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PSX Doom: The Lost Levels - New Pre-Beta Available courtesy of Salahmander2


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I'll try my best, though I suppose I could make a entirely original map for Lost Levels If that's allowed, In the William's way, of course! I just gotta learn the basics with GZDOOM Builder and I'll get right to It. Maybe It could be a secret level that's entirely original like Club DOOM or something?

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Sorry, but no...not for this project. Lost Levels had "lost" status due to their missing in the original PSX Doom/Final Doom.

You can do new maps from sractch but as new special mappack. For example - do remake of Strife maps into 1 PSX_Doom mappack, or...I remember you said about Wolfenstein maps...do Wolfenstein maps (except E1L1 and E1L9 because they're already in The Lost Levels).

But only as new, separated project. If you need help with your new mappack - PM me.

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DeXiaZ said:

Sorry, but no...not for this project. Lost Levels had "lost" status due to their missing in the original PSX Doom/Final Doom.


Also the fact that it'd be delaying this release even further. I've lost track how many times I've said something along those lines for this project now.

Don't get me wrong, I'd love to see more original PSX-themed maps, just not part of this.

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Eris Falling said:

Also the fact that it'd be delaying this release even further. I've lost track how many times I've said something along those lines for this project now.

Don't get me wrong, I'd love to see more original PSX-themed maps, just not part of this.


That's I'm trying to say! :) The same thing.

I really want to see more original PSX-theme maps, but not now. This project is living ~3 years. I was a newbie student in my University when this project was started. Now I am one step away from completing University...and project is still in development.

I'll fix everything you mentioned in errors/bugs and upload new "build" again. And we'll think again - it's finished or not.

UPDATE:
http://www.mediafire.com/download/3k8lw60db09b0yc/PSXLOST_build_02-10-2015_compiled_by_DeXiaZ.7z

Changelog:
-Names in zmapinfo were fixed
-Lighings in Lost29 (Dead Zone) and Lost34 (Habitat) were fixed
-Fixed texture and spawn issues in Lost34 (Habitat)




UPD2:

LoL, look at first screenshot. You can see ceiling which goes into sky...Fixed, but AFTER uploading.

Anyway, this version (from this link) can't be final, because I think few things (and inter-texts) doesn't added at all.

Any thoughts?

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Alrighty! I was thinking the same thing, just making a completely new map pack based on PSX DOOM. :V But anyways, sure. I may need help with ambient lighting and stuff because I still need to get learning on that.

Anyways, I agree that It would further delay the project. It REALLY needs to be finished.

Maybe I could work on The Absolution when It starts or something. :P

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Tritnew said:

Alrighty! I was thinking the same thing, just making a completely new map pack based on PSX DOOM. :V But anyways, sure. I may need help with ambient lighting and stuff because I still need to get learning on that.

It's easy to do in UDMF format (Doom in UDMF).

Just choose sectors you need, right click and change the option called "light color".

Maybe I could work on The Absolution when It starts or something. :P


Would be awesome!

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Well, I won't be able to work on It SOON, but when I can I'll get to It, due to personal stuff and all.

Anyways, since I'm busy with other stuff, I might as well do a map for my "Project", at least one for now. It'll have something to do with bases and stuff. Hope It's Ok to use PSX DOOM TC as a base for It.

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There actually was a plan at one point for the lost levels authors to make a few original secret levels, as Midway themselves did. It fell through at some point.

But yeah, push on to get a release out there. Endless perfectionism and a flow of new ideas tends to be a bad thing later on in a project's life, at that point they are best used in new content (Speaking from some experience in the actual game industry here :p)

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The ending is still broken, completing Icon of Sin still loads up a jumble of letters, the old ending text, and still tries to send the player to a nonexistant LOST74, breaking GZDoom in the process

EDIT: Ran through Habitat, looks a LOT better, but I do have some additional nitpicks


This elevator that drops down is directly connected to the slime, and this looks terrible. Please edit this area slightly :p


In the same room, maybe you could lower this bit just a little to allow players to get out? It looks like you should be able to get out, but you cant, if you don't have the yellow key, your forced to exit the level.

I apologise for not finding these on my earlier run, but my work with Re-Logic has me VERY busy

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You're wrong, you CAN get out (using lift you can get through ventilation). But I fixed this area for players who are bad in Doom logic. Now this ventilation doesn't exist.
http://www.mediafire.com/download/mp5wqa4fqy84516/PSXLOST_build_03.10.2015_cantbefinal.7z

I'm bad in ACS, so I need help. The text was changed but I can't make it normal...

Crash after IOS was fixed, no "LHUSTR74" text and after text we'll see "Monster Cast".

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Been playing through the most recent version and found a few remaining problems.

On the level Hangar, the switch in the chaingunner closet near the blue key room needs to be removed, as the platform it lowers no longer exists. Also, the secret exit on Redemption takes you to Storage Facility instead of LOST73.

I'll tell you guys if I find any more.

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Thank you for finding those bugs.

P.S.: Maybe you meant "HangEr", not the "Hangar" level? Because it's Doom 1 E1M1 map ;)

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Maybe I might finally go through The Lost Levels and see what's up. Maybe I'll encounter the same problems, that or look Into No Rest for the Living more.

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The Lost Levels has a primary importance.

I'm working on Hanger now, I'll fix old problems soon. But if you see new bugs - tell about it, of course :)

UPDATE:

Hanger fixes - "chaingunner" switch opens the secret area with computer map + fixed wall textures near this area.


Redemption fixes - no need to fix. Sorry, hayabusa479, but you're playing old version of PSXLOST. Secret exit normally goes to Lost73, checked 2 minutes ago

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Greetings,

I am new to this rather fantastic total conversion. So far, I am enjoying it a lot - playing with Lost Levels mixed in with the rest - but I do not like the added Archviles. Now, I understand they were originally replaced by a bloody chain sprite in the PS1 port, but I have seen videos of someone playing Lost Levels maps without the added Archviles. Since I hate this enemy type, I was wondering if there is a way to revert them back to bloody chain sprites.

Thanks in advance!

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Ragnor said:

If you have archviles, something has gone very wrong.

I got Arch-viles when I played the PSX TC with Brutal Doom, so that maybe the problem (or maybe some other monster/gameplay mod).

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JohnnyTheWolf said:

Greetings,

I am new to this rather fantastic total conversion. So far, I am enjoying it a lot - playing with Lost Levels mixed in with the rest - but I do not like the added Archviles. Now, I understand they were originally replaced by a bloody chain sprite in the PS1 port, but I have seen videos of someone playing Lost Levels maps without the added Archviles. Since I hate this enemy type, I was wondering if there is a way to revert them back to bloody chain sprites.

Thanks in advance!


If you're using Brutal DOOM or some other gameplay mod, It'll completely fuck up the game. Although, I think you should've created a thread for this other than post on this and the PSX DOOM threads since It's not related to what we're working on (or related to the project), but yes. If you're using Brutal DOOM OR anyother Mod, It'll replace the sprites with the Archvile.

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Eris Falling said:

Yes it is.


Yes, but It's obvious to what the problem Is; He's using either Brutal DOOM or a gameplay mod, two things that aren't compatible with the mod, UNLESS they were reworked to be compatible with It.

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NoneeLlama said:

I got Arch-viles when I played the PSX TC with Brutal Doom, so that maybe the problem (or maybe some other monster/gameplay mod).

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Tritnew said:

If you're using Brutal DOOM or some other gameplay mod, It'll completely fuck up the game. Although, I think you should've created a thread for this other than post on this and the PSX DOOM threads since It's not related to what we're working on (or related to the project), but yes. If you're using Brutal DOOM OR anyother Mod, It'll replace the sprites with the Archvile.


Crap. I see the problem now: I am playing with Smooth Doom. :S

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I saw this little bug a month ago but forgot to report it. Lost Level 11: The Spirit World, first room on the right when you go to the bright room and suddenly a "transparent" (the bug) door closes right behind you (a trap).

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Oh wow, damn it!

Thank you very much, Nrg01! I fixed it!

Still waiting for help with ACS ending text and waiting for new bug repots...

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NoneeLlama said:

You guys are so cool, overreacting to the bare mentioning of Brutal Doom. Never mind that wasn't the point of my post...

PSX Doom is an atmospheric nostalgia trip. Smooth or Brutal Doom is the antithesis of that. We're not picking on anyone, just making a point that the two have no business being used simultaneously. This is only underscored by the archvile problem that was described.

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@ DeX and Job
Here is the D6END with Job's ending text.
http://www.mediafire.com/download/e2yl44pg0obi08r/d6end.zip
Only problem is there's no ' in the font. so abbreviations like "it’s" look like "it s", you want me to unabbreviate them?
if NRFTL is going to be a separate pk3, use the scrolling D6END.wad and change D6END Next = "lost74" too "EndGameC" and delete the NRFTL levels from the zmapinfo file. Also delete D7END from maps.

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