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Ports of classic Megawads to the Unity Port - UPDATE: Wraithcorp Megawads! Eternal Doom!


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Thank you so much for these! I literally just created a Doomworld account last night just so I could message you and ask for these WADs, so I'm glad you decided to make a thread to share them with others who want them as well.

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These all deserve a way to be played by those who main the Unity port, especially the MM trilogy and the various AV versions. Good effort here, well done!

 

 
Quote

GBA Deathmatch maps (...) I always half expected Sponge to add these to the port officially


To be honest, if they added a DM-only wad and it was these slapped-together nonsense maps rather than Bourgeois Deathmatch, I think I would genuinely sneeze, piss, cry, barf and shit all at the exact same time. Even the Sigil DM maps are better than these, and the Sigil DM maps suck a turd are none too good for fun deathmatches/duels, lol

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34 minutes ago, Doomkid said:

These all deserve a way to be played by those who main the Unity port, especially the MM trilogy and the various AV versions. Good effort here, well done!

 

  Reveal hidden contents


To be honest, if they added a DM-only wad and it was these slapped-together nonsense maps rather than Bourgeois Deathmatch, I think I would genuinely sneeze, piss, cry, barf and shit all at the exact same time. Even the Sigil DM maps are better than these, and the Sigil DM maps suck a turd are none too good for fun deathmatches/duels, lol

Are there really other people out there who main the Unity port? I thought I was the only one!

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I don't main it, but I do use it here and there! I think it's underrated as far as more oldschool-wad-focused ports go.

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1 minute ago, Doomkid said:

I don't main it, but I do use it here and there! I think it's underrated as far as more oldschool-wad-focused ports go.

Yeah, it is pretty underrated, I agree. The reason I main it is because I mainly play games on consoles and my phone (with a controller of course), and I prefer the Unity port's more simple interface compared to something like Delta Touch.

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1 hour ago, Bubbabyte said:

Thank you so much for these! I literally just created a Doomworld account last night just so I could message you and ask for these WADs, so I'm glad you decided to make a thread to share them with others who want them as well.

3 minutes ago, Bubbabyte said:

Are there really other people out there who main the Unity port? I thought I was the only one!

 

I'll be honest, that was what got me to get off my lazy butt and finish up the testing for them. Been very occupied with other games for a while now. And yeah, theres a lot of people out there that only insist on official ports or original releases and dont trust user-made ports, others still find ports very user unfriendly. A ton of ports still use command lines and typing full filepaths for example. The Unity port is faithful enough, looks and feels like Doom, and has all kinds of modern conveniences, the only reason its not more popular is because the port community has had 'better' for years. I think im one of the only people here thats tinkered with the port and tried to understand how it works.

 

37 minutes ago, Doomkid said:

These all deserve a way to be played by those who main the Unity port, especially the MM trilogy and the various AV versions. Good effort here, well done!

 

  Reveal hidden contents


To be honest, if they added a DM-only wad and it was these slapped-together nonsense maps rather than Bourgeois Deathmatch, I think I would genuinely sneeze, piss, cry, barf and shit all at the exact same time. Even the Sigil DM maps are better than these, and the Sigil DM maps suck a turd are none too good for fun deathmatches/duels, lol

 

To be fair, if id did add deathmatch levels to the port itself, these 8+1 would likely be the only ones they could legally add, short of making brand new exclusive ones. Which would be neat! I didn't actually mind them at all in my two player bouts with my brother to test if things worked as they should, but hey, the only multiplayer Doom ive ever played is the X360/PS3 ports and this port :p

My conversion up there is basically a look at what could have been. If the multiplayer was more like the older X360 port, with proper internet play, I'd probably have ported the TNT DM wads too. Alien Vendetta and Memento Mori 2 have a bunch of DM arenas in the maps, which are likely a lot more fun. I hope some people out there have some fun couch coop/couch DMing each other on them!

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6 minutes ago, Devalaous said:

If the multiplayer was more like the older X360 port, with proper internet play,

>the older X360 port

>proper internet play

Uhhhhh.... Yeah about that. Like it plays over LAN fine but online was not a very good experience. Doom's original lockstep code is not well suited for your modern average internet connection, especially with systems like wifi and CGNAT tunnelling.

Edited by Edward850

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15 minutes ago, Edward850 said:

>the older X360 port

>proper internet play

Uhhhhh.... Yeah about that. Like it plays over LAN fine but online was not a very good experience.

Sadly, I can confirm that 360 netplay with Doom was pretty terrible. Between all the maps being humongo and the connection itself being spotty as hell at the best of times, there really just wasn't much there for players to latch onto.

 

Bad connection on bad DM maps pretty much means an insta-quit for like 99% of players. If anything, I'd rather it not be there than give players such a shitty/skewed view of what Doom DM is "supposed" to be like.. (Of course, ideally, it would be present and play fairly smoothly!)

 

21 minutes ago, Devalaous said:

To be fair, if id did add deathmatch levels to the port itself, these 8+1 would likely be the only ones they could legally add, short of making brand new exclusive ones. Which would be neat!

For the sake of clarity, Decay and I made Bourgeois largely with the intent that it would be vanilla/unity compatible so it could be added legally and easily if ever it were to happen. Decay actually took that whole megawad and made it an awesome single-player campaign as well, just so it wouldn't be "DM only". I'm really glad he did that, because I never would have thought to. Since I only made like 7 of the 30 maps, I don't think it's too fart-sniffy for me to say how much I love the campaign!

 

34 minutes ago, Bubbabyte said:

Yeah, it is pretty underrated, I agree. The reason I main it is because I mainly play games on consoles and my phone (with a controller of course), and I prefer the Unity port's more simple interface compared to something like Delta Touch.

People plugging a controller into their phone to play an actually-good port of Doom is pretty awesome just on the face of it, as someone who remembers when the "best" console port was the one that felt the "most OK-ish", lol!

 

 

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1 minute ago, NaliSeed said:

Speaking of which, what ever happened to Memento Mori 3?

Requiem is technically the 3rd entry in the Memento Mori series

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I only got to play a few DM games and a single coop game on the 360, and I didn't really have issues personally. Had the time of my life on Phobos Lab terrifying a random with a chainsaw rampage as one of the more memorable games. But yeah, like I implied, its way out of my area of expertise :p I just wish the Unity port had network play of some kind, so I could bully my girlfriend into...probably kicking my ass on every map >_> She destroys me handily on Serious Sam in all modes, so I have no doubt it'd continue there, even with my decades of Doom experience.

 

And yeah, good to hear I'm not the only one that has made an effort to support the official port. If Bourgeois has a DMAPINFO lump, it should be good to go already if dropped in the port's wad folder.

 

In other Unity port topics, TNT and Plutonia wads are likely to be problematic to convert, due to requiring IWADs that the port doesn't use. With the one wad limit, we cant have Plutonia 2 running on top of Plutonia. TCs are likely a miss too, if D2TWID's issues with the Keen enemies are anything to go by. I should be able to do DTWID Lost Episodes with the exception of the sixth episode; The Unity port has no issues with E5MX lumps from tests ive done so far, but DMAPINFO has no ability to define a Doom 1 map as a boss map, it only has a thing to enable Map07 gimmicks. Also, another wad on the 'does not work' list: Slaughter Until Death. Like Hell to Pay and Eternal Doom, it instantly bombs the exe upon accessing a map.

 

Ive gotten a request on the Steam forums for Gothic DM 1 and 2 and STRAIN btw! I don't know if anything but the first would work though, when I run Gothic DM 2 it has almost no textures for some reason, and STRAIN is likely going to be a big headache....assuming the maps don't bomb the exe.

 

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Update: Hell Revealed 2 works with the exception of Map 6. This one hangs the game without fail. Doom Builder shows no errors or warnings, the nodes did look bizarre though:

 

unknown.png

 

Clicking rebuild nodes made that weird bit vanish, but the map still crashes.

Anyone more knowledgable than me know what could be going on here and how to fix it?

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9 hours ago, Devalaous said:

D2TWID also has severe issues with the Commander Keen graphics; the dehacked monsters function, but the graphics do not load, so I get a garbled mess like a torch attacking me, or an SS fish. As such I am also expecting issues with Scythe 2.

D2TWID does that trick where it renames the sprites so as to be able to load them from the PWAD without having to include the entire IWAD sprite content in it. You see this at the end of the .deh file:

Text 4 4
SSWVDOPE

Text 4 4
KEENYORP

Text 4 4
SMT2GARG

I suspect that sprite renaming was not implemented in Doomnity's DEHACKED support code. If you rename the graphic lumps to their original sprite names, it should work, I think.

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Icarus: Alien Vanguard

 

Spoiler

unknown.png

 

unknown.png

 

unknown.png

 

unknown.png

 

Icarus was another classic people originally expected to pop up on the add-ons. There are very minimal changes here, just widescreen assets and the DMAPINFO lump to make it all work nicely.

 

Scythe

 

Spoiler

unknown.png

 

unknown.png

 

unknown.png

 

Scythe is something I'd expect to see on the port officially if Erik was reachable; two authors, almost entirely stock resources, and I can see it getting a custom midipack someday. This version has a widescreen INTERPIC from Terraformer9x as the rest of the assets look perfectly fine, changes the level select screen to be three distinct episodes like in the text file, and also changes the sky of Map 11 to match the rest of the episode.

 

Scythe 2 and Scythe X are no-goes, as despite being 'limit removing' they both bomb the Unity port instantly, just like Hell to Pay, Eternal Doom and Slaughter Until Death.

 

7 hours ago, Gez said:

D2TWID does that trick where it renames the sprites so as to be able to load them from the PWAD without having to include the entire IWAD sprite content in it. You see this at the end of the .deh file:


Text 4 4
SSWVDOPE

Text 4 4
KEENYORP

Text 4 4
SMT2GARG

I suspect that sprite renaming was not implemented in Doomnity's DEHACKED support code. If you rename the graphic lumps to their original sprite names, it should work, I think.

 

Current D2TWID build

 

Spoiler

unknown.png

The friendly guys are just exploding keens

unknown.png

The dopefish is a supernazi

unknown.png

 

unknown.png

 

The Garg is a horrifying mess of frames, including one of the ones that doesnt ever show up in the games themselves.

 

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23 minutes ago, Gez said:

What I meant was this:

 

D2TWID + MidTWID.zip

 

I haven't kept the Doomnity port installed, so I can't test it right now.

 

Thank you! That fixed it. Some aspects of wad editing still confuse me, sorry. I should be able to have the three completed TWID projects out soon now, with the exception of the Final Gate episode.

 

Speaking of, I got a request for @Xaser's Lost Episode from multiple Unity-port-only players now, and while I don't think it will work, being for ZDoom, the original console conversions also wont work, as the Unity port lacks triggers to enable bossdeath actions in Doom 1, and they are needed for The Marshes and Redemption Denied. I think by this point the 8 exclusive maps would need to be rebuilt entirely for vanilla Doom 2.

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You'd probably also have trouble getting the SSG and Megasphere to work -- those are hardwired off for Doom 1 in the vanilla exe and I wouldn't be surprised if the Unity port hasn't changed that behavior.

 

The maps in theory are limit-removing, but I dunno if there are any Boomisms floating about -- both EE and ZDoom are more forgiving about things than ye olde doulm. May also need some edits and fixes to work properly.

Edited by Xaser

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4 hours ago, Devalaous said:

Icarus: Alien Vanguard

 

  Reveal hidden contents

unknown.png

 

unknown.png

 

unknown.png

 

unknown.png

 

Icarus was another classic people originally expected to pop up on the add-ons. There are very minimal changes here, just widescreen assets and the DMAPINFO lump to make it all work nicely.

 

Scythe

 

  Reveal hidden contents

unknown.png

 

unknown.png

 

unknown.png

 

Scythe is something I'd expect to see on the port officially if Erik was reachable; two authors, almost entirely stock resources, and I can see it getting a custom midipack someday. This version has a widescreen INTERPIC from Terraformer9x as the rest of the assets look perfectly fine, changes the level select screen to be three distinct episodes like in the text file, and also changes the sky of Map 11 to match the rest of the episode.

 

Scythe 2 and Scythe X are no-goes, as despite being 'limit removing' they both bomb the Unity port instantly, just like Hell to Pay, Eternal Doom and Slaughter Until Death.

 

 

Current D2TWID build

 

  Hide contents

unknown.png

The friendly guys are just exploding keens

unknown.png

The dopefish is a supernazi

unknown.png

 

unknown.png

 

The Garg is a horrifying mess of frames, including one of the ones that doesnt ever show up in the games themselves.

 

Now you just need to do No Consolation so we can have every official Classic Doom map ever released. Because so far we have all four episodes of Ultimate Doom, Hell On Earth from Doom II, Doom II Master Levels, both episodes of Final Doom, No Rest For the Living, and all officially released deathmatch maps, which makes the console-exclusive levels (and Kick Attack depending on who you ask) the only ones left, right?

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3 hours ago, Devalaous said:

 

Thank you! That fixed it. Some aspects of wad editing still confuse me, sorry. I should be able to have the three completed TWID projects out soon now, with the exception of the Final Gate episode.

 

Speaking of, I got a request for @Xaser's Lost Episode from multiple Unity-port-only players now, and while I don't think it will work, being for ZDoom, the original console conversions also wont work, as the Unity port lacks triggers to enable bossdeath actions in Doom 1, and they are needed for The Marshes and Redemption Denied. I think by this point the 8 exclusive maps would need to be rebuilt entirely for vanilla Doom 2.

Wait, just noticed this. So you won't be able to do "No Consolation" after all?

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Ultimate Doom the way id Did and Doom 2 the way id Did are now 100% working perfectly on the technical side, I just need to get the widescreen assets for both working right (having issues with WIA10500, WIA10600, WIA20001 and WIA20002 offsets, and need a widescreen CREDIT lump for Doom 2)

 

DTWID Lost Episodes will have to be split into two wads, one for Episodes 1 to 4, and a second for Episode 5; Episode 5 partially works, but without the ability to define boss actions, the bossmap is unbeatable, and E5M0 crashes the game upon completion, just like pretty much every mapslot outside the usual suspects. Episode 6 cannot be done. I suspect I will have to make Starport E2M1 and see if DMAPINFO lets me jump across episodes and back. If not, it'll have to be a standalone little bonus map. I may add Cold Steel and Castle of Fear in that case, as those are two additional DTWID maps that never found a home.

 

@pcorf's 2002: A Doom Odyssey is also fully ported and working, but had to have the ZDoom maps (E5M1 and E5M2) cut. They actually do work, but the game bombs when completing them or accessing them via a secret exit. Death Tormention: Complete Trilogy is also working so far, but the ExM10 maps will need to be cut. I believe the boss maps in Episode 2 and 3 are beatable in non-MAPINFO ports via hidden exit switches, so it should be doable.

 

1 hour ago, Xaser said:

You'd probably also have trouble getting the SSG and Megasphere to work -- those are hardwired off for Doom 1 in the vanilla exe and I wouldn't be surprised if the Unity port hasn't changed that behavior.

 

The maps in theory are limit-removing, but I dunno if there are any Boomisms floating about -- both EE and ZDoom are more forgiving about things than ye olde doulm. May also need some edits and fixes to work properly.

 

After all the tinkering with the port ive done to see what works and what doesnt, I believe that if the Lost Episode maps don't autobomb the port outright like Scythe 2 does, they would have to be converted to a 9-map Doom 2 'episode' to work with the port. It *should* be possible to port in theory. This official port is VERY sensitive though, and explodes at the smallest unexpected thing it seems. I still cant get Hell Revealed 2's Map 6 to work, for example.
 

4 minutes ago, Bubbabyte said:

Wait, just noticed this. So you won't be able to do "No Consolation" after all?

 

Sorry for getting your hopes up, but no, they would need to be edited to not use boss actions. I am pretty useless at map editing, so I would rather have a reliable well-known team put care into converting those 8 maps into an episode for Doom 2. I'd love to see them with stock PC assets too. The actual 'No Consolation' wad was a horrific untidy mess on the inside too, it seems like it was ripped out of the old console Doom wad by Kaiser with a ton of leftover assets

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The Classic Episode is also a must to Complete the Compet-n Collection. Unless you want to dive deeper.

 

(even if for some reason you do, seventh would be out of the question because its last three maps require boom)

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1 hour ago, Gez said:

Did you forget Doom 64 for Doom II ? :p

We already have the Nightdive port, so we don't really need Doom 64 for Doom II. Besides, I was specifically talking about official levels that were originally built with the original Doom engine in mind, not levels from a different Doom game's engine that were ported to it.

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2 hours ago, Devalaous said:

Sorry for getting your hopes up, but no, they would need to be edited to not use boss actions. I am pretty useless at map editing, so I would rather have a reliable well-known team put care into converting those 8 maps into an episode for Doom 2. I'd love to see them with stock PC assets too. The actual 'No Consolation' wad was a horrific untidy mess on the inside too, it seems like it was ripped out of the old console Doom wad by Kaiser with a ton of leftover assets

It's fine, I totally understand :)

 

Do you at least know where I'd be able to find a port of Club Doom that works with the Unity port? The only one I've found crashes the game, so that one probably has some stuff that requires ZDoom I would assume.

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I updated the first post with the two new conversions, and cleared up some text in places. All uploads now also have their original text files, due to most of them saying 'do not distribute without this file'

 

Also, Ultimate Doom wads turned out to be far more finicky than Doom 2 wads, I cant employ hackery to get bonus maps at all. E1M1 to E4M9 (36 maps) is all you can get in this port. Doom 2 can presumably get 32+21.

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2 hours ago, Gez said:

Did you forget Doom 64 for Doom II ? :p

Actually, now that I think about it, Doom 64 for Doom II would be good to have for mobile, since the Doom 64 remaster by Nightdive is only on PC and consoles. Hey @Devalaous, would you be down to do "Doom 64 for Doom II" as well?

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