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Twisted Metal 2: DOOM Edition (Testers NEEDED. Public BETA)


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 For some bizarre reason this has yet to be done even though both games came out in the mid 90's and were hits during their generation.  After doing deathless runs of Twisted Metal 2 on Hard Difficulty, and finding an SFX pack I decided to revisit DOOM, but instead put together a map pack, and an extensive DEhacked file to tie in both games the best I could along with the level design and OST from Twisted Metal 2 (Not sure what the copyright here is although they're lower quality .ogg files so it shouldn't be a big deal).  Basically collect all the Sweet Tooth heads scattered around the Arenas, while staying alive, pressing switches, getting keys, and shooting Demons.  This is mainly designed for fans of Twisted Metal 2 since that's considered one of the best entries in the franchise and the one I played the most right next to TM4.

 

 I desperately need testers!  Whether it's demo files, or video recordings, or even just posts...I really need 'em before I finalize everything for an official release.  I've made sure every single map is beatable without dying although good luck with that since I had a very hard time myself doing that, and that all exits work.  Softlocks shouldn't be possible at all, and everything should be killable for UV-Max play.  Built and tested with Pistol-Start, but if you want to run through it continuously that works as well since the original game allowed that in Tournament Mode. I'm an ass since I forced pistol starts on every map for devious reasons.

 

Source Ports:

-Prboom-Plus (UMAPINFO Edition) *tested cl9

-DSDA-DOOM *tested cl9

-Any sourceport that supports UMAPINFO

 

Gameplay:
-Difficult/Tough

-Slaughter-ish (Final MAP, Hong Kong, contains over 900 enemies) *Average enemy count per map is around 360 I suppose*

-Arena Style Gameplay (If you've never played Twisted Metal that's just how the maps are)

-Extensive DEhacked work (Weapon changes, enemies overtly changed, ammo and HP/Armor values heavily changed)

-1-3hour playtime unless you die a lot and don't want to save, ever. (I made sure I could complete the maps without dying, but that was even brutal for me in some cases)

-MUST Collect Sweet Tooth Heads in the levels to win (They look like sweettooth.png.f5182db76be421df69462b33a204364c.png<-----)

 

 Meet some of the Roster:  

Mr.Grimm.png.1dfa100b341b13e85fa9238a2ea9e3ca.pngMr. Grimmp (Mr. Grimm)  Shoots fire missiles, and will throw his reaper skull after his pain state.

outlaw2.png.8deda81107358a7c3e1e9ef46a07c337.pngOutlaw 2 Zombie (Outlaw 2) Shoots a set of missiles, and sometimes idles. Will launch you in the air while firing an assault of shotgun shots.

Rico-bomb.png.9a81bc7fc1ee65845f5a40095f4bda96.png Janky Rico Bomb (Ricochet Bombs) These bastards roll or bounce around and perpetually charge like a Lost Soul would after touching a wall or item.  Good luck dodging!

Shadow.png.40166047e00b5564297b94cdb1d215e5.pngShadow Afrit (Shadow) Spams homing missiles, and will launch a noclip slow Black Lost Soul that will always damage anything within its radius before exploding.

spectre.png.5ff1e43d3b962fa6bde1ac410a27ebbb.png Spectre Missile (Spectre) Basically a noclip bizarre missile that can be shot.

1841634666_SweetTooth.png.c2594abb457a68b3257fdfb8fe7112a2.pngSkull Tooth (Sweet Tooth) This lanky prick laughs his ass off while firing Pink Ghouls at you that operate like aggressive Lost Souls.  Occasionally shoots homing missiles.

Warthog.png.7358aa515395416d16ef4b23b38657ed.pngWarthog Zombie (Warthog) Toughest enemy on the block.  Won't go down easy and replaces the Mancubus in terms of behavior.  Slow, hits hard, and doesn't die easily.

Grasshopper.png.78f06d4a69615665443faafdc3801cf5.pngSoul Charger (Grasshopper) A souped up Lost Soul with extreme mass, and a hard hitting head bang "yeehaa" special.

Hammerhead.png.1a433920699691b5d585813fd7387c19.pngHammerhead Demon Mech (Hammerhead) Literally does what a Demon does, but much tougher, faster, will shoot fire missiles as he closes in on you and will freeze you if you send it into a pain state.

Lightning.png.ba19b3f277f31a4937cef6fe03ce6fb1.pngAracnorb (Lightning Spawner) Only shows up on maps that have the lightning pick-up, and will spawn enemies if sent into a pain state.  Uses the lightning SFX.

1166485738_PLAY28.png.faa1c21228f5868eaf730295e46e0193.pngTwister Zombie (Twister) Moves very fast, and will grab the player at "melee" range doing gradual damage over 3-4 seconds.  Extremely high priority target in crowds.

Minion.pngCyberdemon (MINION) He teleports everywhere, and fires a barrage of projectiles at you.  Will freeze you after a pain state, and stomp blasts you.

Dark Tooth.pngOverlord (DARK TOOTH) Good luck dealing with this round buffoon.  Moves as fast as the player, shoots almost every weapon, will damage you if you're near him, spawns enemies and REALLY wants you dead.

 

You'll meet the rest of the enemies in-game...

 

Weapons:

1671392045_straightshooter.png.6efe9894e1f7cac1513abc1cfeac0c90.png The Straight Shooter (Rapid fire rifle with no spread)

152048019_CombatShotgun.png.de21764549aad76b676b507ce617c8e6.png Combat Shotgun (Automatic shotgun.  Pump reloads when player releases trigger)

1975863762_DoubleBarrel.png.d867f51ae7738ae979a419581855042b.png The Double Barrel (Basically a faster firing SSG that doesn't need to reload)

Scattergun.png.bc37f58ba5a994b5da7efc2f1a9d20f4.png Scattergun (Rapid firing shotgun essentially)

1313929658_PowerMissileLauncher.png.3f2512489d7967e1d85380f014be82ce.png Power Missile Launcher (It's just a Rocket Launcher)

1047642183_ThumpersDemonTorcher.png.7e4513e39a004ef4ab5a7cec2658e766.png Thumper's Demon Torcher (Expends 20cells per scorch.  Operates like a Flamethrower)

1947044350_AxelsShockwaveCannon.png.61dd7aa9a55fe1cb2355d3534df7e90e.png Axel's Shockwave Cannon (Unlike the BFG there's no projectile, but like the BFG you have tracers. x2 in fact!)

 

Screenshots:

 

Los Angeles: Quake Zone Rumble

doom00.png.9ff2f9b49f940a8eef507a362ceeaf95.pngdoom02.png.4bcccb2eddb9f8db293299dc144f48b4.png

 

Moscow: Suicide Slide

doom04.png.c425b0fd058f65d3c78c733a2b3cbc3a.pngdoom03.png.dc044b44d83683aba0d6df57be9d5492.png

 

Paris: Monumental Disaster

doom06.png.8d02c364ed611b7573a236b90c9fd50d.pngdoom07.png.4014c60b26b721e7abf824422116d0ce.png

 

Amazonia: Fire Walk

doom10.png.ed27e08035673dde62c195bc659dda6b.pngdoom11.png.a0ce2e22742e075dbc198f1347aa39a3.png

 

New York: The Big Leap

doom14.png.6e49dcfed0bbfd03672e40b4884a7dd5.pngdoom13.png.25ee21744fe50d57ff83fc859f21af1b.png

 

Antarctica: The Slip Zone

doom17.png.84811efdec2fc7475ee6dd036a9613ca.pngdoom19.png.e048531ec5beed87c149208df108e713.png

 

Holland: Field of Screams

doom20.png.cdeb1e7394a6dee0f02b6f2c44944a88.pngdoom22.png.4854b2c84c0ac13c7e3a83f7d3302c32.png

 

Hong Kong: Hong Kong Krunch

doom23.png.e34be3d661f16cf36e40b3ba8c0f9a8e.pngdoom24.png.212beddb939df811858170c8da77842f.pngdoom25.png.229136a90213eba02be539b040e812ea.png

 

> > Download < <

It's mediafire.

UPDATED [3/17/2024] 12AM Eastern US Time:

-All maps force pistol start (Ammo, and HP has been adjusted to compensate).

-Added secret area to Antarctica & fixed the texture for the island teleporter.

-Added a new enemy, Twister.  A fast moving female zombie that holds player in place at melee range and damages him/her (Weak compared to TM2 Enemy Roster).

-Paris rooftops now have arrow indicators for the teleport gimmick.

-Holland's play area is slightly bigger.  More enemies, overall extremely difficult map if you don't play it right.  Slightly moved some weapons around and added ammo/HP.

-Hong Kong has more enemies, HP, and ammo.

-Dark Tooth is now a boss.  Second phase after his death is now complete!

-Slightly lower HP pool for certain enemies.

-Mr. Freezerburn & Hammerhead reset after all attacks and lower pain chance, making him less likely to freeze player across the map.

-Outlaw 2 Zombie more prone to attack.

-Freeze Flame has a slightly larger radius making the player immune to many projectiles while frozen.

-Added more healthpacks on Antarctica: The Slip Zone.

-Thumper's Flame Thrower is more like the Vanilla Plasma Rifle

-Fixed some minor things on Holland

-Added more enemies for Hong Kong

-Twister is barely slower now, has ever so slightly less HP, and more likely to shoot at you (not by much though)

-Hammerhead Demon Mech now shoots fire missiles, more HP, and less likely to freeze you

-Antarctica has a few less Sweet Tooth heads

Edited by Mr.BP-D [CBG]

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900 enemies ain't that much considering how spacious the levels look. Do enemies spawn endlessly until you collect all the clown faces?

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2 hours ago, Firedust said:

900 enemies ain't that much considering how spacious the levels look. Do enemies spawn endlessly until you collect all the clown faces?

 

No, they're, in most cases necessary to progress.  In the levels there are bars with the clown head graphics on them, and they won't lower until you find all the heads.  I may have placed one too many in certain levels, and created questionable switch decisions to prevent the player from just gunning for the keys and exit as soon as possible.  These are BOOM format so all the scripting, and such aren't used here as I wanted something that felt close enough to Vanilla DOOM with less limitations and a few extra features. 

 

I should add a tutorial level right in the beginning where it shows what happens when you collect the heads, and even make a readme with UMAPINFO after beating said tutoial level.

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Just beat the first two maps on GZDoom, Ultra-Violence, Pistol Start. Congrats for the beta release! I have a few observations.

First, Moscow loops after I beat it. This happened on GZDoom and PrBoom+, so I know it's not a GZDoom quirk.

 

On to the gameplay itself: As someone who doesn't have much experience with slaughterwads, it's pretty brutal: enemies can withstand a lot of punishment and I beat map 1 and 2 with just barely enough health and ammo (I don't know if item placement is different on easier difficulties, but I guess my experience is to be expected considering I was on UV). It was pretty frantic and exhilarating fighting all those monsters, dodging all those projectiles and revisiting familiar places from a totally different game. The attention to detail and translation of Twisted Metal maps on the Doom engine was not lost on me.

One monster I don't like though, is the Freeze Zombie. I know his behavior can't be helped and you'd have to build the wad with GZDoom in mind to give him an actual freeze projectile, but he can stun you in place from a long range while you're focusing on other monsters, and there's nothing you can do about it. Minion I can understand because he's a boss and you face him 1-on-1 (and you're not supposed to be standing close to him anyway), but the Freeze Zombie, eh :/ Maybe you could make a Twister monster who zips around the map with melee attacks but is super frail or something?

 

Anyway, I'll be diving back to play the rest of the game. I haven't watched your Hong Kong video just so that I could experience it blind, but the screenshots look juicy :)

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2 hours ago, Lt.Gonflette said:

Just beat the first two maps on GZDoom, Ultra-Violence, Pistol Start. Congrats for the beta release! I have a few observations.

First, Moscow loops after I beat it. This happened on GZDoom and PrBoom+, so I know it's not a GZDoom quirk.

 

On to the gameplay itself: As someone who doesn't have much experience with slaughterwads, it's pretty brutal: enemies can withstand a lot of punishment and I beat map 1 and 2 with just barely enough health and ammo (I don't know if item placement is different on easier difficulties, but I guess my experience is to be expected considering I was on UV). It was pretty frantic and exhilarating fighting all those monsters, dodging all those projectiles and revisiting familiar places from a totally different game. The attention to detail and translation of Twisted Metal maps on the Doom engine was not lost on me.

One monster I don't like though, is the Freeze Zombie. I know his behavior can't be helped and you'd have to build the wad with GZDoom in mind to give him an actual freeze projectile, but he can stun you in place from a long range while you're focusing on other monsters, and there's nothing you can do about it. Minion I can understand because he's a boss and you face him 1-on-1 (and you're not supposed to be standing close to him anyway), but the Freeze Zombie, eh :/ Maybe you could make a Twister monster who zips around the map with melee attacks but is super frail or something?

 

Anyway, I'll be diving back to play the rest of the game. I haven't watched your Hong Kong video just so that I could experience it blind, but the screenshots look juicy :)

 

The issue with Moscow looping is a UMAPINFO issue on my part.  Will be fixed.

 

I'll look into making some of the enemies less tanky.  I did want the TM2 cast enemies to have the highest health pools, but got carried away with some of the other monsters.

 

There is no difficulty setting so if you pick easy you just get 2x the ammo, and take less damage.  What I thought of doing was making extra .bex files so people could load them at will to change the enemy difficulty on the fly.  Unfortunately I can no longer open the .bex file for some reason an edit it which is very concerning so I might have to redo all of this to make final changes.

 

I'll definitely think about changing the Freeze Zombie though by lowering his pain chance since that's what causes him to freeze the player, or it might be possible to reduce the radius of the freeze flame which allows the player to run fast enough to not get caught.  In regards to a Twister enemy the SFX just wouldn't work, but the idea of something like a fast moving blue grounded Lost Soul that does a whole bunch of weak melee attacks could work.

EDIT: His pain chance is lower, and he resets after all his attacks so it's much harder for him to freeze you across the map.

 

Hong Kong is the most brutal, and longest arena in the game that took me 30minutes to beat 100%

 

Appreciate the support and comments on YT, and supporting this project.

Edited by Mr.BP-D [CBG]

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1 hour ago, Mr.BP-D [CBG] said:

 

The issue with Moscow looping is a UMAPINFO issue on my part.  Will be fixed.

 

I'll look into making some of the enemies less tanky.  I did want the TM2 cast enemies to have the highest health pools, but got carried away with some of the other monsters.

 

There is no difficulty setting so if you pick easy you just get 2x the ammo, and take less damage.  What I thought of doing was making extra .bex files so people could load them at will to change the enemy difficulty on the fly.  Unfortunately I can no longer open the .bex file for some reason an edit it which is very concerning so I might have to redo all of this to make final changes.

 

I'll definitely think about changing the Freeze Zombie though by lowering his pain chance since that's what causes him to freeze the player, or it might be possible to reduce the radius of the freeze flame which allows the player to run fast enough to not get caught.  In regards to a Twister enemy the SFX just wouldn't work, but the idea of something like a fast moving blue grounded Lost Soul that does a whole bunch of weak melee attacks could work.

 

Hong Kong is the most brutal, and longest arena in the game that took me 30minutes to beat 100%

 

Appreciate the support and comments on YT, and supporting this project.

You're welcome chief ;) So I played maps 3 thru 5, here is some more observations.

 

Monsters:

Firstly, I realized that I didn't read your original post as thoroughly as I thought, because the Freeze Zombie isn't the only monster who freezes: Hammerhead does too, though my original point still stands. I can't say for certain given how frantic fights are in this wad, but I feel like I had less trouble with Hammerhead than the Freeze Zombie. Maybe Hammerhead's freeze range is shorter?

Spectre is still annoying (it shows in, you guessed it, Paris) but nowhere nearly as much as in TM2. I'd say here he's annoying in a *good* way if that makes sense, in that he keeps you on your toes without having bullshit homing tracking.

I don't like the little skull bats, as they fill the same niche as Sweet Tooth's ice cream cones (flying pest that serve as a distraction), can deal horrendous damage in groups and don't count towards monster kills.

Warthog makes me laugh with his stout gait, I think the former Commando sprite fits him well :) It helps that he's my favorite character in TM2.

Minion is hard. While my habit of save-scumming makes levels a lot easier, he packs a nasty punch, and the stripped-down version of Amazonia you fight him in barely gives enough ammo on Pistol-start... which might be a good thing, because you don't get to just dogpile him like you would a Cybie in vanilla Doom.

All in all, TM inspired monsters are a lot tougher than the rest, which is why using monster infighting is paramount to staying alive. I'd argue some monsters could use an HP nerf though (Grasshopper and the skull bats come to mind).

 

Weapons:

Not much to say here, the weapons are fun and do the job, though automatic weapons are better at killing hordes. I particularly love the Straight Shooter and Scattergun.

 

Levels:

So the maps are wide open, giving you ample space to maneuver. It took me a moment to understand how to navigate the roofs in Paris; maybe there are OTEX or Auger Zenith textures that indicate movement or teleportation?

Oh, and in Los Angeles it's possible to jump behind the grassy area near the exit and leave the arena. I know you're not supposed to jump but that's just a small detail I noticed.

 

Questions about the final boss:

Spoiler

Is Dark Tooth gonna have two phases separated by a wall of text or is he going to "spawn" a second phase upon dying for the first time? Is it possible to use D'Sparil from Heretic as a template for a two-phase boss?

Take care man.

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8 hours ago, Lt.Gonflette said:

Monsters:

Firstly, I realized that I didn't read your original post as thoroughly as I thought, because the Freeze Zombie isn't the only monster who freezes: Hammerhead does too, though my original point still stands. I can't say for certain given how frantic fights are in this wad, but I feel like I had less trouble with Hammerhead than the Freeze Zombie. Maybe Hammerhead's freeze range is shorter?

Spectre is still annoying (it shows in, you guessed it, Paris) but nowhere nearly as much as in TM2. I'd say here he's annoying in a *good* way if that makes sense, in that he keeps you on your toes without having bullshit homing tracking.

I don't like the little skull bats, as they fill the same niche as Sweet Tooth's ice cream cones (flying pest that serve as a distraction), can deal horrendous damage in groups and don't count towards monster kills.

Warthog makes me laugh with his stout gait, I think the former Commando sprite fits him well :) It helps that he's my favorite character in TM2.

Minion is hard. While my habit of save-scumming makes levels a lot easier, he packs a nasty punch, and the stripped-down version of Amazonia you fight him in barely gives enough ammo on Pistol-start... which might be a good thing, because you don't get to just dogpile him like you would a Cybie in vanilla Doom.

All in all, TM inspired monsters are a lot tougher than the rest, which is why using monster infighting is paramount to staying alive. I'd argue some monsters could use an HP nerf though (Grasshopper and the skull bats come to mind).

Both enemies now reset themselves after attacking so they're less likely to freeze you across the map, and the freeze flame has a slightly bigger radius making certain projectiles nullified since they'll hit the flame before the player.  It's meant to be frustrating/slightly broken.  The freeze flame is the Archvile's flame, but is now an object so it's a line of sight gimmick.

 

In regards to the Spectre Missiles I had to make them shootable/killable otherwise they'd be complete BS, somewhat like the Ricochet Bombs since you can't shoot them.

 

Minion's fight had to be made the way it is, otherwise once you collect all the Sweet Tooth heads and get all the weapons/ammo he's essentially nuked.  I'm assuming him teleporting everywhere doesn't help, but that's intentional since he only shows up once.

 

I toned down a few of the rosters HP values.  The bats are now extremely weak, although I'm not sure if the HP values are nerfed enough since I wanted the TM2 roster to hold their ground more than other enemies.

8 hours ago, Lt.Gonflette said:

Levels:

So the maps are wide open, giving you ample space to maneuver. It took me a moment to understand how to navigate the roofs in Paris; maybe there are OTEX or Auger Zenith textures that indicate movement or teleportation?

Oh, and in Los Angeles it's possible to jump behind the grassy area near the exit and leave the arena. I know you're not supposed to jump but that's just a small detail I noticed.

Fixed being able to get flung out of bounds on LA, and I've included markers on the ground on the Rooftops of Paris (let me know if that gets the point across)

 

doom01.png.1b05c17e24831b619160e521f7e2901b.png

 

In regards to Dark Tooth there will be a text screen and a rematch.  His rematch version will be altered instead of just being a clone fight.  I'll definitely ping you once he's implemented on the final MAPS since he pretty much will have his own map (It's still Hong Kong).

 

Thank you for the in-depth reply.  Would love to see some live gameplay footage though (any takers?)

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Played through the rest of the wad. Here's my observations:

Nothing of note to say about New York. In Antarctica, you can actually land on a glacier on the southeastern corner of the map (shown in spoilered screenshot). Since there's nothing to do here except reload a save, this glacier begs for a secret area and a teleporter back to the arena :^) Also, if you fall too close to the actual wall that borders the water, the water doesn't damage you, you have to wade closer to the glacier for it to kill you.

Spoiler

Screenshot_Doom_20240227_150233.png.0b8aca28cc3c9e323bc794729011f4e3.png

 

Here's some missing textures on the teleporter on the isolated glacier:

Spoiler

Screenshot_Doom_20240227_150443.png.9e1bbe26b440222b798a1bfbfa0bd2c6.png

 

Holland was actually easier than I thought it would be (came close to dying once but I had more trouble on Moscow and Amazonia). This level could use more monsters, as it was a clusterfuck in TM2 after all. (keep in mind I do save a lot, so your mileage may vary)

 

The groups of red barons in Holland shown in the spoilered screenshot could not move until I killed one in each group.

Spoiler

Screenshot_Doom_20240227_120231.png.5b8c6b8351f4f5e7b3a027261e502d89.png

 

Hong Kong looks gorgeous, nice job there man! Gameplay-wise, this map could have more monsters too, there's a loooot of downtime and space to maneuver in, and as the final map, I think it should be tougher. Also, after unlocking the tunnels, I wandered around the map for a few minutes, not knowing what to do, until I realized that the switches in the tunnel didn't require red and yellow keys to operate, but spawned the red and yellow keys in the temple. I know other maps have such switches, but for a reason or another I'd forgotten when I came to this map.

 

Also, I understand blocking the wharves with barriers, but I believe it would be more fun if you could actually break them and fall to your death in the water. If breakable barriers are too hard to code in, maybe put barrels – or something – that are hard to break, but once they blow up it adds some danger to the area?

 

The Pain Elementals that spawn next to these bars in the subway tunnels are stuck in them (sorry I only took a screenshot after killing them).

Spoiler

Screenshot_Doom_20240227_123911.png.cf2febefd458d8ef08a72b7f51167559.png

 

All in all, cool wad! The hardest map here is definitely Moscow, which is not surprising if you know TM2.

Edited by Lt.Gonflette

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On 2/27/2024 at 9:13 AM, Lt.Gonflette said:

Played through the rest of the wad. Here's my observations:

Nothing of note to say about New York. In Antarctica, you can actually land on a glacier on the southeastern corner of the map (shown in spoilered screenshot). Since there's nothing to do here except reload a save, this glacier begs for a secret area and a teleporter back to the arena :^) Also, if you fall too close to the actual wall that borders the water, the water doesn't damage you, you have to wade closer to the glacier for it to kill you.

I'm assuming that means New York is fine?

Turned the glacier into a secret with health and ammo.  Will fix the water not killing you if you're too close to the wall (It's actually thousands of "things" that just permanently explode so if you place too many, the game starts to lag). Texture is fixed!

 

On 2/27/2024 at 9:13 AM, Lt.Gonflette said:

Holland was actually easier than I thought it would be (came close to dying once but I had more trouble on Moscow and Amazonia). This level could use more monsters, as it was a clusterfuck in TM2 after all. (keep in mind I do save a lot, so your mileage may vary)

Well it's now harder with almost 1000 enemies.  Added ammo and HP to compensate, but I did balance these maps around 1 life so I'm not sure if saving frequently breaks the maps or not, and since I somewhat struggled to do these maps deathless at times, I'm actually concerned if they're just broken or brutal.  Baron issue is fixed!

 

On 2/27/2024 at 9:13 AM, Lt.Gonflette said:

Hong Kong looks gorgeous, nice job there man! Gameplay-wise, this map could have more monsters too, there's a loooot of downtime and space to maneuver in, and as the final map, I think it should be tougher. Also, after unlocking the tunnels, I wandered around the map for a few minutes, not knowing what to do, until I realized that the switches in the tunnel didn't require red and yellow keys to operate, but spawned the red and yellow keys in the temple. I know other maps have such switches, but for a reason or another I'd forgotten when I came to this map.

 

Also, I understand blocking the wharves with barriers, but I believe it would be more fun if you could actually break them and fall to your death in the water. If breakable barriers are too hard to code in, maybe put barrels – or something – that are hard to break, but once they blow up it adds some danger to the area?

Added more enemies (total count is around 1200), and fixed the key and tunnel issue somewhat by having both keys visible in the temple and elevated.

 

In regards to the Whares I have no desire to do anything there as it does what I need it too without breaking things in regards to the enemies.  Dark Tooth as a boss is now implemented if you'd like to give him a shot.  Be warned, he's purposely broken, fast, permanently explodes, spawns enemies, can shoot almost every weapon, and can instakill the player in melee range.  If you decide to fight him let me know if he's bulls**t or not.

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Posted (edited)

New TM2 Enemy: Twister  (Not sure if she's broken or not in conjunction with the other enemies.  High priority target)

She moves very quick, and will pin you in melee range and deal damage.

 

Changes in recent update [3/2/2024]:

-All maps force pistol start (Ammo, and HP has been adjusted to compensate).

-Added secret area to Antarctica & fixed the texture for the island teleporter.

-Added a new enemy, Twister.  A fast moving female zombie that holds player in place at melee range and damages him/her (Weak compared to TM2 Enemy Roster).

-Paris rooftops now have arrow indicators for the teleport gimmick.

-Holland's play area is slightly bigger.  More enemies, overall extremely difficult map if you don't play it right.  Slightly moved some weapons around and added ammo/HP.

-Hong Kong has more enemies, HP, and ammo.

-Dark Tooth is now a boss.  Second phase after his death is incomplete.

-Thumper's Flame Thrower is more like the Vanilla Plasma Rifle.

 

Updated Download Link in the description.

Edited by Mr.BP-D [CBG]

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Posted (edited)

Hi! Haven't played the new release yet, but I will shortly.

10 hours ago, Mr.BP-D [CBG] said:

I'm assuming that means New York is fine? 

Yup, sorry about my concise comment. New York was a fine and fun map :)

 

About my playthrough of Holland and Hong Kong in the previous version: while I never actually died, the fact that I saved a lot might have made me more level-headed and less nervous. When you know you'll have to start all over if you die, nerves can easily get to you and cause you to mess up.

 

10 hours ago, Mr.BP-D [CBG] said:

In regards to the Whares I have no desire to do anything there as it does what I need it too without breaking things in regards to the enemies.

Fair enough. I guess you technically could draw linedefs that block monsters and not the player, but it would be kinda hard to actually fall in there, so I imagine there's not much point making them breakable.

 

 

EDIT: Alright, so I replayed through a few levels. I tried Holland without saving, and it sure is harder! Almost made it but I got careless and died to an Arch-vile.

The exit on Hong Kong doesn't work (I see on the map that there are teleporter linedefs, but the exit teleporter does nothing). Dark Tooth stage is glitched, I die as soon as I spawn and it just repeats the level. Also, if I toggle God mode on and off, I keep taking damage until I'm dead. I tried it in GZDoom and PrBoom+ and it happened in both ports.

 

Twister is deadly! My strat is to isolate her and unleash the scattergun at point-blank range whenever possible.

 

Lastly, there is a pit of lava in Minion's stage with missing textures (it's behind the northern temple with two rooms).

Spoiler

Screenshot_Doom_20240303_130932.png.5998353d83328235568b31f7a7b526b2.png

Keep at it chief :)

Edited by Lt.Gonflette

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On 3/3/2024 at 6:40 AM, Lt.Gonflette said:

The exit on Hong Kong doesn't work (I see on the map that there are teleporter linedefs, but the exit teleporter does nothing). Dark Tooth stage is glitched, I die as soon as I spawn and it just repeats the level. Also, if I toggle God mode on and off, I keep taking damage until I'm dead. I tried it in GZDoom and PrBoom+ and it happened in both ports.

Fixed all of that.  The exit door for the voodoo doll was open so you just get killed by something...oops.

 

On 3/3/2024 at 6:40 AM, Lt.Gonflette said:

Twister is deadly! My strat is to isolate her and unleash the scattergun at point-blank range whenever possible.

Yeah, she's "weak" HP wise compared to the other TM2 demons, but I think she might be borderline broken in crowds.

 

On 3/3/2024 at 6:40 AM, Lt.Gonflette said:

Lastly, there is a pit of lava in Minion's stage with missing textures (it's behind the northern temple with two rooms).

Fixed.  Issue with fake ceiling and floor tags.

 

On 3/3/2024 at 6:40 AM, Lt.Gonflette said:

Keep at it chief :)

Thank you very much for your criticisms and tests Captain!

 

On 3/3/2024 at 10:18 AM, DoomGappy said:

Damn, this is really amazing. Great work! 

Thank you kindly.  At first when I started this with the limitations I was working with, I didn't think much of this was possible, but fooling around in WhackED4 for hours on ends finally got me some neat results.  Hopefully the gameplay and map layouts were good and balanced, but I still question that till this day.  Twisted Metal 2's AI were broken and brutal so I thought of following tradition somewhat.

 

UPDATE:
Dark Tooth Boss is now available to fight after you beat Hong Kong, and everything SHOULD work.  He has two phases, and they're both separate levels, but I'll let you the player figure that out.

 

Title Screen update (nothing remotely special)

End Screen update (again nothing remotely special)

 

More enemies added to Hong Kong

Edited by Mr.BP-D [CBG]

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Your wad was featured on the Doom Wads YouTube channel. Nice!

So I tried Dark Tooth twice, allowing myself to save the first time, but not the second. He does a lot of damage and wrecks you if you try and fight him head-on, so I decided to use hit-and-run tactics in Phase 1. On my first try he seemed to have been mauled pretty badly by his own creations, because when I engaged him again after running away for a while, he died quickly. On my second try he seemed to have taken less damage from his friends but his health still got whittled away over the course of 5-6 minutes.

Phase 2 is tricky, weapons are only available if you can get past him and his henchmen, and you fight him in an enclosed arena. Again, using monster infighting is invaluable – and dare I say, inevitable – for defeating him. On my second, saveless try I decided to not engage him at all and just circlestrafed. While I did get killed three minutes in, he'd lost two thirds of his health by then. My conclusion is that Dark Tooth, especially Phase 2, is an "endurance" boss fight, while Minion is more traditional since it's 1v1.

On a side note, I noticed that Shadow, Hammerhead, Spectre and the bosses don't make the "male_scream" sound when they die.

 

Overall, it certainly is a fun mod!

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Ok, this is so incredible. I ran a large tm fansite 20 years ago, and it's still my one of favorite franchises. I still remember being awestruck when I played tm1 at a circuit back in 96.

 

I am playing this tonight!!! Totally twisted!!

Edited by princetontiger

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  • 2 weeks later...
On 3/7/2024 at 7:21 AM, Lt.Gonflette said:

Your wad was featured on the Doom Wads YouTube channel. Nice!

So I tried Dark Tooth twice, allowing myself to save the first time, but not the second. He does a lot of damage and wrecks you if you try and fight him head-on, so I decided to use hit-and-run tactics in Phase 1. On my first try he seemed to have been mauled pretty badly by his own creations, because when I engaged him again after running away for a while, he died quickly. On my second try he seemed to have taken less damage from his friends but his health still got whittled away over the course of 5-6 minutes.

Phase 2 is tricky, weapons are only available if you can get past him and his henchmen, and you fight him in an enclosed arena. Again, using monster infighting is invaluable – and dare I say, inevitable – for defeating him. On my second, saveless try I decided to not engage him at all and just circlestrafed. While I did get killed three minutes in, he'd lost two thirds of his health by then. My conclusion is that Dark Tooth, especially Phase 2, is an "endurance" boss fight, while Minion is more traditional since it's 1v1.

On a side note, I noticed that Shadow, Hammerhead, Spectre and the bosses don't make the "male_scream" sound when they die.

 

Overall, it certainly is a fun mod!

He's really meant to be broken if you really try to fight him up front, and running away from him sometimes isn't an option with how fast he moves.  Overall I'd say you're correct that's he's more of an endurance Boss since he'll litter the map with minions if you keep fighting him or they trigger his pain states.  Shadow, Hammerhead, and Mr. Grimm won't have the male scream on purpose.  I like the mix of TM2 & DOOM sfx, and the Boss technically has his own personal explosion sound synced with his death animation.

 

I suppose Twister isn't broken since you haven't complained about her.  Please excuse the late reply, I've been burnt out lately and I'm kinda getting sick of this project.

On 3/7/2024 at 10:13 PM, princetontiger said:

Ok, this is so incredible. I ran a large tm fansite 20 years ago, and it's still my one of favorite franchises. I still remember being awestruck when I played tm1 at a circuit back in 96.

 

I am playing this tonight!!! Totally twisted!!

Well, how did you enjoy it?

 

UPDATE (Most likely final as well until I put together a proper readme with credits):
-Twister is barely slower now, has ever so slightly less HP, and more likely to shoot at you (not by much though)

-Hammerhead Demon Mech now shoots fire missiles, more HP, and less likely to freeze you

-Antarctica has a few less Sweet Tooth heads

 

If anyone who's played has any other criticisms regarding balance I'm all ears/eyes since I'm hoping this will be the final update and I tested this for any softlocks.  I don't plan on adding any difficulty settings so I suppose the best I could do is make separate .bex files that tone some things down if necessary.

 

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