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[v3 (final)] Maximum doom in one


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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 by Endless

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Sweet, thanks! Been holding up playing Maximum just for the tediousness of having to go one by one. 

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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 by Hitboi

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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. 

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This must have taken an incredible amount of time!

 

Tried it out the other day, and was very pleasantly surprised. :)

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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.

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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.

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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. 

 

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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. ;)

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  • 2 weeks later...

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.

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  • 2 weeks later...

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.

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  • 2 months later...

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

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  • 5 months later...

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

image.png.4e30d9684a2ab9b0505cd75d8c186f12.png

 

Edited by reaction

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  • 2 months later...
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

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  • 2 weeks later...

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.

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  • 1 month later...

^^ 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? 

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