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On 9/21/2023 at 10:40 PM, DoomGuy999 said:

This is Doom II extended, a wad where it keeps the original level intact and adds a new section to the level. Does Entryway feel too short? Could the icon of sin have a better arena? Now it will! (16 people minimum unless after deadline, 32 people max) 

 

Current Minimum / Maximum People Count

 

13 People Minimum / 25 People Maximum

 

Rules:

- For Doom II v1.9, since other versions had slightly different level design.

- Claim 1 or 2 maps

- Certain maps have special twists that you must include.

- You can add 1 new thing not included in the original map, and one more texture. It must fit with the level

- Don't spike up the difficulty too much.

- If your map is not done by june 1st the first one to post a map for that slot keeps it. That's the only condition you make more than 2 maps. I will allow you to get started on unused maps so you can claim more. 

- You are allowed to give up your slot if you change your mind.

- GZDoom Doom II UDMF, but no crazy features like 3d structures and conveyors. Meant to feel like classic doom. I will allow scripting. 

- Add to the original map, like duplicate doom2.wad and edit a level (please tell me if it is wrong to do that)

- If your map doesn't fit the special twist, I can re-open your slot.

- You must keep the whole original doom map intact with no changes to the original level.

- An exception is you can change key locations.

 

If this project is successful there will be an official community midi pack project. 

 

Deadline: June 1st.

 

Map Slots:

 

Entryways - DoomGuy999

Underhalls + Overhauls - Open

The Gantlets - Open

Still Focused - Open

Waste Caves - Open

The Other Crusher - Open

Dead Complicated - TuxWare

Tricked And Trapped - TuxWare

The Deeper Pit - Open

Refueling Station After Refueling Station - Rafael Farofa

Circles Of Death- Open

The Factories - Open

Uptown And Downtown - Rafael Farofa

The Inmost And Outmost Dens - Open

Some Industrial Zones - Open

Suburban And Rural - Open

Ten Tenements - Open

A Few Courtyards - Open

Bigger Better Citadel - Open

Gotcha Again! - Open

Nirvanas - Open

Another Day Another Catacomb - DarkCrafter07

More Barrels, More Fun - Open

Hello The Chasm, I'm The Chasm - Open

The Blood Already Fell - Open

That Abandoned Mine Is Mine - Open 

Monster Condo(s) - Open

The Spirit Universe - Open

The Living Ends - Open

The Icons Of Sin - Open

Wolfenstein But It's Almost The Whole Castle - Open

Extra Gross - DoomGuy999  

 

SPECIAL DESIGN
 

Map01 includes pipes and tunnels and longer snaking hallways and some more courtyards. Also, add some design described in the doom II manual.

 

Map02 there is going to be a section to a higher elevation set of hallways, but a puzzle room where you repair computers and machinery to get to the exit. Note, you can still keep the original exit but you must make it required to beat the new half of the level. For the computer part I want an area where wires connect and light up, and some crushers you can't access go up and down like moving machinery. By inaccessible I mean like a little block up sector you can't climb up. Now, while typing this I changed my mind. Keep the fence, but make a really hard secret where you go inside and manually fix a wire to get a decent item.

 

Map03 just keeps the vibe of big rooms where you climb from one area to the next with grand courtyards in between. Also, i will allow you to do only one edit on the original level: make the hole with the good stuff and teleported bigger. I am a skill issue and can't jump in.

 

Map04 has mechanical bridges and lights. Just keep the flow going, and add some cool secrets.

 

Map05 has nukage and mud water caves, and maybe a reference to the doom wad "down the drain"

 

Map06 has another crusher. And a new half of a level.

 

Map07 has an actual level to it. Keep it focusing on mancubi and arachnotrons. 

 

Map08 has an area that teleports you to a room with 16 doors, the room being in the shape of a 16 sided shape.

 

Map09 has another deeper pit, you take a teleporter to get you to the original pit. Should look live a cave techbase.

 

Map10 features stuff getting refueled, so think about a small green lift showing radiation power and some switches allowing elevators to work. You have a radiation room with a power supply. Also add multiple stations.

 

Map11 contains multiple circles and some more tech, since the idea is you are releasing a forcefield.

 

Map12 has multiple factories and mechanical stuff. Get creative. Maybe have a gate that opens allowing you to continue.

 

Map13 adds some really cool city features. Add some puzzles and fun! 

 

Map14 has some brick construction over a few rivers.

 

Map15 gets a new secret exit too, but it must feature a room the original secret exit teleporter takes you to which contains a switch to open a secret room in the new half of the map. from that secret room you build your own puzzle to the exit.

 

Map16 has some rural areas too. Try to make a basic town.

 

Map17 has 9 more new tenements, much smaller so it doesn't require keys.

 

Map18 is packed with courtyards.

 

Map19 has some castle vibes, but with a little more tech.

 

Map20 should feel grander, as it features the portal to hell.

 

Map21 gets people lost in mazes and confused.

 

Map22 has underground passages.

 

Map23 Should be loaded with secret caches and long tunnels. The compass mechanic was real cool, so I'd suggest a puzzle where you find a part telling you a combination, example NWNES. Then have a linedef mechanic where you must cross a few linedefs in order.

 

Map24 has an even bigger chasm.

 

Map25 has deep but escapable pits of blood.

 

Map26 should have a deep pit you descend into. Also some elevators with a cage view to the side so you see the large cave of brown slime. A cool elevator should be long, and have a lowering and raising ceiling that follows the same speed as the elevator instead of some big roof to the shaft.

 

Map27 has more complex buildings with more demons. I'd prefer a maze library with lots of secrets.

 

Map28 has a secret location with four archviles and nothing else in that room. Other than that, play it over a few times and get the feel for that map, and copy those volcanos and magma pits. for the exit, it should be a massive volcano you climb and jump into the lava as it lowers to a door that takes you to a secret base. That base leads to an area that has the feel of the starting room of map29.

 

Map29 I want to feel like a massive underworld. I want an even bigger island, with a harder challenge at the end. In one of the parts I want there to be a hall of souls filled with specters and some gore textures. I want a slaughter section that's not too intense in an area with blood rivers.

 

Map30 is for a very skilled doomer which can figure out how to make multiple icon of sin fights. Also it should have a level part where there is actual gameplay instead of just a boss fight. If the multiple bosses are impossible let me know.

 

Map31 will have every wolfenstein episode 1 level but the bossfight, with some original areas too, some secrets showing how cool doom is by adding elevation and other features wolfenstein 3d didn't have. Note that the secret exit to grosse will just open a teleporter or hallway to the secret level of wolfenstein episode 1. The doom real secret exit you decide for yourself.

 

Map32 is just like grosse, but with a little more to the end, like a brand new second fight, or seeing the exterior of hell.

 

Playtesters:

Potential:

@Biodegradable

Definite:

@DoomGuy999

 

 

Original Post

  Reveal hidden contents

This is Doom II extended, a wad where it keeps the original level intact and adds a new section to the level. Does Entryway feel too short? Could the icon of sin have a better arena? Now it will! I'm not sure whether to make this a community project or not, update coming later. Rules are you can add one more thing and one more texture, but it must fit in with the level. 

 

Comment your ideas, what you expect to see. I would like an opinion before I start this wad.

-------------------------------------

I started the wad with entryway, and I have decided to turn this into a community project. I changed the map names to puns to imply they are different and bigger.

 

 

How could i join this project (I just wanna improve upon Map 21: Nirvana, Map 23: Barrels o' fun or maybe Map 03: The Gantlet or the Factory?

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On 9/21/2023 at 10:40 PM, DoomGuy999 said:

This is Doom II extended, a wad where it keeps the original level intact and adds a new section to the level. Does Entryway feel too short? Could the icon of sin have a better arena? Now it will! (16 people minimum unless after deadline, 32 people max) 

 

Current Minimum / Maximum People Count

 

13 People Minimum / 25 People Maximum

 

Rules:

- For Doom II v1.9, since other versions had slightly different level design.

- Claim 1 or 2 maps

- Certain maps have special twists that you must include.

- You can add 1 new thing not included in the original map, and one more texture. It must fit with the level

- Don't spike up the difficulty too much.

- If your map is not done by june 1st the first one to post a map for that slot keeps it. That's the only condition you make more than 2 maps. I will allow you to get started on unused maps so you can claim more. 

- You are allowed to give up your slot if you change your mind.

- GZDoom Doom II UDMF, but no crazy features like 3d structures and conveyors. Meant to feel like classic doom. I will allow scripting. 

- Add to the original map, like duplicate doom2.wad and edit a level (please tell me if it is wrong to do that)

- If your map doesn't fit the special twist, I can re-open your slot.

- You must keep the whole original doom map intact with no changes to the original level.

- An exception is you can change key locations.

 

If this project is successful there will be an official community midi pack project. 

 

Deadline: June 1st.

 

Map Slots:

 

Entryways - DoomGuy999

Underhalls + Overhauls - Open

The Gantlets - Open

Still Focused - Open

Waste Caves - Open

The Other Crusher - Open

Dead Complicated - TuxWare

Tricked And Trapped - TuxWare

The Deeper Pit - Open

Refueling Station After Refueling Station - Rafael Farofa

Circles Of Death- Open

The Factories - Open

Uptown And Downtown - Rafael Farofa

The Inmost And Outmost Dens - Open

Some Industrial Zones - Open

Suburban And Rural - Open

Ten Tenements - Open

A Few Courtyards - Open

Bigger Better Citadel - Open

Gotcha Again! - Open

Nirvanas - Open

Another Day Another Catacomb - DarkCrafter07

More Barrels, More Fun - Open

Hello The Chasm, I'm The Chasm - Open

The Blood Already Fell - Open

That Abandoned Mine Is Mine - Open 

Monster Condo(s) - Open

The Spirit Universe - Open

The Living Ends - Open

The Icons Of Sin - Open

Wolfenstein But It's Almost The Whole Castle - Open

Extra Gross - DoomGuy999  

 

SPECIAL DESIGN
 

Map01 includes pipes and tunnels and longer snaking hallways and some more courtyards. Also, add some design described in the doom II manual.

 

Map02 there is going to be a section to a higher elevation set of hallways, but a puzzle room where you repair computers and machinery to get to the exit. Note, you can still keep the original exit but you must make it required to beat the new half of the level. For the computer part I want an area where wires connect and light up, and some crushers you can't access go up and down like moving machinery. By inaccessible I mean like a little block up sector you can't climb up. Now, while typing this I changed my mind. Keep the fence, but make a really hard secret where you go inside and manually fix a wire to get a decent item.

 

Map03 just keeps the vibe of big rooms where you climb from one area to the next with grand courtyards in between. Also, i will allow you to do only one edit on the original level: make the hole with the good stuff and teleported bigger. I am a skill issue and can't jump in.

 

Map04 has mechanical bridges and lights. Just keep the flow going, and add some cool secrets.

 

Map05 has nukage and mud water caves, and maybe a reference to the doom wad "down the drain"

 

Map06 has another crusher. And a new half of a level.

 

Map07 has an actual level to it. Keep it focusing on mancubi and arachnotrons. 

 

Map08 has an area that teleports you to a room with 16 doors, the room being in the shape of a 16 sided shape.

 

Map09 has another deeper pit, you take a teleporter to get you to the original pit. Should look live a cave techbase.

 

Map10 features stuff getting refueled, so think about a small green lift showing radiation power and some switches allowing elevators to work. You have a radiation room with a power supply. Also add multiple stations.

 

Map11 contains multiple circles and some more tech, since the idea is you are releasing a forcefield.

 

Map12 has multiple factories and mechanical stuff. Get creative. Maybe have a gate that opens allowing you to continue.

 

Map13 adds some really cool city features. Add some puzzles and fun! 

 

Map14 has some brick construction over a few rivers.

 

Map15 gets a new secret exit too, but it must feature a room the original secret exit teleporter takes you to which contains a switch to open a secret room in the new half of the map. from that secret room you build your own puzzle to the exit.

 

Map16 has some rural areas too. Try to make a basic town.

 

Map17 has 9 more new tenements, much smaller so it doesn't require keys.

 

Map18 is packed with courtyards.

 

Map19 has some castle vibes, but with a little more tech.

 

Map20 should feel grander, as it features the portal to hell.

 

Map21 gets people lost in mazes and confused.

 

Map22 has underground passages.

 

Map23 Should be loaded with secret caches and long tunnels. The compass mechanic was real cool, so I'd suggest a puzzle where you find a part telling you a combination, example NWNES. Then have a linedef mechanic where you must cross a few linedefs in order.

 

Map24 has an even bigger chasm.

 

Map25 has deep but escapable pits of blood.

 

Map26 should have a deep pit you descend into. Also some elevators with a cage view to the side so you see the large cave of brown slime. A cool elevator should be long, and have a lowering and raising ceiling that follows the same speed as the elevator instead of some big roof to the shaft.

 

Map27 has more complex buildings with more demons. I'd prefer a maze library with lots of secrets.

 

Map28 has a secret location with four archviles and nothing else in that room. Other than that, play it over a few times and get the feel for that map, and copy those volcanos and magma pits. for the exit, it should be a massive volcano you climb and jump into the lava as it lowers to a door that takes you to a secret base. That base leads to an area that has the feel of the starting room of map29.

 

Map29 I want to feel like a massive underworld. I want an even bigger island, with a harder challenge at the end. In one of the parts I want there to be a hall of souls filled with specters and some gore textures. I want a slaughter section that's not too intense in an area with blood rivers.

 

Map30 is for a very skilled doomer which can figure out how to make multiple icon of sin fights. Also it should have a level part where there is actual gameplay instead of just a boss fight. If the multiple bosses are impossible let me know.

 

Map31 will have every wolfenstein episode 1 level but the bossfight, with some original areas too, some secrets showing how cool doom is by adding elevation and other features wolfenstein 3d didn't have. Note that the secret exit to grosse will just open a teleporter or hallway to the secret level of wolfenstein episode 1. The doom real secret exit you decide for yourself.

 

Map32 is just like grosse, but with a little more to the end, like a brand new second fight, or seeing the exterior of hell.

 

Playtesters:

Potential:

@Biodegradable

Definite:

@DoomGuy999

 

 

Original Post

  Reveal hidden contents

This is Doom II extended, a wad where it keeps the original level intact and adds a new section to the level. Does Entryway feel too short? Could the icon of sin have a better arena? Now it will! I'm not sure whether to make this a community project or not, update coming later. Rules are you can add one more thing and one more texture, but it must fit in with the level. 

 

Comment your ideas, what you expect to see. I would like an opinion before I start this wad.

-------------------------------------

I started the wad with entryway, and I have decided to turn this into a community project. I changed the map names to puns to imply they are different and bigger.

 

 

 

Could I join this Project? I wanna try and improve the maps:

Map 03: Gantlet - I like the idea of having larger rooms and courtyards you stated

 

I could try do more map slots if you want if the deadline approaches

Edited by el macho gaming
Changed Map 23 to Map 03

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I've created my version of Map 03 "The Gantlets" now I'll just list what I added and did:

 

-Added minor details in beginning area

-Made the pit with the powerups larger (because boss man said)

 

Now for the extended area:

-I tried to mimic American Mcgee's linear and cramped design and also I tried to restrict myself with the Map 03 monsters, mostly brown textures and making

the design around the place look primitive

- I added a Super Shotgun, Berserk pack, Yellow key (tell me if it's bad to add)

-I tried to do the "Courtyard style" you wanted, I also added a minature flooded canyon and a minature dam on top of it all

 

Here's wad (Also I used MAPINFO in Slade to change the name to the name you wanted (The Gantlets) and changed the par time too):

https://drive.google.com/file/d/1CdsEsfBQZxfCXYPKYvMvPB0SWS02glja/view?usp=sharing

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  • 3 weeks later...

If my map23 is still in charge, there's some MIDI I made like 3 years ago. Now with original source files discovered with correct tempo it could have been done further but yeah, the doom output midi can also be quantized back to its original tempo with "MIDI Transform" tool, it's worth those 15$, well that's for software geeks like me.

D_AmpieExt.zip

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On 5/31/2024 at 12:44 PM, el macho gaming said:

I've created my version of Map 03 "The Gantlets" now I'll just list what I added and did:

 

-Added minor details in beginning area

-Made the pit with the powerups larger (because boss man said)

 

Now for the extended area:

-I tried to mimic American Mcgee's linear and cramped design and also I tried to restrict myself with the Map 03 monsters, mostly brown textures and making

the design around the place look primitive

- I added a Super Shotgun, Berserk pack, Yellow key (tell me if it's bad to add)

-I tried to do the "Courtyard style" you wanted, I also added a minature flooded canyon and a minature dam on top of it all

 

Here's wad (Also I used MAPINFO in Slade to change the name to the name you wanted (The Gantlets) and changed the par time too):

https://drive.google.com/file/d/1CdsEsfBQZxfCXYPKYvMvPB0SWS02glja/view?usp=sharing

 

On 6/15/2024 at 2:16 PM, Darkcrafter07 said:

If my map23 is still in charge, there's some MIDI I made like 3 years ago. Now with original source files discovered with correct tempo it could have been done further but yeah, the doom output midi can also be quantized back to its original tempo with "MIDI Transform" tool, it's worth those 15$, well that's for software geeks like me.

D_AmpieExt.zip

Sorry for not being on doomworld for a few months, i'll sort this out soon.

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On 6/18/2024 at 7:19 PM, DoomGuy999 said:

 

Sorry for not being on doomworld for a few months, i'll sort this out soon.

Nah it's alright thanks for seeing my map tho

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