oliacym Posted April 26, 2022 (edited) Hi all, thought I'd share these. For the longest time I've bemoaned the lack of good ol' intermission maps in Doom 2, and I see it's been tried before a fair while ago (https://forum.zdoom.org/viewtopic.php?f=42&t=30594) but never quite finished. Thankfully Skunk kindly uploaded his resources so I used it as a base to do my own take on it. All intermission maps are completed and working, all you have to do is run the wad alongside Doom 2. It does, however, lack animation, and also 'visited' graphics for each location. Download: doom2intmap.zip MAP01-06 MAP07-11 MAP12-20 MAP21-30 As I understand it these maps will only work with ZDoom/GZDoom due to how the map stuff is called. EDIT: NightFright informs me that it will also work in ports that support UMAPINFO, e.g. PrBoom+ or Woof, provided exitpic/enterpic are used in the definitions. More info in their post here: https://www.doomworld.com/forum/post/2486368 I used 3d resources to create the maps, hence why they lack the detail of controlled sprite work, and they definitely may not be to everyone's taste, but I really just wanted Doom 2 intermission maps to exist!!!! I hope someone enjoys them :) I may do Final Doom at some point if I start playing it more. Enjoy! Or not. ;) Incidentally, if there is any demand for it, anyone who requires the HD versions, just let me know and I will upload them also, perhaps useful for those using HD texture packs. Edited April 26, 2022 by oliacym Added pics 8 Quote Share this post Link to post
NightFright Posted April 26, 2022 It would also work in ports that support UMAPINFO, e.g. PrBoom+ or Woof. You would have to use exitpic/enterpic in the definitions. 0 Quote Share this post Link to post
oliacym Posted April 26, 2022 3 minutes ago, NightFright said: It would also work in ports that support UMAPINFO, e.g. PrBoom+ or Woof. You would have to use exitpic/enterpic in the definitions. Ah thank you for this. I've updated the description with this info now, just didn't want to mislead anyone. 0 Quote Share this post Link to post
NightFright Posted April 26, 2022 UMAPINFO would probably have to look like this, provided you name the image lumps D2EPI1, D2EPI2, D2EPI3 and D2EPI4. Spoiler MAP MAP01 { exitpic = "D2EPI1" } MAP MAP02 { enterpic = "D2EPI1" exitpic = "D2EPI1" } MAP MAP03 { enterpic = "D2EPI1" exitpic = "D2EPI1" } MAP MAP04 { enterpic = "D2EPI1" exitpic = "D2EPI1" } MAP MAP05 { enterpic = "D2EPI1" exitpic = "D2EPI1" } MAP MAP06 { enterpic = "D2EPI1" exitpic = "D2EPI1" } MAP MAP07 { enterpic = "D2EPI2" exitpic = "D2EPI2" } MAP MAP08 { enterpic = "D2EPI2" exitpic = "D2EPI2" } MAP MAP09 { enterpic = "D2EPI2" exitpic = "D2EPI2" } MAP MAP10 { enterpic = "D2EPI2" exitpic = "D2EPI2" } MAP MAP11 { enterpic = "D2EPI2" exitpic = "D2EPI2" } MAP MAP12 { enterpic = "D2EPI2" exitpic = "D2EPI2" } MAP MAP13 { enterpic = "D2EPI3" exitpic = "D2EPI3" } MAP MAP14 { enterpic = "D2EPI3" exitpic = "D2EPI3" } MAP MAP15 { enterpic = "D2EPI3" exitpic = "D2EPI3" } MAP MAP16 { enterpic = "D2EPI3" exitpic = "D2EPI3" } MAP MAP17 { enterpic = "D2EPI3" exitpic = "D2EPI3" } MAP MAP18 { enterpic = "D2EPI3" exitpic = "D2EPI3" } MAP MAP19 { enterpic = "D2EPI3" exitpic = "D2EPI3" } MAP MAP20 { enterpic = "D2EPI3" exitpic = "D2EPI3" } MAP MAP21 { enterpic = "D2EPI3" exitpic = "D2EPI3" } MAP MAP22 { enterpic = "D2EPI4" exitpic = "D2EPI4" } MAP MAP23 { enterpic = "D2EPI4" exitpic = "D2EPI4" } MAP MAP24 { enterpic = "D2EPI4" exitpic = "D2EPI4" } MAP MAP25 { enterpic = "D2EPI4" exitpic = "D2EPI4" } MAP MAP26 { enterpic = "D2EPI4" exitpic = "D2EPI4" } MAP MAP27 { enterpic = "D2EPI4" exitpic = "D2EPI4" } MAP MAP28 { enterpic = "D2EPI4" exitpic = "D2EPI4" } MAP MAP29 { enterpic = "D2EPI4" exitpic = "D2EPI4" } MAP MAP30 { enterpic = "D2EPI4" exitpic = "D2EPI4" } MAP MAP31 { enterpic = "D2EPI3" exitpic = "D2EPI3" } MAP MAP32 { enterpic = "D2EPI3" exitpic = "D2EPI3" } 1 Quote Share this post Link to post
brick Posted April 26, 2022 (edited) These are quite cool! Thanks for making them and uploading them. I did a quick cheat run through the game to see them, it was really fun to try and predict where each level would be, some of them are really spot on (Downtown and Blood Falls were so perfect). Do you mind uploading the HD versions too? Out of curiosity, what did Skunk's originals look like? I see they posted a lot of images in the thread you mentioned but all the links seem to be long dead. One note about UMAPINFO, I don't think it supports custom intermission definitions, so although it will display the image as a simple backdrop you won't get the "you are here" signs and the blood splats (and I don't think animations are possible at all). Speaking of, I see a lot of animations defined in the individual intermission text files, were these leftover from previous ideas or were you thinking of adding animations later? I personally find they can add a lot of personality (see Doom's E1) even with very simple tricks like the lights flashing. Also, you mentioned they lack the "visited" graphics, what did you mean by this? because the blood splat is working fine. Great work overall, thanks again for sharing! EDIT: Can I also suggest moving the thread to Wads & Mods? I feel it belongs there more. Edited April 27, 2022 by brick 1 Quote Share this post Link to post
horselessheadsman Posted April 27, 2022 These definitely help remind the player where they are; a nice thing when passing through Doom 2's rather non-specific concrete and metal obstacle courses. 0 Quote Share this post Link to post
oliacym Posted April 27, 2022 10 hours ago, brick said: Do you mind uploading the HD versions too? Here you go! Be warned, while some elements really pop in HD (I was pleased with the city map), other elements don't look so hot. 10 hours ago, brick said: Out of curiosity, what did Skunk's originals look like? I see they posted a lot of images in the thread you mentioned but all the links seem to be long dead. No problem, yeah he put up a zip file with everything in, including screenshots and abandoned concepts, then THAT link died, but someone helpfully put up a Mediafire mirror. I have a copy as well but I'll give the link just for info. https://forum.zdoom.org/viewtopic.php?f=42&t=30594&start=60#p636153 10 hours ago, brick said: One note about UMAPINFO, I don't think it supports custom intermission definitions, so although it will display the image as a simple backdrop you won't get the "you are here" signs and the blood splats (and I don't think animations are possible at all). Thank you for this. I must confess my knowledge of anything outside of ZDoom/GZDoom is pretty limited, and I'm a novice even there, so I appreciate people chiming in with the info on compatibility. 10 hours ago, brick said: Speaking of, I see a lot of animations defined in the individual intermission text files, were these leftover from previous ideas or were you thinking of adding animations later? Yeah these were the entries left over in Skunk's version. If I get time I would like to add some animation in, as they do make a significant difference. 10 hours ago, brick said: Also, you mentioned they lack the "visited" graphics, what did you mean by this? because the blood splat is working fine. I think there is the option to add another graphic overlay to a location once it's been 'conquered', so like have it on fire, or destroyed etc. For example, in Skunk's file you can see one of the locations has a graphic which is the same but riddled with bullet holes. 10 hours ago, brick said: Great work overall, thanks again for sharing! Much appreciated, hope you enjoy :) 4 Quote Share this post Link to post
brick Posted April 27, 2022 (edited) Thank you for posting all the resources! It's fun going through all the WIP assets Skunk had worked with, looks like he had some really fun ideas in there. I'm impressed though, you said you used them as a base but I recognize very little of them in your images, it must've taken a ton of work and you really put your own stamp on them. The HD versions look absolutely fantastic, I don't know which elements you were dissatisfied with, other than maybe the bloodfalls having a bit of a plastic sheen everything else looks even better. I love all the details on the ships and the hellish cracks in E2, and the city map just looks phenomenal. I'm going to use these for sure, I just need to figure out how to adjust the coordinates of the markers, right now the signs/splats are tiny and end up clustered in the top left since the HD images are such a higher resolution. 11 hours ago, oliacym said: I must confess my knowledge of anything outside of ZDoom/GZDoom is pretty limited, and I'm a novice even there, so I appreciate people chiming in with the info on compatibility. I'm no expert myself but I'd be glad to help whenever you need it, I love what you've done with this. 11 hours ago, oliacym said: I think there is the option to add another graphic overlay to a location once it's been 'conquered', so like have it on fire, or destroyed etc. Oh now I see what you mean. Yeah that's possible in the intermission definitions, that's what the IFNOTVISITED and IFVISITED flags do. They're used for the original Doom IWAD for the construction of the Tower of Babel in E2, there's a graphic lump for each stage of construction and progressively more advanced ones get added (replacing the previous ones) with IFVISITED every time you clear a map (it's also how Fortress of Mystery only appears if you find the E2M5 secret exit). DTWID did something even more drastic with a graphic that overlays the entire screen to simulate sunset as you neared the end. One small suggestion for the MAPINFO, I'd add the exitpic for MAP32 so people who go through the secret maps still get to see the "you are here" over the Suburbs. That one is specifically too good to miss IMO :D I was also wondering whether the secret levels could be made to fit on the map, but as easter eggs they already clash so much with the rest of the game I'm not sure it's worth it. Edited April 27, 2022 by brick 0 Quote Share this post Link to post
oliacym Posted May 6, 2022 (edited) On 4/27/2022 at 11:31 PM, brick said: I don't know which elements you were dissatisfied with, other than maybe the bloodfalls having a bit of a plastic sheen everything else looks even better. Yeah that is one of the things that bugged me! I think the Hell map in general is lacking a little contrast, certain elements could be clearer. On 4/27/2022 at 11:31 PM, brick said: I was also wondering whether the secret levels could be made to fit on the map, but as easter eggs they already clash so much with the rest of the game I'm not sure it's worth it. Yeah I definitely want to do this, but I'm unsure how to do what I have in mind. Rather than including them on the map (since the text implies they're in Hell), I thought I could give each their own image, like a scene, as a sort of tribute to Skunk's concept of inserting Doomguy into a Wolfenstein screenshot, except in this case it would be the castle looming above Doomguy or something. My current issue is that since I'm doing this in Daz studio, I need a Doomguy I can use; I currently have an Eternal Doom Slayer, but dammit I want it to be classic Doomguy, and I haven't been able to find one for Daz yet. Edited May 6, 2022 by oliacym 2 Quote Share this post Link to post
oliacym Posted May 6, 2022 On 4/27/2022 at 12:57 AM, brick said: Can I also suggest moving the thread to Wads & Mods? I feel it belongs there more. Good call, now it's a bit more finished I've opened a new thread over there: ...with a link back to this one for posterity. :) 0 Quote Share this post Link to post
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