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Recreate Plutonia from Memory! (CP) (Completed)


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MAP19 (Lost Upon a Plutonia) and MAP30 (Icon of Casali) MIDIs are done. Hope they're okay to use!

plutonia_scorpius_midis.zip

 

I will get MAP21 done when I get back from holiday.

Edited by Scorpius

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Finished Death Domain (Level 20) just now, so I tried to write something for the C3 intermission text.

 

Quote

You've bashed and battered the devil-hive,
and now it's time for a search-and-destroy
of the gatekeeper, whose hellspawn is
cascading into the earth. Yeah he's bad,
but you know whose worse?

 

Grinning evilly, you check your gear before
setting off to give that bastard a hell of
your own making!

 

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Level 11: Stalked is Done!!

 

Name: Stalked

Slot: 11

Target port/game: Vanilla Plutonia

Music: "bunnyvile" by @StalkerZHS

Tested With: Chocolate-Doom 3.0.0

Bugs:  Possibly some, but I think it is a much work to do for a tester

Download :   MAP11__Stalked (mr-around).zip

Screenies:

Spoiler

1951936729_RecreateplutoniafrommemoryMAP11_1.png.58f184aa146f7706c155cdd2496a0eb6.png1461090914_RecreateplutoniafrommemoryMAP11_3.png.c10f6e7530c448a45b59752774d6d6f1.png899056568_RecreateplutoniafrommemoryMAP11_2.png.aabb6e3503aae5473a0ea1f2f6ac1931.png

Edited by mr-around

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  • 1 month later...

List is updated, unfortunately Doomworld is broken so, hopefully it works later! I'll get MAP11 tested soon, and I'll mention the maps I'm waiting on when I update next.

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  • 2 weeks later...
3 minutes ago, Engired said:

 

Jacacaca has unfortunately already taken map27.

oh sorry, glanced over it lol

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Here's map 27, pretty taxing brain exercise trying to remember everything, even then I missed a few minor details. Feels pretty surreal going back and playing the original after making a not so precise replica, well that's the point I guess.

Original (top) Mine (bottom)

Spoiler

794298756_thereal27.PNG.c5968c293b05261d45ed8a8e6e6b7fc1.PNG1949873286_my27.PNG.a34577e77606d958eaf4760ac4122d85.PNG

 

Anti - Recollection.zip

Edited by JacaCaca

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Updated the feedback again, I'm still waiting on MAP03, MAP12, and MAP13. I may wait to finish all of the midis, or I can release an RC1 with all the maps and update the release when all the midis are done. I'll also get out a more proper update sometime soon (hopefully!), and I really hope I can wrap everything up soon! I have a lot of free time now, so I'll try my best to dedicate some more time to this.

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  • 4 weeks later...

Just a quick question when was the deadline for this again? I'm not apart of the project just wondering since if needed be i and maybe beetle can help out. I am finishing up my third episode of my Ultimate doom wad.

 

I believe map03 is Aztec right? Been a long while since i played the megawad

 

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1 minute ago, Bucket said:

maybe loosen the requirements by allowing the option to recreate the original Prince MIDI from memory.

The main issue is that we've already done that, and it is an interesting challenge to try to do the new midis. I'm fine with releasing a partial soundtrack, as there already needs to be a clean up project for the original Doom from memory.

 

2 minutes ago, xScavengerWolfx said:

Just a quick question when was the deadline for this again? I'm not apart of the project just wondering since if needed be i and maybe beetle can help out. I am finishing up my third episode of my Ultimate doom wad.

 

I believe map03 is Aztec right? Been a long while since i played the megawad

 

The deadline is currently flexible, as in there's no current deadline. I'll tag you if a map slot opens.

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4 minutes ago, Engired said:

The main issue is that we've already done that, and it is an interesting challenge to try to do the new midis. I'm fine with releasing a partial soundtrack, as there already needs to be a clean up project for the original Doom from memory.

 

The deadline is currently flexible, as in there's no current deadline. I'll tag you if a map slot opens.

Ok, i will keep that in mind

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Setting a more definite deadline at least for map submission at worst might free up some forgotten map claims and open it up a little. If need be i could always take one more over since i love the concept and find i can crank one of these out in a couple days (since a lot of the work is already done design wise).

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Just now, DFF said:

Setting a more definite deadline at least for map submission at worst might free up some forgotten map claims and open it up a little. If need be i could always take one more over since i love the concept and find i can crank one of these out in a couple days (since a lot of the work is already done design wise).


If I get updates on the map slots that are currently claimed I can probably set an actual deadline. It'll take a few days to do all the graphics, and the trailer, so hopefully that means early next month? It all depends on these last few maps.

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Now that it's 2024 I want to try wrapping this up soon, there are a lot of maps that are missing updates, but I can fix those myself. I'll try to get some more things together, I will release this before the music is all done because that's not going to happen any time soon. And besides, Doom 1 still hasn't been done. I also probably need to retest with DSDA but as long as the wad opens I can probably assume that it'll work with DSDA?

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2 hours ago, Engired said:

as long as the wad opens I can probably assume that it'll work with DSDA?

I'd be careful claiming this. There are plenty of softlocks that can occur in DSDA or Crispy that won't occur in GZ, such as floors failing to lower due to stuck monsters/decorations or being unable to press a switch through a scroll texture, to name a few. Since I was planning to play through this once it released anyway, I could give the maps a spin in DSDA, either playing through what we have now or waiting until all slots are filled.

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10 minutes ago, Large Cat said:

I'd be careful claiming this. There are plenty of softlocks that can occur in DSDA or Crispy that won't occur in GZ, such as floors failing to lower due to stuck monsters/decorations or being unable to press a switch through a scroll texture, to name a few. Since I was planning to play through this once it released anyway, I could give the maps a spin in DSDA, either playing through what we have now or waiting until all slots are filled.

I've been playtesting in woof, which should be vanilla accurate (more info in the spreadsheet). From my experience the main difference is that DSDA doesn't handle errors, but I haven't done anything different in compilation this time so it should work. I just haven't tried it yet.

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There are a few notable discrepancies between gzDoom and the more vanilla ports. The latter, for example, treat tag 0 as just another tag and moves the entire level, while gzDoom takes as it "apply effect to sector on the backside". There's also sector blockage from monsters being stuck in a wall that only exists in vanilla.

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  • 1 month later...
18 hours ago, ViolentBeetle said:

It's this time of the year again when I'm nagging about finishing the project. We are what, 4 maps short?

I'm currently waiting on @SilverMiner @ThatWeNGuy @noob_killer012345678 and @JacaCaca. I do need a response back in a few days, just to make sure you're all still working on the maps, or I have no choice but to open the slots. I really need to get work done on this too!!

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If slots get free, I can try to speedmap you one map right this week. The only thing I'm missing a bit is that the map has to be limit-removing or in vanilla limits?

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38 minutes ago, DRON12261 said:

If slots get free, I can try to speedmap you one map right this week. The only thing I'm missing a bit is that the map has to be limit-removing or in vanilla limits?

MAP12 is now free, format is limit-removing.

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