D_GARG Posted October 31, 2013 Im just curious - Isnt the 26 point system reducing the game on the maps alot? you cant have large maps without something that populate it, and without fastmonsters flag it will be just too easy regardless of ammo or weapon amount you carry, speaking of that, in original doom maps you get alot moreammo than there are monsters to shoot. so isnt that system crippling the game unless you increase it by for example 6 points per level you advance? 0 Quote Share this post Link to post
Dragonsbrethren Posted October 31, 2013 I'll state this again: My vision with Lost Levels is that we could take these maps, convert them to the format PSX Doom expects, and run them on that engine. Nothing would make me happier than a program like WAD32X for PSX Doom. I'm a lousy (and lazy) programmer or I probably would've tried writing one myself already. In order to meet this goal, the maps must conform to the PSX version's limits. That includes the number of monsters. If you want to play with all of the original monsters in a map, play the original map. The PSX couldn't do it - we've got to get creative and come up with new scenarios to replace the originals. That, to me, is more appealing anyway, since at least you're experiencing something kind of new, rather than just playing the originals with new sound and colored lighting. 0 Quote Share this post Link to post
Tristan Posted October 31, 2013 Dragonsbrethren said:In order to meet this goal, the maps must conform to the PSX version's limits. That includes the number of monsters. If you want to play with all of the original monsters in a map, play the original map. Or better still, wait for unPSX. one thought that's crossed my mind, what's the baron/mancubus usage like on Final Doom levels? Because the Final Doom port only used them in 1 level each I think 0 Quote Share this post Link to post
RichardDS90 Posted October 31, 2013 Dragonsbrethren, new links are at the last post on the previous page, just a heads up. 0 Quote Share this post Link to post
Dragonsbrethren Posted October 31, 2013 Oops, I completely missed the post because of it being on the last page, thanks for the heads up. Also, if you still want to touch up my maps, go for it. I've been using my free time to make new maps and haven't gotten around to it. I'll get Caged up in the next couple days once I make sure I didn't forget or break anything. 0 Quote Share this post Link to post
D_GARG Posted November 1, 2013 Okay tho unfortuneately this means that for example imps will become useless once you grab SSG or CG unless you do super-close-up CQB traps, so you'd rather stick with zombies where ever there will be any remarkable distances, alternatively Teleporting Cyberdemons Trick can cover most of the map, tho this is rarely found in any original levels. ... maybe a new difficulty level should be added? because mouse support makes it just too easy (or maybe mouse support should be disabled?) you still got to have the sport in the game. what I and perhaps many others would greatly appreciate to see is map mechanics combined with monster placement in cleaver ways, so that the scenario is dynamic depending on how you advance through the map, its nothing new but not too often found. Think about Tricks And Traps, thats a good example of teleportation usage. 0 Quote Share this post Link to post
Dragonsbrethren Posted November 1, 2013 It sounds like you want new/heavily modified levels, we're trying to be as faithful to the originals as possible within the limits. There's no need to disable the mouse. If it seems too easy, play without it. I play the TC with my controller a lot of the time. But I really don't find it that much easier than the original game, barring some intentional rebalancing they did in a few levels, and the inevitable easiness that comes from making the Master Levels sequential instead of stand alone. 0 Quote Share this post Link to post
Devalaous Posted November 1, 2013 With the mod that restores the weapon and monster speeds, I still find this challenging. I even managed to end up making Military Base unwinnable of all things, due to using up all the health on the level. 0 Quote Share this post Link to post
Megamur Posted November 2, 2013 D_GARG said:Okay tho unfortuneately this means that for example imps will become useless once you grab SSG or CG unless you do super-close-up CQB traps Which is pretty typical for Doom in any incarnation. Especially since the SSG is just a hideously unbalanced weapon in general. 0 Quote Share this post Link to post
Dexiaz Posted November 2, 2013 I see there are no really interesting things...until that moment, I suppose 0 Quote Share this post Link to post
Marnetmar Posted November 2, 2013 There is NO WAY that would run on a PSX. 0 Quote Share this post Link to post
Dexiaz Posted November 2, 2013 Marnetmar said:There is NO WAY that would run on a PSX. 0 Quote Share this post Link to post
Deleted_Account Posted November 2, 2013 I just watched those three No Rest for the Living videos, DeXiaZ. And I have to say that I was blown away! Very impressive, I've been following this project for awhile now and everything I've seen is incredible. I've been a fan of Doom since the day it came out so many years ago, Ive played just about every version there is. But for me, the PSX version of Doom is my personal favorite, so this project will definitely take me down memory lane. Keep up the good work everyone, I can't wait to play The Lost Levels! 0 Quote Share this post Link to post
Megamur Posted November 3, 2013 Marnetmar said:There is NO WAY that would run on a PSX. They wouldn't even run in PC vanilla Doom, let alone PlayStation Doom. I do wonder if they should be cut down a bit and made significantly less detailed, since they really look nothing like PSX Doom maps. They look basically just like the original No Rest for the Living levels, but with PSX sounds and some colored lights. 0 Quote Share this post Link to post
Dexiaz Posted November 3, 2013 Megamur said:They wouldn't even run in PC vanilla Doom, let alone PlayStation Doom. I do wonder if they should be cut down a bit and made significantly less detailed, since they really look nothing like PSX Doom maps. They look basically just like the original No Rest for the Living levels, but with PSX sounds and some colored lights. They are already "significantly less detailed" -.-' You all fixated on the idea that NRFTL is not compatable with classic Doom\PSX Doom and trying to say that any changes wouldn't help to run those maps. If you want MEGA LOW DETAILED (like Doom for ZX Spectrum or Commodore 64 or Vic-20) maps - you're welcome, my maps are avaliable. Redone them and upload here. The Earth Base Canyon of the Dead March of the Demons P.S.: Piper Maru, thx! 0 Quote Share this post Link to post
june gloom Posted November 6, 2013 This thread is huge so I don't know if this has been answered before, but I have two questions. 1) Is there a collection of JUST the PSX-exclusive maps as a separate episode? 2) I remember playing some version of PSX Doom TC a couple years back and while I had fun finding out what was stripped out, I would love to play a version of Doom with the original maps intact as they appeared on PC but with colored lighting to spice it up a bit. Does this exist anywhere? I couldn't find one, so I tried to make one myself but couldn't seem to make a go of it. 0 Quote Share this post Link to post
Megamur Posted November 6, 2013 dethtoll said:I would love to play a version of Doom with the original maps intact as they appeared on PC but with colored lighting to spice it up a bit. Does this exist anywhere? I couldn't find one, so I tried to make one myself but couldn't seem to make a go of it. UnPSX is sort of what you're asking for, although it's not had a lot of activity lately. 0 Quote Share this post Link to post
Devalaous Posted November 6, 2013 For your first question, look up Lost Episode by Xaser. 0 Quote Share this post Link to post
Avoozl Posted November 7, 2013 At this current moment I am finally able to download the lastest psxdoonm mod so I can work on and upload without missing textures my Open Season map and tweak the colored lights of my And Hell Followed map. 0 Quote Share this post Link to post
D_GARG Posted November 8, 2013 I just want to make one pointer here: do not use only the best soundtracks released by PSX, use the ones you notice havent been used yet, but if your particular maps is one of the most memorable, then use the best soundtrack for that map, because if you for example only hear PSX18 soundtrack in every map then you are ruining a critical part of the PSX feel. 0 Quote Share this post Link to post
Devalaous Posted November 13, 2013 "When a project is 80% done.." I had actually forgotten about this project briefly, embarrassingly. Quick, Dexiaz, convert all of Perdition's Gate, Hell To Pay and Lost Episodes and see if you can do it faster than the remaining levels :p 0 Quote Share this post Link to post
Dexiaz Posted November 13, 2013 Ragnor said:"When a project is 80% done.." I had actually forgotten about this project briefly, embarrassingly. Quick, Dexiaz, convert all of Perdition's Gate, Hell To Pay and Lost Episodes and see if you can do it faster than the remaining levels :p Interesting idea xD I'll wait for new LostLevels map, lol 0 Quote Share this post Link to post
Olroda Posted November 13, 2013 As I've written here earlier, I'm really looking forward to the release! If the maps play as well as they seem to, it's definitely Cacoward material. -At least in my book! 0 Quote Share this post Link to post
Dexiaz Posted November 14, 2013 Ragnor said: Quick, Dexiaz, convert all of Perdition's Gate, Hell To Pay and Lost Episodes and see if you can do it faster than the remaining levels :p [/B] DOWNLOAD LINK!!!11111111111111111111oneoneone 0 Quote Share this post Link to post
Job Posted November 14, 2013 DeXiaZ said: Challenge accepted.I like this guy. Can you just finish PSX Doom: The Lost Levels while you're at it? 0 Quote Share this post Link to post
Dexiaz Posted November 14, 2013 Interesting idea, I need to ponder ;) 0 Quote Share this post Link to post
Gez Posted November 14, 2013 How do you go about the new textures of Perdition's Gate? Still using only the PSX Doom set would become really repetitive... 0 Quote Share this post Link to post
Devalaous Posted November 14, 2013 Its best this way, people keep getting banned over PG, like in that recent thread, and having a version like this, without anything from the wad except the rough level layout of the originals, should help scratch hat itch people have for this. Or does the "No PG ever for anyone" rule go this far :p 0 Quote Share this post Link to post
Deleted_Account Posted November 14, 2013 You guys should use some of the Quake 64 tracks for your project. 0 Quote Share this post Link to post
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