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ITWASPSX.wad PSX Edition (A PsyDoom Final Doom level)


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PsyDoom has released and is a wonderful piece of software, being a massive fan of the PSX port of Doom I have always wanted to make maps for it, luckily with PsyDoom and DoomBuilderPSX that dream has become a reality.

 

I have yet to fully "make" a map, however I have spent a little time converting old maps I have made over to the new engine, I have converted my map itwas.wad over and smoothed out (most) of the issues with it. It was so I could use a template to get used to the new PSX features, itwas.wad was a 90's styled cheesy and simple "haunted house" styled linear level with fairly easy and basic gameplay.

 

This map is for Final Doom, please ensure you set up PsyDoom to run as Final Doom.

 

Screenshots (With authentic PS1 crust AND Vulkan clarity!):

Spoiler

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DOWNLOAD

 

How to play:

 

Spoiler

Download the file and extract, the wad should remain named as MAP01.wad and be placed in a folder within the PsyDoom directory.

 

When booting up PsyDoom, ensure that Final Doom is selected and that the mod directory folder is set up to the folder containing the MAP01.wad file, example of how it looks on my screen:

tOQCoe7.png

 

Ensure that your ALLMAPS.LCD file is present in the directory, this is required to play modded levels, if you haven't downloaded it from the github when setting up PsyDoom then here, lazy fucker.

 

Boot the game and the first map should be replaced.

 

Thank you for playing! Let me know of any bugs.

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Gave both this and the original version a try. The revenant alcoves opened after the blue key legit spooked me because it was totally unexpected (cue the SP_FACE1 texture as well), but in the PsyDoom version, the revenants somewhat get awakened over the player's sound prematurely, effectively rendering the alcoves a whole lot less unexpected (not to say they're less scary IMO tho).

I also like the more subtle use of colored lighting here, as it has its own feel over the more full-blown colored lighting other mappers may use to an extent. The Doomcute architecture is another noteworthy thing. All in all, an 8/10 for me.

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3 hours ago, taufan99 said:

Gave both this and the original version a try. The revenant alcoves opened after the blue key legit spooked me because it was totally unexpected (cue the SP_FACE1 texture as well), but in the PsyDoom version, the revenants somewhat get awakened over the player's sound prematurely, effectively rendering the alcoves a whole lot less unexpected (not to say they're less scary IMO tho).

I also like the more subtle use of colored lighting here, as it has its own feel over the more full-blown colored lighting other mappers may use to an extent. The Doomcute architecture is another noteworthy thing. All in all, an 8/10 for me.

Thanks for the playthroughs!

 

Yeah the revenants being awake in the PSX version was at first an accident but when testing I found that the screams they make do well in making the building sound haunted. I might change it back to how it was though.

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