URROVA Posted April 11, 2022 (edited) NEGATIVE ONE (AKA Doom -1) is a collaborative wad made by a lot of people on the doomworld forums. It was started by AtticTelephone as a single map "experiment" where somebody take the lastest version of the map, made the changes he wanted and uploaded the new version, allowing other persons to edit the map. The project has grown from a single vanilla map to a boom compatible 35 map megawad edited by 45~ different people. The original final version was published on October 8 of 2020, but some of us tought the wad needed more polishment, so we made a version named "Beyond the Experiment", with bugfixes and more polished levels. IWAD: DOOM2.WAD Maps: 35 Compatibility: Boom Compatible Skills: all supported Multiplayer: supported (Deathmatch and Coop) Spoiler Spoiler AtticTelephone RonnieJamesDiner RiviTheWarlock DynamiteKaitorn TheNoob_Gamer waciej Alper002 MidnightMage Horus LoneAlpha2401 Captain Toenail Rosh Fragger inflame the dragon Obsidian Plague Roofi NiGHTMARE Walter confetti Surreily SlayerOGames666 Chainie PinkFlamingo bluegreg magicsofa MLGari CBM Elio AF SilverMiner WowozuelaSpammer Temp KILLA DIO Athel Hitboi WolfBlue PeceMan Chronicle Redead-ITA URROVA EpicTyphlosion Rexen² Oldschoolgeek32 Dubbag YargSilvr Doomkid MEGA: https://mega.nz/file/fGojSCrB#6XQDLdhY_nejPqFiFWCk8iA3PZkqIFaFN9saH_RHDgg /idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/negativeone The original release thread: The original and beyond the experiment dev threads: Thanks a lot to everyone participed on this project! Edited April 16, 2022 by URROVA 25 Quote Share this post Link to post
Walter confetti Posted April 11, 2022 Wonderful to see that this project got finally a proper release! Congrats to everyone! 5 Quote Share this post Link to post
CoolerDoomeR Posted April 11, 2022 This is fantastic! Also the Super Shotgun is good! 1 Quote Share this post Link to post
URROVA Posted April 11, 2022 Just sent it to /idgames. so i think in the week it should be uploaded. 2 Quote Share this post Link to post
CBM Posted April 11, 2022 About time! I just hope some people will make some videos of the final product, now that its all been said and done! 1 Quote Share this post Link to post
PinkFlamingo Posted April 12, 2022 Yes! We finally managed to get this one out! I'm so glad now. Thanks to all the people that helped with this project and thanks to @AtticTelephone for coming up with the idea and providing the opportunity. I hope all of you will have as much fun playing this wad as we had making it. 3 Quote Share this post Link to post
Captain Toenail Posted April 12, 2022 This was such a fun and zany project to work on. I hope everyone has a lot of fun and enjoys playing the final release! 1 Quote Share this post Link to post
Vladguy Posted April 12, 2022 Now when will everyone get back and revive -2? 0 Quote Share this post Link to post
Rudolph Posted April 13, 2022 (edited) Using Nevander's Blood Fixer mod as a basis, I made a blood color fix for the Baron of Hell replacement (the Baphomet?): Spoiler ACTOR FuzzyBlood : Blood { Alpha 0.50 RenderStyle OptFuzzy -ALLOWPARTICLES } ACTOR FixedSpectre : Spectre REPLACES Spectre { BloodType "FuzzyBlood" BloodColor "40 40 40" } ACTOR FixedLostSoul : LostSoul REPLACES LostSoul { +NOBLOOD +NOBLOODDECALS } ACTOR FixedBaronOfHell : BaronOfHell REPLACES BaronOfHell { BloodColor "gold" } For those who are new to editing, all you have to do is to open Nevander's BloodFixer.pk3 with SLADE and replace the content of 'Decorate' with the code above. Edited April 13, 2022 by Rudolph 1 Quote Share this post Link to post
Roebloz Posted April 13, 2022 (edited) Alright, after only one and half year, we're done!!! Woohoo! Hurray and congrats to everyone! (Why am I not in the participants?) Edited April 13, 2022 by Roebloz 0 Quote Share this post Link to post
JustAthel Posted April 13, 2022 We finally got it complete!! Wonderful job, everyone! 1 Quote Share this post Link to post
Goopychu Posted April 13, 2022 The name alone is going to make me play this 0 Quote Share this post Link to post
Keyboard_Doomer Posted April 14, 2022 That's been a long wait but glad to finally see the release of the final version. We're taking the opportunity and going the play the first third of the wad for Thursday Night Survival today. The session starts less than 10 hours from the time of this reply and you can expect it to be fairly active for 4+ hours. 1 Quote Share this post Link to post
PinkFlamingo Posted April 14, 2022 12 minutes ago, Keyboard_Doomer said: That's been a long wait but glad to finally see the release of the final version. We're taking the opportunity and going the play the first third of the wad for Thursday Night Survival today. The session starts less than 10 hours from the time of this reply and you can expect it to be fairly active for 4+ hours. Great! I'll join this one fur sure. :-) 0 Quote Share this post Link to post
CBM Posted April 14, 2022 (edited) The original Doom -1 thread was Posted July 18, 2020 This thread is posted the 11th of April 2022 Total development time = (14 + 31 + 30 + 31 + 30 + 31) + 365 + 101 = 633 days = 1.7 years :-) original thread that started it all: Edited April 14, 2022 by CBM 1 Quote Share this post Link to post
Rosh Fragger Posted April 15, 2022 (edited) Edited April 15, 2022 by Rosh Fragger 4 Quote Share this post Link to post
URROVA Posted April 16, 2022 guys, it got released on /idgames! link: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/negativeone 5 Quote Share this post Link to post
Firedust Posted April 19, 2022 Nice! Gonna crank this one tonight! 0 Quote Share this post Link to post
AtticTelephone Posted April 26, 2022 So, uh, is anybody gonna work on Negative Two? 0 Quote Share this post Link to post
JustAthel Posted April 27, 2022 I've been thinking about it, just can't dedicate any time to do anything for other projects and I know if I did contribute I'd want to do a lot more there than the small bits of linedef movement I did for -1 0 Quote Share this post Link to post
Firedust Posted April 27, 2022 Is it too late to report a bug...? 0 Quote Share this post Link to post
CBM Posted April 27, 2022 6 hours ago, Firedust said: Is it too late to report a bug...? what bug did you find? 0 Quote Share this post Link to post
URROVA Posted April 27, 2022 6 hours ago, Firedust said: Is it too late to report a bug...? report it, then i will see when i can fix it 0 Quote Share this post Link to post
Firedust Posted April 27, 2022 Okay, I'll try to describe the issue to the best of my ability. Map 14, Sector 471. There appear to be two mancubi stuck inside one another inside the lava. I was playing on UV, source port - Zdoom 2.8.1. I am sorry for taking so long to get through this mapset, it's a lot of fun, but some levels are just huge and take almost an hour to complete. 2 Quote Share this post Link to post
URROVA Posted April 27, 2022 5 hours ago, Firedust said: Okay, I'll try to describe the issue to the best of my ability. Map 14, Sector 471. There appear to be two mancubi stuck inside one another inside the lava. I was playing on UV, source port - Zdoom 2.8.1. I am sorry for taking so long to get through this mapset, it's a lot of fun, but some levels are just huge and take almost an hour to complete. I have tested it on ZDoom UV, also opened it on UDB, and there is no stuck mancubi. Maybe a bug with doom collisions? 1 Quote Share this post Link to post
Firedust Posted April 27, 2022 3 hours ago, URROVA said: I have tested it on ZDoom UV, also opened it on UDB, and there is no stuck mancubi. Maybe a bug with doom collisions? I literally tested it before posting (even restarted the level) and the same problem occurred. I tested it AGAIN after reading your post just now, and everything was fine. I'm very sorry for wasting your time. I know nothing about the technical side of Doom engine/builder shenanigans, and I hazarded a guess it was a nodebuilder issue or something... 0 Quote Share this post Link to post
URROVA Posted April 27, 2022 1 hour ago, Firedust said: I literally tested it before posting (even restarted the level) and the same problem occurred. I tested it AGAIN after reading your post just now, and everything was fine. I'm very sorry for wasting your time. I know nothing about the technical side of Doom engine/builder shenanigans, and I hazarded a guess it was a nodebuilder issue or something... No problem, is better checking if there is a bug than not checking and the bug existed and remained in the wad. But the monsters should not get stuck, maybe is an issue on the sourceport or something. 1 Quote Share this post Link to post
CBM Posted April 29, 2022 Playing it now, there are places in MAP 04 that should have had more 'Icicles' in the ceiling. I have a long way to go before having completed negative one :-) 0 Quote Share this post Link to post
Firedust Posted April 30, 2022 Just finished map 21, really cool concept! What is the purpose of the cacodemon in sector 650? Is there a way to kill it? 0 Quote Share this post Link to post
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