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1994 tune-up challenge (*updated /idgames link*)


Is this a good idea?  

216 members have voted

  1. 1. Is this a good idea?

    • Yay
      195
    • Nay
      21


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Actually, I'd like a replace. I found that ABDITN is too tasteless as original, and I'd request to work on Serenity, E3M7, "Big time" instead, which is a much better example of good idea, bad execution. Please.

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Serenity's text file is rather vague on whether you can actually modify the levels versus making a level that looks similar. Please choose a level that explicity allows for modification instead. I like Serenity, too, but I don't want this project to run into problems down the road.

What's wrong with ABDITN, anyway?

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I may be late to the game in saying this, but I think this project is a great idea :) I had the same idea years back and said it should be called "Hell Redeemed." Everybody said it was stupid though :( Good to see some people would not agree with that sentiment.

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Snarboo said:

What's wrong with ABDITN, anyway?

Blandness.

I started working on it, but the result was more like using that as a base for new gameplay, than reviving the original. I'll be looking for another. I had in mind one, but it's from 1995, and I want to make a clear distinction between those years, so no.

EDIT: I'll stay and finish my one, despite all of this.

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traversd, played your map and it's lookin good, but the secrets ... idk. 15 secrets, and I think in 3 places you separated sectors and forgot to untag them. There are 3 unnecessary secret tags on the chainsaw secret, 2 on the berserk pack, and 2 on the room to the left of the first (and I think only) green armor. Which probably shouldn't be a secret to begin with, as I REALLY needed that shotgun ammo.

I think you could also add a little more ammo and health, or give the chaingun earlier and the rocket launcher where the current chaingun is, I had to use the pistol on the 2 barons guarding the red key.

Finally I was able to use the stairs to get out into the final open area;
the stairs
Sectors in to get out

EDIT: heh, I think I could've gotten better SSs ...

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Well I went back over all the ammo and health in my map and pretty much took all of it out! Now, you definitely gotta manage your ammo a little more carefully, and it's a much more intense play-through than before. I generally finish the map with a little excess ammo, but most of that comes from the secret areas.

I'm gonna go ahead and call this the final version. If there are any jarring problems, point them out and I'll fix them, but I'm generally pretty happy with it. I've played through it successfully visiting the various areas in different orders, some paths making me a little more well prepared than others, which I don't see as a bad thing.

Here you go: http://www.mediafire.com/download.php?w2obdmmwniz

Definitely had fun with this project, but I'm still debating whether I want to claim another map or not. I guess I'll play it by ear..

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ArmouredBlood said:

traversd, played your map and it's lookin good, but the secrets ... idk. 15 secrets, and I think in 3 places you separated sectors and forgot to untag them. There are 3 unnecessary secret tags on the chainsaw secret, 2 on the berserk pack, and 2 on the room to the left of the first (and I think only) green armor. Which probably shouldn't be a secret to begin with, as I REALLY needed that shotgun ammo.

I think you could also add a little more ammo and health, or give the chaingun earlier and the rocket launcher where the current chaingun is, I had to use the pistol on the 2 barons guarding the red key.

Finally I was able to use the stairs to get out into the final open area;
the stairs
Sectors in to get out

EDIT: heh, I think I could've gotten better SSs ...


Thanks for the input AB. Yeah sorry about the secrets etc. haven't looked at those yet. thankfully someone mentioned earlier how to find them all ;o)

Ruh-roh with the window! All fixed. Thanks for spotting that one! :o)

I'll double up some shells in that area and make the 3rd switch that does nothing right now give the player some more ammo if they click it.

Thanks again, SS's were fine.

-t

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Snarboo said:

@traversd: Is your first map finished yet? If not, I would like you to hold off on working on your second.

Your rendition of WillE1M1 is pretty good, but it has a few problems. Namely, there are 15 secrets, 12 of which don't seem to exist. Also, the secret switch that lowers the invul sphere can only be shot if you are using mouselook. Not all Boom enabled ports support that and not all players play with mouselook, so I recommend changing it.


I'm fixing up the secret ref's now. I hadn't looked at them yet and AB also pointed that out too - whoops. Soz about the mouselook secret. Didn't even give it a thought tbh. I'll alter it for non-mlook'er's.

Is the ORIGWAD ok? I wouldn't stress about it taking over the first map. It's only 4 rooms and unless someone finds a big issue is complete. I did it last night while I was waiting for some feedback on the play of wille1m1.

re: Wille1m1 - how was the lighting? too bright? I only ask because I? changed my render settings in GZDoom last nite to standard and the map is now alot brighter to me. What sector lighting model do most people use in GZDoom? I was using Dark, but have now set it to standard.

thanks,

-t

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traversd said:
Is the ORIGWAD ok?

The TXT doesn't give permission, but the author apparently posted in the database comments, and it appears the email address in the TXT still works, so you should be able to ask him.

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ArmoredBlood, your map is looking fantastic! Can't wait to give it a test run.

As for me, my map is coming along just fine. I'll post screenies on Monday when I finish the architecture.

If anyone would like to collaborate with me on a secret level, let me know!

Lastly, I'm glad that what was envisioned as a small project is coming together as a serious team effort. Keep up the good work!

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NiGHTMARE said:

Great idea for a project!

I'm surprised Megapack and Nuke Mine haven't been mentioned yet, since those are two of my favourite 1994 .wads.


Played the second map of megapack and it plays very well, so well I want to touch it up, but I got Fort Borg for now. I highly recommend someone look into this map :D

Also thanks Mr. Freeze, those screens are architecture more than gameplay but hopefully it'll translate well. I think I added something I shouldn't after posting those, or maybe a little early in the map, but I'll try to get most of the map straightened out so you guys have more than a few hallways to mess around with :P

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ArmouredBlood said:
Played the second map of megapack and it plays very well, so well I want to touch it up,

Hold your horses, the text file doesn't give permission to use it as a base.

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Nuke mine is apparently permitted though. with the exception of "(Just let me know first. Hey, I may want to help!)"

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myk said:

Hold your horses, the text file doesn't give permission to use it as a base.


Ah. Didn't look at the text file and assumed it was moddable. oh well. Thanks for the map anyways nightmare, still haven't quite finished playing through it.

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traversd said:

re: Wille1m1 - how was the lighting? too bright? I only ask because I? changed my render settings in GZDoom last nite to standard and the map is now alot brighter to me. What sector lighting model do most people use in GZDoom? I was using Dark, but have now set it to standard.

Lighting looked great in GZDoom. I currently need to install a few more ports for better testing, but the light variation was good.

Edit:
I think I'm using dark as my lighting model.

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Im done now. Tell if theres something that needs a fix.
Download here.

Be sure to load it with the Ultimate Doom textures pack for Doom 2 mentioned in the first post. The sky is imported from Doom's press release beta, the music is E2M7: Waltz of the demons.

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Snarboo said:
A set of Ultimate Doom textures for Doom 2 can be found here.

If you respect copyrights, you'll want to leave this out. Id's EULAs grant you the right to use resources from a game as long as your addon requires the game the resources are from. Each game is a separate product. If you want to use DOOM's specific resources, make a DOOM level.

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Or have this as a Doom 1 megawad for a port like Eternity, and allow new monsters and guns that are only based on Doom 1 material?

If only there existed Freedoom for doom.wad, so we could take the Doom 1 equivalent textures from there.

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printz said:

Or have this as a Doom 1 megawad for a port like Eternity, and allow new monsters and guns that are only based on Doom 1 material?

If only there existed Freedoom for doom.wad, so we could take the Doom 1 equivalent textures from there.

Or just load it with
-file doom.wad doom2.wad your_p.wad
The your_p.wad must have the texture definitions of both, of course.

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I have found a decent little map that I am going to touch up. BALLLOCK a 1994 wad by Jeff Blank, the author's only level released. I like this neat little map indeed.

http://www.doomworld.com/idgames/index.php?id=407

As copied from the text file:

* Copyright / Permissions *

Authors may use this level as a base to build additional
levels, as long as I get a little credit somewhere.

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printz said:

If only there existed Freedoom for doom.wad, so we could take the Doom 1 equivalent textures from there.

Your prayer has been answered! FreeDoom has replacements for the missing Doom 1 textures and I've assembled them into a (hopefully) guilt-free alternative to D1gfxD2.wad which can be downloaded from here. I'd suggest that everyone who's tuning-up a Doom 1 map take a long hard look at the replacements before using them, in several cases substituting a similar Doom 2 texture will look better.

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tatsurd-cacocaco said:

Progress 30% now. (Yes, my mapping is very slow) I post new screen shots.

screen shots:

  • Main room in castle.
    Before No1 No2
    After No1 No2

  • I made a dining room from a flat room.
    Before
    After

  • And, I added the king's room.
    Here
I might spent one or two week to finish the map.

I'd change those STONE2 textures in the main room to STONE3. I think that would fit the general atmosphere of the castle better.

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GreyGhost said:

Your prayer has been answered! FreeDoom has replacements for the missing Doom 1 textures and I've assembled them into a (hopefully) guilt-free alternative to D1gfxD2.wad which can be downloaded from here. I'd suggest that everyone who's tuning-up a Doom 1 map take a long hard look at the replacements before using them, in several cases substituting a similar Doom 2 texture will look better.

I'm sorry, but most of those textures look really ugly or at least not at all like Doom. I'd rather use the Doom 1 textures and be committing a copyright violation than use those.

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I've REALLY spiced up this old '94 map, and I even have new music 'Technownage' courtesy of jimmy91 from the ZdooM forums! I wonder if the level is TOO different. If it can be used, it should definitely be an earlier level in the pack - if not, I shall modify it further so it's unrecognizable and release it as a standalone GZdoom WAD with new resources, monsters, etc....





LINK: http://www.zshare.net/download/6226831439a7f0f6/ - run in DooM 2!

OLD LEVEL: http://www.doomworld.com/idgames/index.php?id=104 - Ultimate DooM original!

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CodenniumRed said:

I wonder if the level is TOO different.


Pfff. All the screenies can clearly be seen to be the same areas as the original, just spiced up. Many of the maps on this thread look much more different from the originals than this one does, imo.

'course any decision is totally up to Snarboo and not me, but that is my two cents worth anyway.

Those screenies look great, by the way.

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CodenniumRed said:

I've REALLY spiced up this old '94 map, and I even have new music 'Technownage' courtesy of jimmy91 from the ZdooM forums! I wonder if the level is TOO different. If it can be used, it should definitely be an earlier level in the pack - if not, I shall modify it further so it's unrecognizable and release it as a standalone GZdoom WAD with new resources, monsters, etc....



LINK: http://www.zshare.net/download/6226831439a7f0f6/ - run in DooM 2!

OLD LEVEL: http://www.doomworld.com/idgames/index.php?id=104 - Ultimate DooM original!

Those screenies look great. They're absolutely recognizable as the old areas.

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@CodenniumRed: Those screens look really nice, I'm downloading that right now. I don't think it looks TOO different, because all it is is an interpretation of the original map, and you can easily see where the new look resembles the old layout.

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