RichardDS90 Posted June 30, 2013 Ragnor said:Just in general. Going well, fixing a few bugs along with it. Also a good way for me to get used to mapping, because I feel like actually converting a map at some point. 0 Quote Share this post Link to post
Dexiaz Posted June 30, 2013 Salahmander2 said:Going well, fixing a few bugs along with it. Also a good way for me to get used to mapping, because I feel like actually converting a map at some point. Well, it's good that you fixing our maps (especially my), but try also to convert full map by yourself ;) 0 Quote Share this post Link to post
Devalaous Posted June 30, 2013 With all of UD's maps taken or finished, I'd like D2 or Master Levels to get a focus. Most notably so that the base PSX Doom TC can be played with no cut levels outside Icon of Sin Also, this kind of got ignored in the TC thread, but how about a few original levels for the PSX Final Doom segment (You know, like how Midway made a few brand new levels) Obviously not until the project is pretty much done, but I think it'd be kind of neat, and make up for the lack of secret levels in PSX Final Doom Thirdly, with the TC having a multiplayer version now, what about the multiplayer maps from the GBA version (along with that one DM map that one of the id guys did)? I wish I'd thought of this early in the project. 0 Quote Share this post Link to post
BaronOfStuff Posted June 30, 2013 Ragnor said:With all of UD's maps taken or finished, I'd like D2 or Master Levels to get a focus. Most notably so that the base PSX Doom TC can be played with no cut levels outside Icon of Sin Isn't the point to have LL as a separate episode though? Not on-side for any plans to break the original map sequence. Also, this kind of got ignored in the TC thread, but how about a few original levels for the PSX Final Doom segment (You know, like how Midway made a few brand new levels) Obviously not until the project is pretty much done, but I think it'd be kind of neat, and make up for the lack of secret levels in PSX Final Doom I still have what was supposed to be an IDCLEV-only Easter Egg for the once-empty MAP60 slot (and it's nearly ready), but for some bizarre reason Fear has now taken this slot, after finding its way into the main TC's mapflow via a new secret exit added to Perfect Hatred. Tut tut, that's not particularly faithful. Thirdly, with the TC having a multiplayer version now, what about the multiplayer maps from the GBA version (along with that one DM map that one of the id guys did)? I wish I'd thought of this early in the project. A Deathmatch episode wouldn't be a bad idea. As for that one DM map, you mean that map made by American McGee which also ended up being in E6 of Heretic? 0 Quote Share this post Link to post
Dragonsbrethren Posted June 30, 2013 I added all of the recent releases and fixes to the OP. 0 Quote Share this post Link to post
Tristan Posted June 30, 2013 Dragonsbrethren said:I added all of the recent releases and fixes to the OP. There is a download link for Hanger, and The Omen 0 Quote Share this post Link to post
Dragonsbrethren Posted June 30, 2013 Whoops, sorry, missed those. Thanks for pointing it out. 0 Quote Share this post Link to post
BlueFireZ88 Posted July 1, 2013 Lost Levels is meant to act like new seperate episodes to the original PSX set of levels. At least, that's how I figure it. That way it doesn't interfere with the original flow of the PSX levels, but it just means more levels to play. Personally, having Fear in the original set makes sense as Perfect Hatred is in there, and it did lead to Fear (via secret exit). While it may not be faithful to the PSX version, but it makes sense cause it's at least faithful to the PC version, and that's probably what Midway would have done if they could have added it. I agree, new levels would allow many new ideas to come out and it would be interesting to see what becomes of that. That map Baron made for the 60 slot could be one of the new levels for the Lost Levels project. It could definitely show how far you can take the PSX style. "American's Legacy" is a multiplayer map originally for Doom but became E6M3 in Heretic: SOTSR. It's playable with either cheats or a bit of MAPINFO work. Don't know about Multiplayer for the TC, I suppose those DM maps from GBA Doom could be converted to normal SP levels. Don't play much MP myself. 0 Quote Share this post Link to post
Dexiaz Posted July 1, 2013 "LOST" word in name of Project means that it's ALL OTHER PC MAPS by id Software (and TNT Team) which not included in original PSX release. If you want absolutely new maps - start new project episode, where you can use all GZDoom features (3d floors, for example). Or not, you can do classic style maps but only for other episode. You can call it "Fan's dream episode" or something like this. 0 Quote Share this post Link to post
Devalaous Posted July 1, 2013 I see this went way out of context again. I've said many times that I personally will make it a giant continuous level set, I already learned how to change the music around to make use of my Aubrey soundtracks, I'll definitely expand that to the level corder itself. It'll be a learning experience too. Basically, I said "It'd be cool if those particular chunks of levels got completed" not "Those need to be completed and added to the TC" I'd like to see this map of Baron's in the set. Dexiaz, youve taken this one out of context as well. This project exists to recreate official Doom levels in the PSX Midway style, yes. Midway also made a few brand new unique maps. My idea was what if one or two secret levels in that Midway style were made, and I assume Baron had that same idea. I dont want "CRAZY GZDOOM MAPS WITH 3D FLOORS", I wanted to see what you guys would do making a brand new map, with the PSX limitations, pretending it was a Midway map that was cut. I hope this is clear now. I brought up the DM levels because 1: Their official or made by ID staff. 2: There are no DM levels and 3: There is now a version of the PSX TC for multiplayer, they might want some proper DM levels. Is the Heretic version of American's map that much different from the original Doom map he released to the public? _______________ Now thats out of the way, I see Titan Manor there, and I like it. That map always felt like a PSX map due to the darkness outdoors and the oppressive atmosphere, now it should be doubly so. One of my favourite Master Levels. 0 Quote Share this post Link to post
BaronOfStuff Posted July 1, 2013 BlueFireZ88 said:Personally, having Fear in the original set makes sense as Perfect Hatred is in there, and it did lead to Fear (via secret exit). While it may not be faithful to the PSX version, but it makes sense cause it's at least faithful to the PC version, and that's probably what Midway would have done if they could have added it. Eh, still think Perfect Hatred should be reverted to its 'correct' form without the secret exit, and Fear placed in the LL episode (where it actually belongs). The current placement being 'faithful to the PC version' is one thing, but it's not really the point in the TC (remaining faithful to the PSX port) or this project. 0 Quote Share this post Link to post
Dexiaz Posted July 1, 2013 Hm, I have a question: What about another episode with D64 maps? [Yeah, I saw D2 TC project, but what about PSX?] [And I liked "Cat and mouse" map in PSX style] P.S.: The Manor is freaking hard to redone (I'm talking about textures, the geometry is done already) 0 Quote Share this post Link to post
BaronOfStuff Posted July 1, 2013 DeXiaZ said:Hm, I have a question: What about another episode with D64 maps? From what I understand, that'll get the green light after the DII64 (lolname, it's still not decided) project itself is finished and released. I certainly have no issue with converting my maps again to look and behave like PSX stuff. 0 Quote Share this post Link to post
Dexiaz Posted July 1, 2013 BaronOfStuff said:From what I understand, that'll get the green light after the DII64 (lolname, it's still not decided) project itself is finished and released. I certainly have no issue with converting my maps again to look and behave like PSX stuff. Well, after this project we can try to redone maps again. But after... UPDATE: Manor v0.99 Why 0.99? This map need freaking REVERB. But I don't know how to add it. I thought it's ACS script, but nope - in other maps with reverb there are no any ACS scripts. 0 Quote Share this post Link to post
scalliano Posted July 1, 2013 BaronOfStuff said:Eh, still think Perfect Hatred should be reverted to its 'correct' form without the secret exit, and Fear placed in the LL episode (where it actually belongs). The current placement being 'faithful to the PC version' is one thing, but it's not really the point in the TC (remaining faithful to the PSX port) or this project. Agreed. I understand the will to fill the MAP60 slot, but after going to all of that trouble getting the TC as close to the PSX port as possible, this kind of flies in the face of that. Save it for the Lost Levels. 0 Quote Share this post Link to post
RichardDS90 Posted July 1, 2013 DeXiaZ said:Well, after this project we can try to redone maps again. But after... UPDATE: Manor v0.99 Why 0.99? This map need freaking REVERB. But I don't know how to add it. I thought it's ACS script, but nope - in other maps with reverb there are no any ACS scripts. Reverb is a Thing you need to put in, you need 2, the Thing number is 9048, have one with the tag "1515" with the first reverb set to either 14 which has a short reverb, 7 for a long reverb and 5 for in the middle. For the second sound environment Thing, set the tag for 1516, this stops the reverb happening in any sectors with a sky "ceiling". 0 Quote Share this post Link to post
RichardDS90 Posted July 1, 2013 BaronOfStuff said:Eh, still think Perfect Hatred should be reverted to its 'correct' form without the secret exit, and Fear placed in the LL episode (where it actually belongs). The current placement being 'faithful to the PC version' is one thing, but it's not really the point in the TC (remaining faithful to the PSX port) or this project. I gotta admit, I kinda prefer Perfect Hatred the way it is and Fear filling MAP60. Even if it does lose the faithfulness of the PSX version. But of course, everyone will have different tastes. 0 Quote Share this post Link to post
Tristan Posted July 1, 2013 Where the hell were you guys when adding Fear was being discussed? >_< Also, I see that Manor was neither of the two Master Levels I thought it was on the screenshot. I thought it was either TTRAP or TTEETH MAP31. I should probably play the Master Levels more. 0 Quote Share this post Link to post
Dexiaz Posted July 1, 2013 Well, Salahmander2, it's not easy even just in words, but thank you. I just copy-pasted them. The updated link and video will be soon 0 Quote Share this post Link to post
Pixel_Crusher Posted July 1, 2013 BaronOfStuff said:From what I understand, that'll get the green light after the DII64 (lolname, it's still not decided) project itself is finished and released. I certainly have no issue with converting my maps again to look and behave like PSX stuff. While were at it, how feasible would it be for the "No Rest for the Living" episode to get the PSX treatment? That way we would have all of the official Doom/Doom II/Final Doom/Doom 64 maps playable in their full PSX glory. :D In a long stretch, we could also do the same for scifista42's "Doom 3 levels in UDoom" project when it gets done (excluding levels that weren't officially in Doom 3 of course). http://www.doomworld.com/vb/wads-mods/63924-doom-3-levels-meets-d1-pace-unusual-community-project/ 0 Quote Share this post Link to post
RichardDS90 Posted July 1, 2013 Pixel_Crusher said:While were at it, how feasible would it be for the "No Rest for the Living" episode to get the PSX treatment? NRFTL conversion has been talked about before, from what has been said, chances are it's a no if I remember right, PSXifying it is pretty much gonna take out so much of the detail, and not to mention that it's pretty much new, but it will be awesome if it happens. 0 Quote Share this post Link to post
Devalaous Posted July 1, 2013 I'll say it again: NRFTL was made many many years after Doom and isn't even compatible with doom2.exe. A different approach HAS to be taken Might as well just throw the limitations aside to using the PSX textures. Keep it a bonus add-on made after LL is complete, in the same way NRFTL is practically a bonus add-on to Doom 2. 0 Quote Share this post Link to post
Dragonsbrethren Posted July 1, 2013 BaronOfStuff said:Eh, still think Perfect Hatred should be reverted to its 'correct' form without the secret exit, and Fear placed in the LL episode (where it actually belongs). The current placement being 'faithful to the PC version' is one thing, but it's not really the point in the TC (remaining faithful to the PSX port) or this project. Yeah, I guess I wasn't paying enough attention to the TC thread, but I still don't understand why Fear was added to the main TC. Were people that upset about having a blank map slot in the progression, in a port where that doesn't even matter? 0 Quote Share this post Link to post
Marnetmar Posted July 2, 2013 Ragnor said:I'll say it again: NRFTL was made many many years after Doom and isn't even compatible with doom2.exe. A different approach HAS to be taken Might as well just throw the limitations aside to using the PSX textures. Keep it a bonus add-on made after LL is complete, in the same way NRFTL is practically a bonus add-on to Doom 2. Like I said here, a super-simplified NRFTL could be quite interesting. I see no problem in doing it, but I also think that including it in the official PSX Doom TC or Lost Levels map packs could potentially make them too bloated. 0 Quote Share this post Link to post
RichardDS90 Posted July 2, 2013 Good job on Manor DeXiaZ. A map like this woulda really made itself feel right at home on the PSX Doom. Found no problems, but there are some remains of the PC Doom's textures. 0 Quote Share this post Link to post
Dexiaz Posted July 2, 2013 Salahmander2 said:Good job on Manor DeXiaZ. A map like this woulda really made itself feel right at home on the PSX Doom. Found no problems, but there are some remains of the PC Doom's textures. As always. They are included in "dead" linedefs. It's really hell work to found and delete them all. And they are just wrong names in map options for Playstation. For TC it's just textures, the existence of which can be guessed only through DoomBuilder. 0 Quote Share this post Link to post
RichardDS90 Posted July 2, 2013 DeXiaZ said:As always. They are included in "dead" linedefs. It's really hell work to found and delete them all. And they are just wrong names in map options for Playstation. For TC it's just textures, the existence of which can be guessed only through DoomBuilder. Ah, there's a much easier way of finding them, press F4 to bring up the map analysis. If you don't have Doom 2 resources loaded, they will come up as an unknown texture, this is the easiest way to identify them. As for replacing them, F3 will allow you to find and replace them. Hope this helps. :) 0 Quote Share this post Link to post
BaronOfStuff Posted July 2, 2013 DeXiaZ said:It's really hell work to found and delete them all. F3 is your friend... 0 Quote Share this post Link to post
RichardDS90 Posted July 2, 2013 Credits go to Noneellama for the map. http://www.mediafire.com/download/12l66gzoldnat2n/PSXSlough-V1%2C1.wad Slough Of Despair, now with colours more suited for the level, also a bug has been fixed where reverb only happened on hard difficulties. And of course fixed some HOMs. Ah, before I forget. http://www.mediafire.com/download/n1q1fiiifxfnwag/PSXDowntown-V1%2C11.wad Yet another version of Downtown, noticed some real nasty HOMs and removed them. Credits go to DeXiaZ for the map. On another note, thinking of having a go at converting Slayer for Plutonia. 0 Quote Share this post Link to post
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