with and apparently had this just lying around here.

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16 hours ago, Krystle Kris said:

I can't be sure for every map, but some of the 'really wrong' things here can also be attributed to the fact some of the map makers aren't really mapmakers at all and some haven't played certain Doom 2 maps in over ten years! That could easily lead to the strange SSG room in Underhalls, where you know it was in a room with computers, but where was it, exactly? Some may be map makers deliberately making it screwy, but I know for a fact that's how it was for some people!

I wrote all of the intermission screen dialogue; I didn't even remember there being an intermission screen for Nirvana when I first set off to do it, and I've played them more recently than ten years ago!

Ah, I wasn't really saying it in a "BWEGHHH THIS IS TERRIBLE" way, it was more or less me noticing that things were WAY off. I guess I have a better memory for these things.

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6 minutes ago, Roebloz said:

Ah, I wasn't really saying it in a "BWEGHHH THIS IS TERRIBLE" way, it was more or less me noticing that things were WAY off. I guess I have a better memory for these things.

Fair enough. I was just giving a reason for the way off things. Like I said, if you knew the SSG is in a map, in a seperate room, but don't remember where it was or what the room looked like, you'd just place it in a random room somewhere. Kind of explains the waterfall room. You know there's a water room that you jump into and there's a key there, but you forgot where it was, or how to make it connect the way you remember it connecting in the space you have. That's another big reason some things may seem way off; trying to connect rooms together when you've made something off means you have to try and figure a new way to connect  them, leave them unconnected, etc, or maybe leave something out or change its location because it doesn't fit in with what you have already.

Anyway, glad to know you still enjoyed it. ^_^

I can't wait for TNT or Evilution from memory. I honestly have no memory of the text screens in those games, so if I write for them, that'll be fun.

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Actually it's been only a couple weeks since I played Underhalls, I just have no spatial sense. Which is why everything is in the wrong place.

The most Mandela thing about my Underhall rendition is the brown brick room actually. You can't enter it from the ground, there's no staircase and this is how I remembered it for 20 years since I first played it. In actual game you can enter it from the ground but there's no way to the upper floor.

 

Monster Condo was much fresher.

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15 hours ago, Pistoolkip said:

Just a few more levels! Should I do Doom the way we remember it after this?

 

 

Sure. Just be warned it's probably even more cursed than these. I won't spoil the super-cursed stuff, but just, uh, I'm pretty sure people had a little more fun than they should in those ones. Sometimes because they gave up on remembering what was actually in the map so they made it more 'fun,' or because they wanted to embellish it a little more than the plain, drab things that they knew they remembered.

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The finale, but not the final episode, as we still have three bonus levels to go!

The remakes are excellent and very accurate, but a lot harder, thanks to the double monster spawner, an extra Cyberdemon, and railgun Caco's!

(at least the earthquake didn't mess with the Icon of Sin too much)
 

 

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7 hours ago, Pistoolkip said:

The finale, but not the final episode, as we still have three bonus levels to go!

The remakes are excellent and very accurate, but a lot harder, thanks to the double monster spawner, an extra Cyberdemon, and railgun Caco's!

(at least the earthquake didn't mess with the Icon of Sin too much)
 

 

Aw, you didn't take a look at my End Screen Text? I even did that one from memory, too!

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46 minutes ago, Krystle Kris said:

Aw, you didn't take a look at my End Screen Text? I even did that one from memory, too!

 

Unfortunately, the corruption cards mod changes the final text

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47 minutes ago, Pistoolkip said:

 

Unfortunately, the corruption cards mod changes the final text 

 

'Tis unfortunate. But at least you can read the changed text on the OG thread, if you're curious.

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I've got the email for verification, I'll add a link when they finally accept it.

 

I'll get the next community project ready, which is going to be TNT: Evilution.

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3 minutes ago, Engired said:

I'll get the next community project ready, which is going to be TNT: Evilution.

Awesome! Not sure if I'll be able to participate but it'll be interesting to see how TNT turns out.

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2 hours ago, Engired said:

I've got the email for verification, I'll add a link when they finally accept it.

 

I'll get the next community project ready, which is going to be TNT: Evilution.


I genuinely fear for our boredom, if people remember the boring sections as *even more boring* than they were because of select memory and stuff.

I fear for when Plutonia shows up... for our lives. If you thought the OG plutonia had Chaingunners and Revenants everywhere, I'm certain our memories are gonna make them even more common.

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I checked the current version from the post, and it seems the automap names were never defined in either dehacked or UMAPINFO, outside of the secret maps. Are you Ok with that?

 

An extra advice, if you message idgames maintainers by yourself, it will cut waiting time in half (Skipping the time between them seeing your upload and sending your e-mail and them seeing your response)

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I played both Doom and Doom 2 Made from memory, and I have to say this was a good step forward for these projects. It was interesting to see some of the freestyling that would sometimes go on (Map 2's super shotgun room made me laugh).

 

A little healthy criticism I would offer for some of the mappers is that when you can't remember what a room's texturing is like, maybe just experiment a little and just focus on making the room look nice without respecting the original intent instead of just using the same texture for the whole room (Monster Condo's mirror universe room would be a major offender in that regard, the overall layout was mostly correct but every wall used the same texture so the overall effect was incredibly jarring). And Map 15 definitely could have had more polish, it was so full of misaligned textures that the end result felt like a 1994 early WAD. No one will fault you if your level is not all that faithful to the original as memory is a very fickle thing, but that shouldn't stop you from getting the map-making basics right.

 

I'll do a more in-depth review when the WAD will go up on /idgames. 

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So, I did the first 11 levels + the 3 secret levels. Then I swapped to Stardew, but yeah, if you wanna see my playthrough so far, here it is. I'll stream the rest some other day. When / if I can figure out how to link something here correctly, I'll link it.

Edited by Krystle Kris

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Hello! I registered because of this topic. I did a cooperative multiplayer stream/recording session on this WAD with my sister and wanted to share.

 

First off, this was a very fun WAD to play. The more "wrong" the level was, the more fun it was. Underhalls and especially Industrial Zone were hilarious. Please forgive any trashtalking against the mappers; you just run into something that doesn't line up with your memory and it makes your brain glitch. And I'm sure our memory was just as bad as the mappers'.

 

Next, a few issues to share (we used GZDoom 4.7.1 64-bit on Windows 10):

1) We were unable to complete Map 07 correctly. The stairs to the exit switch never dropped and I had to temporarily enable jump. (Unless we missed something.)

2) We were also unable to complete Map 29. The third bridge in the three-bridge room was not passable. I watched someone else play Map 29 on YouTube without issue, so something broke in our playthrough.

3) There's something up with multiplayer starts. Around half the time, we telefragged each other at the start of a level.

 

Now, the videos. We did this in three sessions over two days. We were tired by the third video so the gameplay is pretty sloppy by then. (The player 2 POV is often a second or two behind player 1 because it was captured as an NDI stream.)

 

 

 

 

Edited by aRottenKomquat

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1 hour ago, aRottenKomquat said:

2) We were also unable to complete Map 29. The third bridge in the three-bridge room was not passable. I watched someone else play Map 29 on YouTube without issue, so something broke in our playthrough.

The issue seems to be with the "Find shortest textures like Doom" compatibility flag being disabled. I tried the map with the Doom (strict) compatibility level and the lifts seem to behave as intended, allowing you to go over.

 

As I tested with DSDA-Doom with complevel 2 (the vanilla v1.9 Doom compatibility level), this wasn't an issue. The Boom source port changed the way finding shortest textures was done, so the map should in theory break there as well.

Edited by Wavy

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Now I can see how much I prefer MBF21 over vanilla due to combination of "Multiplayer Only" and "Not Cooperative" flags...
I mean, that those blue keys near blue door on my MAP25 was for deathmatch so players can't get lost behind this door.
Also there was not supposed to be BFG-9000 on the blue key spot in cooperative.

Edited by RastaManGames

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4 hours ago, RastaManGames said:

Now I can see how much I prefer MBF21 over vanilla due to combination of "Multiplayer Only" and "Not Cooperative" flags...
I mean, that those blue keys near blue door on my MAP25 was for deathmatch so players can't get lost behind this door.
Also there was not supposed to be BFG-9000 on the blue key spot in cooperative.

 

You don't need to add keys for deathmatch, as the players get all keys automatically

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So this is the page for the stream, if you want it. I don't know how to embedd properly but you should be able to go over and watch it on twitch. As I said before, this was the first 11 maps, up to Factory. It turns into Stardew later, so you can skip that if you want. Just figured I'd show my playthrough and some of my musings. I couldn't get the secret in Map 03 behind the exit, so I cheated and jumped. I am using GZDoom because it's what i had on my computer, but without mouselook, but with mouse enabled for turning. It takes me a while to figure out how to get it to record without keeping it at frame. The technical difficulties stop at around the 10-11 minute mark.

https://www.twitch.tv/videos/1279093574

Edited by Krystle Kris

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1 hour ago, Pistoolkip said:

 

You don't need to add keys for deathmatch, as the players get all keys automatically

Well... The more I live, the more I know new things to learn! Gonna be more accurate in the future...

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