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No Rest for the Living Intermission Maps (COMPLETE, HD available)


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2 hours ago, oliacym said:

Now I just have to work out which ones to do next.

The obvious suggestions would be Final Doom. Though Plutonia may be a bit hard to fit in the format, since levels are always exited by teleporters, and we have stuff like MAP01: Congo and MAP03: Aztec, where the level names would suggest we're not even on the same continent. I guess a view of the entire Earth, kind of like this one, could sorta work maybe for the first episode. It might be an idea to also make the hell episodes into planets, just for consistency of scale. TNT on the other hand would work just fine if you do the same sort of landscape as you did for Doom II and NRFTL.

 

Another obvious suggestion is Sigil. I don't think it's been done yet? Though to be honest I'd kind of prefer for Sigil to have the same kind of pixel-art collage look as the official intermaps for the first three episodes and the unofficial intermap for the fourth episode made by Skunk. Little mind's hobgoblins, you know?

 

A last potential contender from official and semi-official works would be episodic version of the Master Levels, as provided by WadSmoosh, but that's kind of a can of worm due to how niche that would be and how many caveat would come with it. Probably not worth it.

 

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It'd probably be easier to give Master Levels intermission maps if Works of the Masters was the base for it. It has three episodes where the maps are connected by the storyline the author intended for them, another for Christen Klie's maps, and one for the remaining four.

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51 minutes ago, Gez said:

The obvious suggestions would be Final Doom.

 

Yeah I agree, I've been thinking about Final Doom all day, specifically Evilution. I reeeeaaaallly want to try to work in the Hell Ship.

 

I'd forgotten about all the teleporters and location switching in Plutonia... I do have a lot of good jungle assets to draw on. I'd like to try to keep it similar to the current style somehow, but I will have a playthrough and think how to deal with that. Maybe an atlas is the sensible choice, but with stylistically enlarged locations? Will think on that when I get stuck with Evilution.

 

55 minutes ago, Gez said:

Another obvious suggestion is Sigil.

 

An excellent excuse for me to play it finally!

 

1 hour ago, Gez said:

A last potential contender from official and semi-official works would be episodic version of the Master Levels, as provided by WadSmoosh, but that's kind of a can of worm due to how niche that would be and how many caveat would come with it.

 

I did consider it yeah, since I usualy run the Master Levels with NRFL, but then I remembered, isn't each Master Level its own self-contained thng with its own plot? Not that something couldn't be done with that I guess; if it was treated as an anthology, and instead of maps have an ending pic to mark the end of each. I may have a pretty decent Doomguy soon so I should be able to do better endpics/titlepics then. Definitely something to think about.

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15 minutes ago, SiFi270 said:

It'd probably be easier to give Master Levels intermission maps if Works of the Masters was the base for it. It has three episodes where the maps are connected by the storyline the author intended for them, another for Christen Klie's maps, and one for the remaining four.

 

Interesting....! Will check this out, thanks!

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Awesome!

 

6 hours ago, oliacym said:

Now I just have to work out which ones to do next.

 

I would still suggest the original 3 episodes of Doom so that visual style matches across your already published works, the potential Thy Flesh Consumed map and the original episodes ones.

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Fantastic work as usual, I really like how much personality the maps have, especially considering how small they are this time. I particularly liked the Tomb's look and those flaming eyes! Everything seemed to work perfectly when I tested the wad, nothing out of place. Looking forward for the HD version.

 

As for my own suggestions (that you should ignore in a heartbeat if they don't align with what you feel like), I think filling in the gap for something that doesn't have any intermission would be more interesting than redoing existing ones like Doom I. Personally I was never bothered by the differences in style between id's and your maps. Seeing your take on Sigil would be cool, the maps themselves look and play very different from the original game and with the new and replaced assets I never load Sigil when I want to play E1-4 anyway (in contrast to NRFL, which I have set to autoload with Doom II). The Works of the Masters compilation that SiFi suggested would also be great, most of the episodes have enough consistency thematically and the levels have enough of a description in the text files that an intermission map for each would work really well. I can absolutely see this for Cabal, Inferno and Titan, ChrisK's are a bit more abstract and have no written narrative but the names are evocative enough, the only one that is a bit all over the place is the "extras" episode. Another one that could be interesting is The Long Trek Back Home, which takes place right after the end of Doom II (before NRFL) and goes back through the levels in reverse order, so it would work with modifying the existing maps without doing everything from scratch, with the hell levels destroyed and the starport levels now having taken a more hellish appearance.

 

Anyway you seem to be interested in Evilution, which is a wad I really love, so I'd be just as delighted to see intermissions for that. Whatever you decide to go far I'll definitely download and use.

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5 hours ago, brick said:

Whatever you decide to go far I'll definitely download and use.

Actually, yes. :)

 

Also +1 for Long trek home.

 

EDIT: on the topic of NERVE, GZ has built in support for the this as a separate Doom II episode, so wondering if your original Doom II mod could be extended with NERVE support once you release the final version.

Edited by ludicrous_peridot

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2 hours ago, ludicrous_peridot said:

EDIT: on the topic of NERVE, GZ has built in support for the this as a separate Doom II episode, so wondering if your original Doom II mod could be extended with NERVE support once you release the final version.

That seems to already be the case?

23 hours ago, oliacym said:

LEVEL01-04

Instead of MAP01-MAP04...

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2 hours ago, ludicrous_peridot said:

EDIT: on the topic of NERVE, GZ has built in support for the this as a separate Doom II episode, so wondering if your original Doom II mod could be extended with NERVE support once you release the final version.

 

They should play nicely together, so long as you load NERVE second.

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Well, what I meant was having assets and LEVEL0X definitions in the Doom 2 mod from the start without an additional WAD to load, and this mod staying separate and having MAP0X definitions. The rationale being GZ itself providing mapinfo for both "vanilla" and NRFTL in the same mapinfo file it ships with.

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Ah I see, yeah I was actually planning to do that at some point, I wasn't sure what the etiquette (if that's even the right word) was, in order to allow users to pick and choose what wads they wanted to run, or mix and match. Now it's a bit more established that everyone doesn't hate these I will get a combined version together soon.

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8 hours ago, oliacym said:

Ah I see, yeah I was actually planning to do that at some point, I wasn't sure what the etiquette (if that's even the right word) was, in order to allow users to pick and choose what wads they wanted to run, or mix and match. Now it's a bit more established that everyone doesn't hate these I will get a combined version together soon.

Yup, wadsmoosh is pretty popular for GZDoom; it makes it pretty easy to combine all the official iwads into one with it and then never pick the wrong one to load again (lol).

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These intermission maps for No Rest of the Living are just *chef's kiss* beautiful 💜

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Well sorry if it disappoints anyone but I'm doing Evilution! Good news is it's about 2/5ths done.

Edited by oliacym

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The original artwork is a mixture of hand drawn and scanned, scanned images and hand-pixeled art. For me it just doesn't work as an intermission screen when it's in a non-320x200 style resolution and not in the doom palette. There's a charm in creating artwork using only a few specific color ranges. Things are either red or brown, not reddish-brown, so things stand out more. These lack that feel, the feel of each pixel being individually crafted in order to generate a nice image.

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1 hour ago, zokum said:

The original artwork is a mixture of hand drawn and scanned, scanned images and hand-pixeled art. For me it just doesn't work as an intermission screen when it's in a non-320x200 style resolution and not in the doom palette. There's a charm in creating artwork using only a few specific color ranges. Things are either red or brown, not reddish-brown, so things stand out more. These lack that feel, the feel of each pixel being individually crafted in order to generate a nice image.

Well, this was addressed in the first thread:

On vendredi 6 mai 2022 at 6:02 PM, oliacym said:

I used various 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!

You're free to not use them if you don't like them. You can make your own, or just keep playing Doom II without an intermap.

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To each their own I guess... I personally find ID intermission screens lacking when compared to @oliacym's work. Exactly because of how ID work was using a of mix of different techniques and did not include any of the 90-s "flawed" (should I say "nascent"? :) ) 3d renders, which I think would've agreed with Doom being the first convincing 3D shooter, and Doom 2 having been released in 95.

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Pretty sure the Heretic intermap were built out of 3D renders; just with some pixel-editing touchups afterward. (The same can also be said about a lot of Heretic's sprites...)

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8 hours ago, zokum said:

There's a charm in creating artwork using only a few specific color ranges. Things are either red or brown, not reddish-brown, so things stand out more. These lack that feel, the feel of each pixel being individually crafted in order to generate a nice image.

 

I agree with you completely, I prefer the sharp, clear 2D classic sprite approach also. But there is no way on EARTH I am talented or patient enough to go that route :D I just really wanted these things to exist!! I got tired of looking at a skull wall lol.

Edited by oliacym

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Tried really hard to get this finished before I went away this weekend, but just fell short, will have to be Monday! All maps are done, just need a screen for MAP32 and possibly a couple of skyboxes. But it's very nearly ready to ship. Have a great weekend everyone!

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Evilution maps AND HD for NRFL? How did you know my birthday was coming up? :P

I had a quick run and this looks great as usual. This time the HD animations also seem to load more smoothly, I didn't get any stuttering on the first map despite all the smoke. No other glitches that I could see either. Another wad I'm adding to autoload!

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I'm glad to hear the glitch is gone... I did remove compression on the PNG files so maybe that did it. Course, now I have to go back and look at the Doom 2 ones... :D

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  • 1 year later...
On 5/26/2022 at 9:27 AM, oliacym said:

Here we go, as promised, No Rest for the Living intermission maps, with animation, all complete and working (although I may add more touches at some point). Took me longer than it should have done due to real life stuff, but hope you enjoy. No HD version yet, but it'll be ready shortly :) HD version is now done!

 

LEVEL01-04

NRLMAP1_Showcase.png.e0611a623b011d5f5b1d1a53a19b9705.png

 

LEVEL05-09

NRLMAP2_Showcase.png.f8bff7f202597ca726ff31e9e8572da8.png

 

Download:

IntMaps_NRFL.zip

 

HD Version:

FATTB1.png.7b65fe0b57d3d25128cc39fb9033cd18.png

 

COMPATIBILITY

 

This version will only work in GZDoom/ZDoom, but a version that will work in a limited capacity with other source ports will be along shortly, I have to get the Doom 2 maps sorted in that regard first.

 

This is fully compatible with my other set of Doom 2 maps (link below), and will run alongside it, however please make sure you run the Doom 2 maps first, and the NERVE ones last

 

Now I just have to work out which ones to do next. Please let me know if there are any bugs or issues!

 

DOWNLOAD (GZDoom version)

 

MY OTHER INTERMISSION MAPS

 

DOOM2.png.accfb85dac0d9327570cfb8528a4882f.pngTNT.png.8d1a87934cfc4054f336d01c8468c0ec.pngPLUTONIA.png.a5c2fb6dff6012ec7348f3cac05f559f.pngSIGIL.png.92b105fd81b6784853ffa78da51155c0.pngEVITERNITY.png.ece81253152dc5255719ee691d012f06.png

 

Amazing. How do you make it? What programs and techniques?

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