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Recreate Plutonia from Memory! (CP) (Completed)


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Just now, Heretic926 said:

Okay, I just saw in the OP that it wasn't taken so you better update it. What about MAP25, can I take it?

MAP25 is free.

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Here's my take on MAP30, works without problem for chocorenderlimits and vanilla exe on dosbox:

MAP30fm.zip

Title: Memories of hell

Author: Walter

Build time: 2 hours

Edited by Walter confetti

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24 minutes ago, Walter confetti said:

Here's my take on MAP30, works without problem for chocorenderlimits and vanilla exe on dosbox:

MAP30fm.zip

Title: Memories of hell

Author: Walter

Build time: 2 hours

 

I'm having troubles actually beating the map. If you fall into the pit next to the cyberdemon in the second room you are softlocked, and the lift isn't actually high enough to shoot rockets into the icon of sin. Also, it's physically impossible to get on the lift after pressing the switch.

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4 hours ago, noob_killer012345678 said:

Then go ahead! Take map16! I have to play through my selected map anyway to learn it, so im fine with switching to map13

 

Thanks!

 

Got a start on it. It's going to be one of those fever dreams for sure...this is the most memorable Plutonia map for me that isn't 1 - 3 or 32, but it's easily been 15 - 20 years since I've played it. And I try to aim for the "as I remember it" approach rather than the "inspired by" approach, which means it lacks detail because I don't really want to make stuff up to fill in the details I'm missing.

 

map16.jpg.10047362c18e46a7375dd43c3154acce.jpg

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3 hours ago, Santito2k3 said:

I'll take the midi for map 3, Jade Empire

Aaand done. There was a lot going on with the original midi so there was absolutely no way I was gonna remember the whole thing so my mind just filled in the gaps haha

midi.zip

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I got most of the layout of Go 2 It done, just gotta finish that end, do some texture and lighting, place down the ending, connect that funny room and the mancubus room, then do the rest and then I have actually finished a map for a "from memory cp".

 

yippee

 

NOTICE: Discovered that uploading screenshots of my progress is a good encouragement to finish the map, should keep doing this until I can do without.

image.png

Edited by openxt

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9 hours ago, ViolentBeetle said:

Considering you are supposed to recreate what you remember, and you remember the gun and monster composition, I think the answer is clear.

The Ultimate Doom recreation had some very unauthentic submissions, but I think the series is trying to curb on them.

I don't intend any offence to anyone... but surely things like this are clear right? "Recreate this map using only your memory" is pretty clear cut. I don't know why in each of these threads there's always a few people asking "am I allowed to do this?" when they know that whatever they want to do isn't in the map.

Edited by Individualised

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35 minutes ago, RED77 said:

Here we go.
I checked once I have it done and I think I butchered the colors. but pretty close.
M_DOOM.png.8f51a9d351cef050e16b8d74ccc20e4e.png

It looks really damn accurate. If it wasn't for the coloring I wouldn't be able to distinguish it from the original

 

Anyways, can I do the intermission and map 14 midi? ty!

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Just now, spineapple tea said:

We should be aiming for vanilla compatibility right?

 

Limit-removing is fine. I don't expect the final product to have full vanilla compatibility, even though it often accidentally does.

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2 hours ago, Santito2k3 said:

Anyways, can I do the intermission and map 14 midi? ty!

I know you want good midis for the extra tracks, so if you don't like my attempt at intermission then it's okie.

midi2.zip

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After I finish map32, I can start working on a 3d render of the Plutonia titlepic, in the meantime, could I also take the interpic?

 

The custom images in Plutonia are pretty damn simple, could whip em' out in 30 minutes once I get my hands on some textures and plenty of other stuff.

 

Do the images have to support the 16:9 aspect ratio that the Unity Port introduced? Or should it keep to the same 320x200 res we all know and love.

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2 minutes ago, openxt said:

After I finish map32, I can start working on a 3d render of the Plutonia titlepic, in the meantime, could I also take the interpic?

 

The custom images in Plutonia are pretty damn simple, could whip em' out in 30 minutes once I get my hands on some textures and plenty of other stuff.

 

Do the images have to support the 16:9 aspect ratio that the Unity Port introduced? Or should it keep to the same 320x200 res we all know and love.

 

The 320x200 res image is fine. The 16:9 image probably isn't supported by most ports.

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I'd be interested in rounding it out and giving Map 18 a go. May as well finally actually make a map for one of these :)

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22 hours ago, Engired said:

 

I'm having troubles actually beating the map. If you fall into the pit next to the cyberdemon in the second room you are softlocked, and the lift isn't actually high enough to shoot rockets into the icon of sin. Also, it's physically impossible to get on the lift after pressing the switch.

Iirc the softlock bug happened in the original map as well... But I'll see to fix all of this by adding some small changes not present in the original map, is that ok?

 

EDIT: Fixed the bugs you found - MAP30fm-fix.zip

Edited by Walter confetti

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Here's Map 16, which I felt I had no choice but to call "Bad Omen". Tested in GZDoom and Crispy. Balanced for UV, and for me it's a very challenging map. I removed layers of monsters for easier difficulties but have not really balanced/tested those skill levels.

 

Spoiler

 

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16_BadOmen.zip

16_BadOmenV2.zip

Edited by aRottenKomquat

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18 hours ago, Walter confetti said:

Iirc the softlock bug happened in the original map as well... But I'll see to fix all of this by adding some small changes not present in the original map, is that ok?

 

EDIT: Fixed the bugs you found - MAP30fm-fix.zip

 

Pressing on the walls of the softlock floor causes it to raise multiple times. Also, the original has a button to raise the lift and a button to lower it, I don't see any softlock there?

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go2it is freakin stupid.zip

 

btw, set the name of the mapper as Biz! Bee, wating for that doomworld name change

name of the map is go away from it

build time is 3 days as I only had one hour intervals

 

Edited by openxt

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Title: Enboxed

Author: dististik

Build time: 3 days (I'm very slow)
PTWWRI_MAP04.zip

 

Played through the original on UV once before doing the entire layout, general texturing, enemy placement, and secret sector tagging, played through it again once on skills 3 and 2 each to get the lighting, decorative thing placement, and different enemy/ammo/health balance across difficulties since map04 is quite short. I'm bound to have screwed something up so please do let me know if I overlooked something and I'll fix it ASAP. Despite the wad/zip name the map occupies the map01 slot.

 

Also, since it looks like very few people are jumping for composing slots, I'll claim the midi for map11 (Always Watching by Lippeth) if that's all right.

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On 2/19/2023 at 4:57 PM, aRottenKomquat said:

Here's Map 16, which I felt I had no choice but to call "Bad Omen". Tested in GZDoom and Crispy. Balanced for UV, and for me it's a very challenging map. I removed layers of monsters for easier difficulties but have not really balanced/tested those skill levels.

 

  Reveal hidden contents

 

omen1.jpg.dfa6ec5984f7ae80fc1200602eb4f786.jpg

omen2.jpg.1c3c3a24f96b9885f481b6a7e9b9a00f.jpg

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omen4.jpg.949bdc873bb3bbc96c9f8af9ad0a53f0.jpg

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16_BadOmen.zip

 

Great job! Just a couple of issues I ran into here. One is that a dirt pile in the middle of one of the nukage pools (around the start) is damaging. Another issue is that some of the teleporting monsters never teleport in. I did find the amount of rockets in the map to be a bit scarce. I think that was okay as it played now, but you might want to add some more in once you get the rest of the monsters to teleport in.  

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9 hours ago, Fiendish said:

 

Great job! Just a couple of issues I ran into here. One is that a dirt pile in the middle of one of the nukage pools (around the start) is damaging. Another issue is that some of the teleporting monsters never teleport in. I did find the amount of rockets in the map to be a bit scarce. I think that was okay as it played now, but you might want to add some more in once you get the rest of the monsters to teleport in.  

 

I was surprised by a few things when I played the original afterwards. I did not recall any radiation suits which seemed unfair given the amount of nukage, but then it turned out the green nukage in the original wasn't even hurtfloor! The chaingunner tower room was much, MUCH more intense than I recalled. And the original was far more generous with health/ammo/weapons than I thought. I also completely forgot the Plutonia-style metal doors existed. UDB doesn't filter that one into the "Doors" category.

 

I will go back and tweak a couple things for playability. But I kind of hate doing that after I peeked. Just gotta keep the changes minimal, I think.

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Don't wanna leave the map out to dry for liike a month, and don't want it to be a hot mess like last time.

since i don't play plutonia all that much (i played each map once on HNTR, I'll admit it), I went through the map, using noclip, just to mess with all the switches and find keys, so i can keep the general progression the same. I am using a map to write down notes, but I am refusing to open it in a map editor, in order to keep it "the way I remember it" and not "the way I copy-pasted".

I even wrote notes, lmao. (hope this is okay)

Spoiler

ZgMWosS.png

 

Edited by forgettable pyromaniac

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MAP10.wad

Title: Offslaught

Author: Bri

Build time: 1 week

 

I remembered the layout of the outside areas of this map pretty well. I'm fairly familiar with this map for the most part, to the point where I was adjusting vertices and room dimensions 'till they felt right like I remembered, although they are still a little bit off and some textures are wrong (I thought it had a vine aesthetic, but I guess I was wrong :P). Other areas, like the tunnel section, I was a bit hazy on. Progression is the same as original but some pickups and monsters are probably different. All-in-all, this was a fun project and I gained more appreciation for the original Plutonia map after trying to remember it. 

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MAP01

v2: PL01-LOD42v2.zip
V1: PL01-LOD42.zip
Felt pressure from making the opener of this project lol, I played this map a lot, so I felt like I can make the map without ever looking at it after, for the most part I did.

Spoiler warning! My thoughts on the making this, and stuff I remember missing now that I played the original again:

Spoiler

I remembered the monster placements pretty well for the most part, though I did miscount the amount of revenants in the rocket launcher trap area.
Some of the triggers of the traps are slightly different though, like the one at the area where the blue skull is, the aforementoned revenant RL room, the SSG room and the chaingunner trap before it, etc. When I didn't remember how exactly stuff was triggered, I of course made stuff up. Some enemy amounts might be misplaced though, I didn't remember everything perfectly.

Lighting-wise, most of the areas are brighter than the original, and it kinda kills the atmosphere haha, I guess i just remembered it being brighter I guess.
About the texturing, I'd say I did a decent job replicating the original, but I struggled with finding the exact textures for everything, which ended up making everything more cursed.
I forgot the that brown tile texture thing at the shotgunner sniper rooms, and confused it with brown bricks because I geniunely couldn't remember what that texture looked like.
I also completely forgot that plutonia uses the wood plank texture on the walls as a border texture, confusing it with SUPPORT3 xd.
The doors also had door tracks, when it didn't in the original. This was probably because I was using that UDB door shortcut feature a lot here, on top of not knowing it had no door tracks before making this.
I also forgot the computer panels in the twin chaingunner and torches at the stairs. I knew I was forgetting something when making that room, so I placed those weird brown thingies at the hallway, because I had honestly forgotten was in there!
I also forgot how the lights were placed too when making this, so I just spammed BSTONE3 and BRICKLIT everywhere, including the one revenant rising trap cross path room, placing 3 more alcoves in each corner of the room, where there was none in the original.

I had a lot of fun making this though, and the mistakes and misrememberings are part of the fun!

Do let me know if there are any issues with the map

The new name is at the intermission screen btw-

Edited by LOD42
Added the link for v2

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