Asbadagba Posted June 13, 2022 (edited) This is just maximum doom but compiled into a single mod for convenience this requires zdoom based ports since the hub maps are udmf (tested with gzdoom and zandronum) the rest of the maps were made in 1994/1995 so they are vanilla format, jumping/crouching is disabled in mapinfo (except on the hubs) i was testing with "doom (strict)" compatibility and without freelook (that's as close to vanilla as zdoom gets) (if you're using a gameplay mod though you probably shouldn't set those) changes from regular maximum doom: - added hub maps with exit teleporters to all the wads - custom sprites/sounds/graphics were removed for playability with gameplay mods - the blockmap/reject lumps were removed since zdoom doesn't need them - all textures were converted to png and ran thru png-opt for optimization - nsfw stuff like compressed porn was removed some of the wads didn't make it here they are and why: Spoiler beav-but.wad is just sounds (from beavis and butthead) blastem1.wad is just e1m9 from doom1 but without enemies or coop starts doom142.wad is the first three episodes from doom 1 converted to doom 2, unedited (except for doom1 textures replaced with doom2 ones by the converter) eternit2.wad & etrnity2.wad are the same, the first one is just converted more recently and the other has music (in the wrong slot) i took the maps from the former and the music from the latter, im not sure which one counts as discarded filth.wad is the exact same as chump.wad filth2.wad is the exact same as chump2.wad fleshlz2.wad is the same as ep5a2.wad gus1m-II.wad is a midi optmization patch for gus users gustlr1.wad is a midi optmization patch for gus users gustlr2.wad is a midi optmization patch for gus users hallspr3.wad is the same as hallspr2.wad hotel_vu.wad is just a music replacement for map01 kd.wad is just episode 1 from doom1 converted to doom2 minion2.wad is the same as minion.wad just with sound replacements mkmines.wad is the same as mk3.wad mudmano2.wad is the same as mudman12.wad mudtown2.wad is the same as mudtow12.wad nghtmr12.wad is map01 in nghtmr2.wad nin.wad is just music replacements predator.wad is just sound replacements (from the movie predator) pulpfx.wad is just sound replacements (from pulp fiction) python2.wad is just sound replacements (from monty python) ra1-ra7.wad are the same as map01-map07 in raven111.wad raven1-raven11 & raven11b.wad have the same maps as raven111.wad (just released seperately and earlier) rider01-rider04.wad is the same as rider1-4.wad map01-map04 riker102.wad seems to be the same thing as riker112 (the txt says its an older version but it has the same filesize and enemy/item/secret count) santa.wad is the same as loco.wad shriek.wad is the same as shotgun.wad sin_city.wad is map01 from sincity5.wad stair2.wad is the same as stairway.wad stjohns2.wad is the same as stjnoho2.wad but compiled with a different node buider torchle2.wad is the same dmtorc2.wad tourney2.wad seems to be the same as tourney.wad trksnds.wad is just sound replacements (from star trek, meant to be used with trkdoom.wad) tunnels.wad seems to be nearly the same as tunnel11.wad vampire2.wad is the same as frodo482.wad vort01-vort04.wad and vortex.wad is map01-map04 in vortpak.wad weezul2.wad has the same first 3 maps a weezul12.wad westcoop.wad seems to be the same thing as west.wad westsnd.wad is just sound replacements for west.wad ^actually this one does have a map, but it's broken (there aren't any linedefs) zepplin.wad is just a midi (meant to be played with razzor.wad, i added it for that map) screenshots (from the doom 1 hub): Spoiler the doom 1 side (398 maps total): https://www.dropbox.com/s/vbbn817a3kbn7k3/maximumdoom1_inone_v2.pk3?dl=0 (for the ultimate doom)the doom 2 side (1086 + 925 + 932 = 2943 (+3 hubs) total):https://www.dropbox.com/s/cqgexplrtm27zz2/maximumdoom2_inone_v3.pk3?dl=0 addon - doom 1 textures for the doom2 side:https://www.dropbox.com/s/fgkcu4lnrw8m8su/maximumdoom2_d1tex_v3.wad?dl=0 this is just a texture pack with the doom 1 textures that doom 2 is missing (from realm667, i converted it to png and added some missing ones) some of the wads in the doom2 side are just doom 1 wads converted to doom 2 with a program but some of them still use doom 1 textures (an old version of that program came with a wad containing the textures) load this file if you don't want them to turn into checkerboardsthe heretic side (19 maps total):https://www.dropbox.com/s/34gk7wzmic2w5e1/maximumheretic_inone_v2.pk3?dl=0 (for heretic) there's no hub map since there's few wads, instead each wad is selectable as its own "episode" info on the wads can be found in info.txt inside the pk3 (or in the spoiler below if you're unfamiliar with wad editing) Spoiler --- demowad.wad --- demowad.wad last modified: 15th april '95 # of maps: 1 author(s): ??? (wadwarp by tony thorn) i added an exit this is intended as an example wad for wadwarp, a tool that lets you play heretic maps in doom and vice versa which is why this wad is super broken if you try playing it with just heretic (the current version of that tool doesn't have this wad anymore though) --- die young --- dieyoung.wad last modified: 10th april '95 # of maps: 1 author(s): joe king i added an exit --- hardrock.wad --- hardrock.wad last modified: 20th march '95 # of maps: 1 author(s): mark lusk <!> deathmatch only (no enemies) <!> i added an exit --- hclrdang.wad --- hclrdang.wad last modified: 21st april '95 # of maps: 1 author(s): Steve Huskisson & Vinnie Valentin i added an exit (there already was one but it was walk-over on a solid wall) it's a conversion of clerdang.wad for heretic --- hell's hall --- helshal.wad last modified: 27th april '95 # of maps: 1 author(s): joe king --- J.C. Herhous: DeathMatch Wad --- herhous.wad last modified: 9th may '95 # of maps: 1 author(s): joey cato <!> deathmatch only (no enemies) <!> i added an exit myhouse.wad but for heretic --- purple death 1 --- purpdth1.wad last modified: 18th february '95 # of maps: 1 author(s): Chris Villarreal --- purple death 2 --- purpdth2.wad last modified: 18th february '95 # of maps: 1 author(s): Chris Villarreal --- Rambutt's HERETIC (episode 1: Boot To The Head) --- ram4.wad last modified: 25th april '95 # of maps: 8+1 author(s): mark potter e1m2 is an edit/remake of doom2 map02 e1m7 is an edit/remake of doom1 e1m7 some of the other maps also show up in other parts of maximum doom (as doom maps) --- RECANT v1.1 for HERETIC v1.0 --- recant11.wad last modified: 1st may '95 # of maps: 1 author(s): John W. Anderson (aka Dr. Sleep) --- Volcano Island (DeathMatch) --- volcano.wad last modified: 11th february '95 # of maps: 1 author(s): Sean Torres i added an exit Edited July 19, 2022 by Asbadagba changed the topic name 41 Quote Share this post Link to post
Endless Posted June 13, 2022 (edited) 22 minutes ago, Asbadagba said: - added hub maps with exit teleporters to all the wads Hold up- You added exit teleporters for every single WAD??? Insane. I applaud the effort. I might actually play Maximum Doom like this. Just to torture me slightly less. Edited June 13, 2022 by Endless 8 Quote Share this post Link to post
Thelokk Posted June 13, 2022 Sweet, thanks! Been holding up playing Maximum just for the tediousness of having to go one by one. 3 Quote Share this post Link to post
Faceman2000 Posted June 13, 2022 You absolute madman. This is incredible. 3 Quote Share this post Link to post
Shockwave_S08 Posted June 17, 2022 Holy hell, never thought I'd see Maximum Doom revamped like this! Awesome work, you absolute madlad! 2 Quote Share this post Link to post
Hitboi Posted June 17, 2022 (edited) Teleporters for each map? An entire hub for the Doom maps? This is insane! Great work and I can't believe that you took the time to improve Maximum Doom like this. Edited June 17, 2022 by Hitboi 3 Quote Share this post Link to post
Thelokk Posted June 17, 2022 Been testing the hub and maps for a few hours today, I'm impressed by the breadth and quality of your work - the hubs themselves look great, and the conveyor belts really add convenience while navigating the hundreds of maps. The extra info you put for each map is the icing on the cake. 5 Quote Share this post Link to post
Arrowhead Posted June 17, 2022 This must have taken an incredible amount of time! Tried it out the other day, and was very pleasantly surprised. :) 4 Quote Share this post Link to post
Shockwave_S08 Posted June 21, 2022 Just took a look at the Doom 1 side of things; really like how you gave the whole thing a "Knee-Deep In The Dead" theming! 1 Quote Share this post Link to post
Blzut3 Posted June 21, 2022 On 6/13/2022 at 8:29 AM, Asbadagba said: - all textures were converted to png and ran thru png-opt for optimization Minor nitpicky detail, but this probably results in a very minor quality reduction with next to no benefit. PNG's compression is mostly the same as that provided by zip, so since you're using a pk3 you're probably barely saving any space by doing this (if you're saving anything at all, but there's probably enough textures that benefit from the other technique PNG offers for saving space that you might be saving something). The downside is that in software rendering the palette may go through a 6-bit matching process and come out with slightly different colors. In practice this is barely noticeable, and perhaps more time than it's worth to revert, but thought you should know there is an advantage to just leaving them in doom's graphics format. 4 Quote Share this post Link to post
Asbadagba Posted June 21, 2022 54 minutes ago, Blzut3 said: Minor nitpicky detail, but this probably results in a very minor quality reduction with next to no benefit. PNG's compression is mostly the same as that provided by zip, so since you're using a pk3 you're probably barely saving any space by doing this (if you're saving anything at all, but there's probably enough textures that benefit from the other technique PNG offers for saving space that you might be saving something). The downside is that in software rendering the palette may go through a 6-bit matching process and come out with slightly different colors. In practice this is barely noticeable, and perhaps more time than it's worth to revert, but thought you should know there is an advantage to just leaving them in doom's graphics format. Oh, i didn't know that, (i always play in gl on zdoom based ports) thanks for the heads up. I just did it reflexively to try and save as much space as possible... On 6/17/2022 at 11:28 PM, Arrowhead said: This must have taken an incredible amount of time! Not too long, I wasn't keeping track but I started around march this year, the doom1 side took 1 week of playthrough and 1.5 weeks of mapping, so i'd estimate doom2 started around april, the heretic one was a day. I decided to save time by having the hub maps in doom2 be simple big open fields like in compendium, I'm glad I did - I'm not sure if I'd even be done with the first hub by now otherwise. I'll try and get the final version out by the end of summer, I'm on ~map2300 at the time of writing. 3 Quote Share this post Link to post
stevegohome Posted June 21, 2022 As someone who has played a bunch maximum doom off and on again this year and fixed the level mentioned in this video https://www.youtube.com/watch?v=6UIO9MUSMmA this is very impressive and cool. 2 Quote Share this post Link to post
Maximum Matt Posted June 22, 2022 The Maximum Doom Renaissance continues. 5 Quote Share this post Link to post
Kes Gaming YT Posted June 22, 2022 On 6/13/2022 at 8:29 AM, Asbadagba said: This is just maximum doom but compiled into a single mod for convenience Just downloaded this to take a look, and I was surprised at how good this really is! This is an incredible project for Maximum Doom, major props for putting this together. I'm going to make a video when I get a little time and go over this. A mini-review if you will.@Doomkid And so should you. ;) 4 Quote Share this post Link to post
Devalaous Posted July 6, 2022 This pleases me and also saddens me. Like @Maximum Matt, I too sunk into the deep depths of Maximum Doom, and its too late for me to use this. I have all of Maximum Doom integrated into the database of Doom Launcher, an insane quest to mark every map as 'complete' with max stats. I even wrote patches for several Maximum Doom megawads and episodes. Its good to see a serious attempt at bringing Maximum Doom together, as a more id-like product. 4 Quote Share this post Link to post
Wadmodder Shalton Posted July 9, 2022 (edited) I wonder what's next, D!Zone in one with the same concept as this project? Other than that, nice ambitious project. Edited July 9, 2022 by Wadmodder Shalton 3 Quote Share this post Link to post
Asbadagba Posted July 19, 2022 version 3 is done, its also probably the final one. changes: added the third hub to doom2 converted the textures back to doom palette lmp's (except the thumbnails and text); see blzut's post as to why added credits.txt to all 3 sides, it contains a maplist with credits for every map that i didn't make On 7/9/2022 at 5:19 AM, Wadmodder Shalton said: I wonder what's next, D!Zone in one with the same concept as this project? Other than that, nice ambitious project. probably not, I'm not that big on 90's wads/shovelware actually, this was just a random idea i had while playing through maximum doom for the first time. I do have some more doom mods im working on (won't spoil yet), but they're newschool. 2 Quote Share this post Link to post
Wadmodder Shalton Posted September 25, 2022 By using your project, I thought it would be funny to make a texture pack from the D1 and D2 PK3 files in one WAD file to make it a catalog of which textures were used in Maximum Doom's PWADs for anyone to use in their maps. Links where you can find my Maximum Doom Texture Pack: https://www.dropbox.com/s/j5135i1h83mha7c/MAXIMUM_TEXTURES.wad?dl=0 https://drive.google.com/file/d/10pkp61SePjOErRttDdSBctjxwC0E-bPJ/view?usp=sharing https://mega.nz/file/S8d1kYDC#zzKn-8yrFNA8ksWvkm17pmaDhOoN0xni3unqeAlKuZ8 4 Quote Share this post Link to post
reaction Posted March 20, 2023 (edited) This project is absolutely amazing, I love it! I'm impressed with the amount of effort you put in. I expected it to be just a UMAPINFO lump but you've actually added exit switches (love the 'addeth' in Heretic) which makes playing through the archive so much more enjoyable. The trade-off for the playability by removing custom gfx/sounds is sad but understandable. Thanks so much for making this @Asbadagba@Wadmodder Shalton You've also done something amazing, having a large archive of early 90s textures is a massive boon to anyone wanting to make a 94 wad. Thanks so much for this too. If anyone knows of any other very early texture sets please let me know! If anyone wants to have a go at making some 90s style wads with these textures you could also look at using WadAuthor to make them as it's kinda sorta but not really era appropriate and it runs natively under win10. Edit: The texture pack Shalton made is missing the PNAMES/TEXTURE1 so I've added them. The wad can now be used to create maps with - MAXIMUM_TEXTURES_rxn.zip Spoiler Edited March 21, 2023 by reaction 5 Quote Share this post Link to post
Mystic 256 Posted June 6, 2023 On 9/25/2022 at 5:43 PM, Wadmodder Shalton said: By using your project, I thought it would be funny to make a texture pack from the D1 and D2 PK3 files in one WAD file to make it a catalog of which textures were used in Maximum Doom's PWADs for anyone to use in their maps. Links where you can find my Maximum Doom Texture Pack: https://www.dropbox.com/s/j5135i1h83mha7c/MAXIMUM_TEXTURES.wad?dl=0 https://drive.google.com/file/d/10pkp61SePjOErRttDdSBctjxwC0E-bPJ/view?usp=sharing https://mega.nz/file/S8d1kYDC#zzKn-8yrFNA8ksWvkm17pmaDhOoN0xni3unqeAlKuZ8 I always wanted to try to make a pack of all the maximum doom textures but chaotic life got in way of that project its cool to see someone else had the same idea and completed it I kinda want to experiment with these textures and see what I can make now 0 Quote Share this post Link to post
QuaketallicA Posted June 15, 2023 Thanks for sharing this! I did the Master Levels for Doom II ages ago, but I had never tried out "Maximum Doom" before. Great work on the hub levels, btw. I absolutely love the first wad I tried out, called "Dark Hell," an Episode 2 replacement for Ultimate Doom. Modern wads are often focused on hyper-realism in visual design, or making the levels ornate works of art. The simplistic designs of these levels make me feel at home, because they are unabashedly and unapologetically video game levels, and no one could mistake them for anything otherwise. Nevertheless, despite their relative simplicity, there are moments that feel engineered by the hands of a human, that this is indeed better than a mediocre Oblige-generated mapset. For example, one level has a moment where it's quiet and relatively empty, and as you progress the world gets gradually darker. As you edge towards the shimmering megaarmor in the distance, you realize you've just waded into a congregation of flesh-eating Imps. He lulled me into a false sense of security there. Reminds me of E1M3. Or another moment had a great use of lighting effects and blue textures in a corridor to give the illusion of Duke Nukem-styled (or PS Doom-styled) colored sectors. There's a strong sense of visual contrast and color on a lot of the levels. Only level 5 I found to be rather drab and confusing, with an over-use of silver shawn texture and the TNT Evilution trick where you teleport into a copy/pasted environment that looks almost identical to the one you were just in. That made navigation a little confusing. Overall, combat is a total pushover even on UV, although I doubt the map designer bothered with different difficulty settings. Ammo and powerups are so overkill that combat is really just a breeze, and I'm far from the best Doomer myself. It's comparable to vanilla Doom 1 on HMP. But just that feel of total commitment to an abstract style of level design is something we just don't see very often in Doom wads or video games generally anymore, and I miss it. Especially since the wad itself is supposed to be a descent into hell, having nonsensical texture placement actually works out fine. It's a representation of your madness as you wade through the walking nightmare that is hell. It works for the theme, and it feels like a classic video game where the visuals and "what it's supposed to be" are totally different. 1 Quote Share this post Link to post
Maximum Matt Posted July 22, 2023 ^^ This. Correct good sir, Dark Hell is one of the best episode replacements (possibly THE best) in the Doom I portion of Maximum Doom, and maps 6 and 7 are some of the nuttiest maps I've ever played - somebody once referred to this wad as "Doom on acid" and I totally agree. I assume you've finished it by now, right? 2 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.