magicsofa Posted October 27, 2022 (edited) This is a community megawad replacing all four episodes in The Ultimate Doom, originally started by Redoom and Kingslayer under the name "Ultimate Doom: How We Saw '95". The aim is to create vanilla compatible maps that reimagine each level of the original game. Each map should take some sort of inspiration from the IWAD map in that slot... although what that inspiration is, will be mostly up to the mapper. For example, E2M2 includes some boxes, and marble hallways surrounding the techbase area, but all in a very different layout and with more modern combat. Quote ... A Note on Inspiration ... Quite a few people have misinterpreted this project as "remake/revamp/build on the original map." Our goal is actually to create completely new maps. The original prompt was to take an idea from the IWAD map and run with it. That means go wild with your imagination, with just a thread or two of connection to the original. It does NOT mean recreate the map with small differences. When someone plays your level they should not be thinking "this is basically ExMx". If you are not sure what this looks like, download the current .wad (linked in second post) and browse through the existing maps. All maps in the project must be: Doom 1 format Able to run in DOOM.exe/Chocolate-Doom (savegame overflow is ok) Using only IWAD resources Custom MIDI allowed subject to approval (should be able to fit in with regular doom tracks) Complete with difficulty flags, secrets, and multiplayer starts DM/Coop should be at least as functional as the IWAD. At the very least, include the starts in reasonable locations. Vaguely inspired by the same slot in Doom.wad (this is not supposed to be "from memory", recreation, or homage maps - make a NEW map!) Beginners welcome but the end result should at least be "IWAD-quality". Maps should be submitted in drafts so that people can play your map and give feedback, this is not a speedmapping project so expect to go back over your map at least once for improvements and fine-tuning. If you are unfamiliar with mapping within vanilla limitations, check out this reference page and the more complete list of static limits. Also feel free to ask for help if you're not sure why your map is crashing! Spoiler Episode 1: E1M1: @magicsofa (submitted) E1M2: Sergeant_Mark_IV (Done) E1M3: DFF (Done) E1M4: @mr-around E1M5: Captain Toenail (Done) E1M6: @Pegleg (submitted partial) E1M7: @Somniac + LGmaire (DONE) E1M8: @lokbustam257 E1M9: @taufan99 (submitted) Episode 2: E2M1: @Dusty_Rhodes (submitted) E2M2: magicsofa (Done) E2M3: @DukeOfDoom (Done) E2M4: @Aku (submitted) E2M5: @Michael Jensen (Done) E2M6: @finnks13 (Done) E2M7: @Spineapple tea + (submitted partial) E2M8: @Yumheart (submitted) E2M9: lokbustam257 (Done) Episode 3: E3M1: @DFF (Done) E3M2: @SilverMiner (Done) E3M3: @Yumheart (Done) E3M4: @Use (Done) E3M5: @Walter confetti (Done) E3M6: @Aku (submitted) E3M7: sincity2000 (done) E3M8: Engired (Done) E3M9: @lokbustam257 (Done) Episode 4: E4M1: @Andrea Rovenski (submitted) E4M2: Yumheart (Done-ish) E4M3: @LGmaire (Done) E4M4: @Athel (submitted) E4M5: ScrappyMcDoogerton (Done) E4M6: @Amiga Angel (submitted) E4M7: @Wilster_Wonkels (submitted) E4M8: @NeedHealth (submitted) E4M9: @signaturereverie (submitted) Spoiler Edited June 3 by magicsofa 64 Quote Share this post Link to post
magicsofa Posted October 27, 2022 (edited) Download the current compiled version here: (3/30/24) neverdie.zip Edited March 31 by magicsofa 9 Quote Share this post Link to post
SilverMiner Posted October 28, 2022 I forgot about the project but remember the slot I had taken, jeez 2 Quote Share this post Link to post
Walter confetti Posted October 28, 2022 Good to see that this project isn't dead anymore! I hope this time it will be finished, i wish you all good luck! 2 Quote Share this post Link to post
magicsofa Posted October 28, 2022 5 hours ago, ImpHuman said: can i make e1m7? Sure. This is your first post though (welcome to DW!)... so I have to ask, have you ever made a map before? Not that this is "pros only" or anything. I didn't think to put a quality level in the requirements, I guess I had "IWAD-quality-or-better" in my head. 0 Quote Share this post Link to post
OverflowingMocha Posted October 28, 2022 Interesting Project, @magicsofa Is the E4M3 slot still open? I would like to take it. 0 Quote Share this post Link to post
ImpHuman Posted October 29, 2022 8 hours ago, magicsofa said: Sure. This is your first post though (welcome to DW!)... so I have to ask, have you ever made a map before? Not that this is "pros only" or anything. I didn't think to put a quality level in the requirements, I guess I had "IWAD-quality-or-better" in my head. its my first post, but not my first project! i just lost my password to an old account :P 0 Quote Share this post Link to post
Impboy4 Posted October 30, 2022 20 hours ago, ImpHuman said: its my first post, but not my first project! i just lost my password to an old account :P What was your old account name? Maybe that can help give some insight. :) 1 Quote Share this post Link to post
ImpHuman Posted October 30, 2022 15 hours ago, Impboy4 said: What was your old account name? Maybe that can help give some insight. :) TheOxingey if i remember correctly 0 Quote Share this post Link to post
magicsofa Posted October 31, 2022 Updated E4M3 @LGmaire Does anyone know, if tagging people in an edit will send them a notification? 0 Quote Share this post Link to post
OverflowingMocha Posted October 31, 2022 (edited) Yea I got a notification from being mentioned through the edited first post, and I've been doing a lot of work on the map. Hopefully the map will be vanilla compatible so I don't have to do this all over again... It seems like there are no issues present for now thankfully. (edit: Should have probably mentioned that I do test this with chocorenderlimits and stuff) I think it's close to being finished, so expect the map to be coming soon. Here's some screenshots: Spoiler Edited October 31, 2022 by LGmaire 5 Quote Share this post Link to post
magicsofa Posted October 31, 2022 13 hours ago, LGmaire said: Hopefully the map will be vanilla compatible so I don't have to do this all over again... It seems like there are no issues present for now thankfully. I recommend using Visplane Explorer often to see the limits approaching before you cross them. Also its really helpful to have Chocorenderlimits around in case of a real head-scratcher. 0 Quote Share this post Link to post
OverflowingMocha Posted November 2, 2022 (edited) Well, I finished the map in like 3 or 4 days, I already forgot... Whatever, what matters is that the map is done and I hope it's good enough to pass. I tested it multiple times and it seems to run in vanilla with no issues, so hopefully no problems will be found for this. (Hopefully I didn't fuck anything up when releasing this, I'm tired right now... You can look at the screenshots I posted above if you want to take a look at the map.) LGneverdiessubv2.zip Edited November 20, 2022 by LGmaire Updated the map 1 Quote Share this post Link to post
SilverMiner Posted November 2, 2022 On 10/31/2022 at 5:23 AM, magicsofa said: Does anyone know, if tagging people in an edit will send them a notification? Yes 1 Quote Share this post Link to post
lokbustam257 Posted November 3, 2022 @magicsofa oh, got tagged. E3M9 was basically done, but I just want to remaster it with a better visual, same applies to E2M9 since that map was made in like what 3 hours? So yeah, feel free to put asterisk on that map too. I'll probably supply the remaster version in the next few months And if you're interested, here's the old E2M9 and E3M9, I believe this is the latest one yet. E2M9wesaw95.rar UpdatedE3M9.zip 1 Quote Share this post Link to post
SilverMiner Posted November 3, 2022 started mapping e3m2 (again) 10 Quote Share this post Link to post
SilverMiner Posted November 9, 2022 Wrist so far. Stings a little 10 Quote Share this post Link to post
sincity2100 Posted November 9, 2022 I already Did my E3M7 map https://www.mediafire.com/file/wbkh06o8yifppbe/E3M7.wad/file 2 Quote Share this post Link to post
Biz! Posted November 10, 2022 Unfortunately, again, I can't work on this, for the last time. I'm going to an early college high school and I'm exhausted every day, meaning that the work won't be good. Again, I'm deeply sorry but I can't just work on a thing like this right now. 2 Quote Share this post Link to post
magicsofa Posted November 10, 2022 3 hours ago, openxt said: Unfortunately, again, I can't work on this, for the last time. I'm going to an early college high school and I'm exhausted every day, meaning that the work won't be good. Again, I'm deeply sorry but I can't just work on a thing like this right now. No worries, opened up E2M7 slot On 11/1/2022 at 8:37 PM, LGmaire said: Well, I finished the map in like 3 or 4 days, I already forgot... Whatever, what matters is that the map is done and I hope it's good enough to pass. I tested it multiple times and it seems to run in vanilla with no issues, so hopefully no problems will be found for this. (Hopefully I didn't fuck anything up when releasing this, I'm tired right now... You can look at the screenshots I posted above if you want to take a look at the map.) LGNeverDiesSub.zip Nice map! I like the difficulty on UV. I didn't play the lower difficulties but they look fine in the editor, except for the trap room for switch behind the blue door. I think this room is fine for UV but should have less meat for HMP and lower. I was really confused by the circular caco room, with a switch next to a teleporter. The problem is that the teleport line blocks you from using the switch line in vanilla. Forgetting this, I did try to hit it, then gave up thinking it was just a decoration. I'm not sure if that was intended but perhaps this puzzle could be reworked, such as making the switch unreachable unless you walk through the teleports correctly. Or just make the switch easily reachable... I thought telefragging cramped cacos was fun and memorable, whereas the switch hunt just killed the momentum for me. Overall the visuals were pretty good, with nice variation for some of the different areas. The wooden area is a lot of wood though, and could benefit from some breaking up with supports/other colors/etc. More lighting contrast might be nice as well - for example, in the area with CEIL1_3 lights, the bright sectors are only 160 brightness. I think these would look a lot better at 192 or 208. The western lava pit outside is inescapable (despite having two radsuits in it, lol). Also the radsuits are kinda overkill since the lava doesn't actually lead anywhere... I kept looking around for a secret there. The blue armor secret was cute but the teleport line is skippable if you run fast enough... I recommend adding a secondary line around 8 units behind it to prevent this. The trap in the blue room is also vulnerable to skipping, but harder to fix because it's supposed to be a one-time-use. Making it more angled would be slightly safer. All pretty minor criticisms, overall it's a fun map with a good amount of action throughout, nice job! 1 Quote Share this post Link to post
OverflowingMocha Posted November 11, 2022 6 hours ago, magicsofa said: Nice map! I like the difficulty on UV. I didn't play the lower difficulties but they look fine in the editor, except for the trap room for switch behind the blue door. I think this room is fine for UV but should have less meat for HMP and lower. I was really confused by the circular caco room, with a switch next to a teleporter. The problem is that the teleport line blocks you from using the switch line in vanilla. Forgetting this, I did try to hit it, then gave up thinking it was just a decoration. I'm not sure if that was intended but perhaps this puzzle could be reworked, such as making the switch unreachable unless you walk through the teleports correctly. Or just make the switch easily reachable... I thought telefragging cramped cacos was fun and memorable, whereas the switch hunt just killed the momentum for me. Overall the visuals were pretty good, with nice variation for some of the different areas. The wooden area is a lot of wood though, and could benefit from some breaking up with supports/other colors/etc. More lighting contrast might be nice as well - for example, in the area with CEIL1_3 lights, the bright sectors are only 160 brightness. I think these would look a lot better at 192 or 208. The western lava pit outside is inescapable (despite having two radsuits in it, lol). Also the radsuits are kinda overkill since the lava doesn't actually lead anywhere... I kept looking around for a secret there. The blue armor secret was cute but the teleport line is skippable if you run fast enough... I recommend adding a secondary line around 8 units behind it to prevent this. The trap in the blue room is also vulnerable to skipping, but harder to fix because it's supposed to be a one-time-use. Making it more angled would be slightly safer. All pretty minor criticisms, overall it's a fun map with a good amount of action throughout, nice job! Thank you! I understand all of the issues shown and I have done some changes to fix them. I thought the wooden sections were good enough, but I do admit I kinda rushed the map visually speaking cause I just wanted this submission out. I'll take my time with submissions next time and I'll add some more detail to the rooms like with the early ones. 1 Quote Share this post Link to post
OverflowingMocha Posted November 20, 2022 A small update on the map! Took me a minute to actually do it but I did it. I tried adding some more marble to a room or two to make things more interesting, and also added some more details to the map. LGneverdiessubv2.zip 1 Quote Share this post Link to post
magicsofa Posted December 1, 2022 E1M1 progress... I always imagined there was more to E1M1 when I was younger, I would often try to get up onto the ledges in the computer room thinking there had to be a secret room there (maybe I was confused with the beginning of Quake?). So I'm trying to use that as a concept, by creating some of those imaginary extended areas. Also yes I made a shuttle, lol @LGmaire haven't had a chance to look at your revision but I will shortly 7 Quote Share this post Link to post
magicsofa Posted January 27, 2023 (edited) I've cleaned up a few missing flats in E3M8 and a ton of vanilla-breaking textures in E1M2. Here's the latest build: Since it's been quite some time without hearing back, the following slots are now free: E2M1 (@Sergeant_Mark_IV) E2M4 (@Sergeant_Mark_IV) E2M5 (@snapshot) E3M4 (@ognjen) E3M5 (@Noiser) E3M6 (@Vaeros) E4M1 (@Vaeros) E4M6 (@Vaeros) E4M8 (@Darmak Jägger) I figured I'd tag the people whose slots are freeing up in case they want to chime back in before anyone else claims them. But, it will be first-come-first-serve so don't wait if you want to join the project! Just a reminder, these are vanilla compatible Doom 1 maps that take some vague inspiration from the respective IWAD map, and then run wild! (I.e. not from memory, or even an "homage" necessarily). Edited August 24, 2023 by magicsofa 3 Quote Share this post Link to post
Michael Jensen Posted January 27, 2023 I'd like to do E2M5. Since it isn't mentioned anywhere, I asumme there will be no custom music? 1 Quote Share this post Link to post
Andrea Rovenski Posted January 27, 2023 I would take e4m1 if possible! 0 Quote Share this post Link to post
OverflowingMocha Posted January 27, 2023 Oh wow, I was starting to forget that I made a map for this. :P Is it alright if maybe, I could take E2M1? @magicsofa 0 Quote Share this post Link to post
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