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Try to recreate TNT from memory! (Community Project)(Closed)


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alright a more serious question: how much creative license do we have with the enemy encounters? a common criticism of TNT I've seen is that there are too many hitscan enemies just barfed around haphazardly, so could I like, add a bit of spice here and there?

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14 hours ago, SMG_Man said:

a quick question about MAP31 before I get started on it:

 

The Yellow Keycard is mistakenly marked as MP only in the TNT.wad, and there's a fix wad that changes this into an obtainable key in SP.

 

Maybe you should be faithful in the recreation and still mark it with MP only :P

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I think I'm going to regret it, but I'm signing up for the MIDIs for Message for the Archvile, More, and Agony Rhapsody. I just want you all to know that Message for the Archvile is 5 minutes long, so you should expect it to be either very repetitive (because I remember it being very repetitive) or going really far off the rails as insanity claims me.

 

EDIT: Turns out that I was able to get More and Agony Rhapsody both done within the span of an hour or so. I really am not looking forward to trying to memorize Message for the Archvile, though.

Agony Rhapsody and More.zip

Edited by bofu
actually did two of them

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11 hours ago, SilverMiner said:

I see Map24 is open, may I take it?

You know, it's funny. I made about 90% of MAP24, only to realize I never signed up for it but thought I did. If you'd like what I've worked on, you can have it.

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1 hour ago, bofu said:

You know, it's funny. I made about 90% of MAP24, only to realize I never signed up for it but thought I did. If you'd like what I've worked on, you can have it.

Ok, send it to me, collab would be nice

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All right, so as of right now the level geometry is functionally complete. I played through the level once and checked how some of the tricks on the map were done (mostly the inactive spiders and the cyberdemon platform) a few days before I started on it to let it ferment in my head.

 

image.png.c278939698a6dc14c75e482441551ee9.png

 

However there is a gamebreaking issue I'm running into in one of the rooms that I cannot for the life of me figure out (the floor raises on no-monster mode but doesn't when monsters are present? like what???) so I would rather double check exactly how it's handled mechanically in the original instead of giving up here.

 

Either way, once I get this ironed out I'll finish my own playtesting and get the map uploaded here for further review.

 

edit: Ok yeah, the original map uses the same kind of setup I have for the mancubus room in the east. This doesn't make any sense.

Edited by SMG_Man

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Just tested it. Oh, this is so cursed. But I like it. Except the all of sudden Spider Mastermind...what the hell? Reminds to me  Cyberdemon in E1M7 from Memory Doom 1.

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21 minutes ago, SMG_Man said:

Attached is my rendition of MAP31. I would prefer some feedback on whether I took inappropriate liberties (probably most noticeable at the start) before properly implementing co-op and the non-UV difficulties.

 

TNT31_from_memory_first_version.zip

 

Just tried it. It seems very different yet familiar. I really like the start area, which is greatly expanded over the original, I had to actually boot up the original because I really don't remember there being a spider mastermind out there. The combat works really well so don't change it. I did not get all the way through but it's really good so far.

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if the spider mastermind is too much I'll remove it, or maybe mark it multiplayer-only

Edited by SMG_Man

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1 hour ago, SMG_Man said:

if the spider mastermind is too much I'll remove it, or maybe mark it multiplayer-only

 

IMO it's better to mark it multiplayer-only ;)

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8 pages in and far too late for little commentary like this, but I gotta say these projects are neat and I hope you guys will do one for the Master Levels and other miscellaneous 'id levels' as well as the inevitable Plutonia

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6 hours ago, SMG_Man said:

if the spider mastermind is too much I'll remove it, or maybe mark it multiplayer-only

In my personal opinion I think this would be a mistake. The mastermind serves as a very interesting fight which plays well with Dooms basic mechanics, forcing the player to sacrifice cover for better weaponry. It's way better than the original start. I've played one of your levels before this and it's clear that you have great artistic vision but you tend to sacrifice this to public opinion, I think you need to have more faith in your original intent. To be honest if this wad plays exactly like the original then it becomes some what pointless it's these deviation from the original that makes it worth playing. It a great start especially from pistol start and I think you should keep it.

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Ok, this is the finished map. I added everything for all three difficulties and also put in multiplayer-only enemies to make cooperative mode a bit more interesting. Let me know if there's anything I missed. Overall a really fun little exercise doing this the past several days.

 

TNT31_from_memory_complete.zip I have made an updated version after some more playtesting, please see my later reply in this thread

 

And as a bonus, screenshots comparing various areas (the original on the left, my interpretation based on my memory on the right):

 

Spoiler

comparison_1.png

 

comparison_2.png

 

comparison_3.png

 

comparison_4.png

 

comparison_6.png

 

comparison_7.png

 

comparison_8.png

 

comparison_9.png

 

 

Edited by SMG_Man
improved the map a bit

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I don't know if I ever want to touch MIDI again after doing this, but here's "Message for the Archvile."

 

I left out a lot of stuff that I'm only hearing now in the final take. Also, don't ask me how my version ended up being 45 seconds longer than the original. The guitar solo is really scuffed, and getting the melody parts accurate to the degree I did really pushed my ear training to my limits. I eventually had to just accept that I was going to have to approximate everything.

A Really Long Message.zip

Edited by bofu

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  • 2 weeks later...

MAP13 - "Processed Nukage" by Death Bear

Left is Original. Right is Mine. Needless to say, the scale is off, and I missed a number of things, including some of the secrets and bunker-type areas. I think the impression is there.
 

Spoiler

DB-MAP13.png?width=1099&height=676

 

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MAP06: Open Season
Download V0.9
 

Spoiler

Well, if you are asking why I put the switches besides the doors instead far away from the doors like the original, it is 𝙗𝙚𝙘𝙖𝙪𝙨𝙚 𝙄 𝙜𝙤𝙩 𝙨𝙩𝙪𝙘𝙠 𝙛𝙤𝙧 𝙝𝙤𝙪𝙧𝙨 𝙗𝙚𝙘𝙖𝙪𝙨𝙚 𝙄 𝙙𝙤𝙣'𝙩 𝙨𝙚𝙚 𝙩𝙝𝙚 𝙮𝙚𝙡𝙡𝙤𝙬 𝙨𝙬𝙞𝙩𝙘𝙝. So yea, I made changes:
1) Put the switches besides the door;
2) Make the door that requires key more attention-calling so it doesn't mistaken for another door type (or even wallcough cough red door);
3) Make the switches brighter so it's easily seen;
4) Also made the map easier to navigate by brighten it because everything is dark.
Edit: I also made the rocket launcher can be seen sitting on the counter when you enter the darkest room in the map & you can fully see the reactor room (the area with 2 weird structures in middle).

 

Edited by Rycuz

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  • 2 weeks later...
On 8/1/2022 at 2:16 PM, RastaManGames said:

Seeing that MAP01 still not done makes me itch...

Yep. I apologise for the slack. I'll get done over the next few days.

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MAP14 done soon enough, I really apologize for being so silent about it. I just let this slip out of my mind!

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Been bored so i decided to make more funny lil tunes, here's "More", straight foward and easy track.
(oops, didnt realize this was actually already taken, oh well)

TNT - Less, actually.zip

Edited by Korp

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I've somehow managed to forget about this. I apologize, @RileyXY1. I'll provide Infinite within the next 48 hours.

 

EDIT: I somehow forgot @Engired was the one who created this thread. Sorry, meant to tag you too.

Edited by NaZa

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10 hours ago, Korp said:

Been bored so i decided to make more funny lil tunes, here's "More", straight foward and easy track.
(oops, didnt realize this was actually already taken, oh well)

TNT - Less, actually.zip

 

The list hadn't been updated in a while.

Edited by bofu

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