RichardDS90 Posted July 4, 2013 Eris Falling said:A lot of 256+ tall textures means a lot of height tweaking :/ I was temporarily stumped on how to work around a huge 380-something tall rock texture, and it means I've actually had to ADD a sector of grass behind it, blocked off with railings. It's coming on nicely though, and it should be done before this day is over. Compare this with how long Pharaoh took... Least it'll look the part for sure. And yeah, can imagine with Pharaoh, bet that took at least half a day to do? Abattoire, now PSXified. Slot is MAP02 Again, let me know if you have issues or have improvements to suggest. 0 Quote Share this post Link to post
Tristan Posted July 4, 2013 Pharaoh took nearly 2 weeks, I was slacking a lot. I may have still had exams then though, I can't remember. As ever, for spoiler-y reasons, I will not play Abattoire* until this project is finished. I have a question for technical geeks out there. Caughtyard uses Tag 666 behaviour as an essential part of the map, but the behaviour is not present in the TC. How is this implemented? *Should this typo be fixed for LL? 0 Quote Share this post Link to post
RichardDS90 Posted July 4, 2013 Eris Falling said:Pharaoh took nearly 2 weeks, I was slacking a lot. I may have still had exams then though, I can't remember. As ever, for spoiler-y reasons, I will not play Abattoire* until this project is finished. I have a question for technical geeks out there. Caughtyard uses Tag 666 behaviour as an essential part of the map, but the behaviour is not present in the TC. How is this implemented? *Should this typo be fixed for LL? Not bothered if the typo should be fixed. And the amount of maps that are coming in lately, I reckon we'll be finished by around the end of the year possibly. As for Tag 666, don't know anything about it in PSX Doom. Update: I will proceed to convert NME. 0 Quote Share this post Link to post
BaronOfStuff Posted July 4, 2013 Eris Falling said:I have a question for technical geeks out there. Caughtyard uses Tag 666 behaviour as an essential part of the map, but the behaviour is not present in the TC. How is this implemented? Can be done via MAPINFO, or ACS. Check the ZDoom wiki on how to get it working. Should this typo be fixed for LL? I don't see why not. 0 Quote Share this post Link to post
Tristan Posted July 4, 2013 Mancubi in PSX Final Doom, blasphemy. MAP141 - Caughtyard ZDoom screenshot, don't judge. I forgot to take one while playing this on GL-PC Note: While it is possible to get to the yellow key with the new height changes, it may be slightly difficult for some. If so, let me know and I'll try and work something out. Uses PSXMUS05, the track used originally on Phobos Lab, Unto the Cruel, The Courtyard and Human Barbecue. Also, when I tested it, there was a bug with some of the railing textures. They showed up fine in the editor, so I have no idea what went wrong there. Enjoy! EDIT: Having been impressed with my speed on these two levels today, I shall proceed to do Bunker and The Crypt next. 0 Quote Share this post Link to post
RichardDS90 Posted July 4, 2013 Eris Falling said:Mancubi in PSX Final Doom, blasphemy. MAP141 - Caughtyard ZDoom screenshot, don't judge. I forgot to take one while playing this on GL-PC Note: While it is possible to get to the yellow key with the new height changes, it may be slightly difficult for some. If so, let me know and I'll try and work something out. Uses PSXMUS05, the track used originally on Phobos Lab, Unto the Cruel, The Courtyard and Human Barbecue. Also, when I tested it, there was a bug with some of the railing textures. They showed up fine in the editor, so I have no idea what went wrong there. Enjoy! EDIT: Having been impressed with my speed on these two levels today, I shall proceed to do Bunker and The Crypt next. Couldn't get the Yellow Key. I've gone in editor and changed the height so it's reachable, should be able to combine sectors too. Noticed missing textures so I put some in. As for the rails, I've modified the offset so they appear correctly. Permission to upload this? Otherwise, this is a really good conversion. :) 0 Quote Share this post Link to post
Tristan Posted July 4, 2013 Thanks, and go for it! I accidentally deleted the WAD itself while clearing out the backups, so it saves me having to download it again :P 0 Quote Share this post Link to post
RichardDS90 Posted July 4, 2013 Eris Falling said:Thanks, and go for it! I accidentally deleted the WAD itself while clearing out the backups, so it saves me having to download it again :P Awesome, I noticed you lacked reverb, you want that in? And you fancy having colour sectors for the water and teleports? 0 Quote Share this post Link to post
Tristan Posted July 4, 2013 Salahmander2 said:Awesome, I noticed you lacked reverb, you want that in? And you fancy having colour sectors for the water and teleports? I guess some reverb wouldn't go amiss in the last corridor, since that's large enough in my opinion to consitute an echo, whereas those tiny revenant cupboards aren't. Coloured water doesn't make much sense (to me at least), and neither do outdoor teleporters, as they don't light anything up except the teleporter itself, which, given that it's already red, seems a bit redundant. 0 Quote Share this post Link to post
Devalaous Posted July 4, 2013 Given that your emulating Midway's level design,if they did that kind of thing, its worth consideration. It's kind of cool that your a step ahead in setting music for each. I have to go a little further and place the extra tracks from Aubrey's albums in there, which is fun :p Level name typos got fixed in the Doom Classic Complete compilation on the PS3, well, at least Hanger got fixed. No longer does the level depict a secret military base designed to contain a demon's coathanger.. 0 Quote Share this post Link to post
RichardDS90 Posted July 4, 2013 Caughtyard V1.1 Credits goes to Eris Falling for the map. Added reverb in the last part only. Changed the offset of a couple of railings to display correctly. Changed the height of the yellow key jump so that the yellow key can now be obtained along with the megasphere. Because of some of the changes in the jump, I combined a couple of sectors. Fixed a few missing/unknown textures. That's all. On another note, I'm calling Genesis after I'm done with NME. 0 Quote Share this post Link to post
Tristan Posted July 4, 2013 Awwww crap! I just remembered I was going to try and go down the unconventional route and put the demo music in Caughtyard, it would've fitted well. Ah well, doesn't matter, PSXMUS05 is fine, I'll try and sneak it in somewhere else ;) 0 Quote Share this post Link to post
RichardDS90 Posted July 4, 2013 Eris Falling said:Awwww crap! I just remembered I was going to try and go down the unconventional route and put the demo music in Caughtyard, it would've fitted well. Ah well, doesn't matter, PSXMUS05 is fine, I'll try and sneak it in somewhere else ;) Could always make an exclusive map for the project and put that in, I'm sure this will sound cool. Kinda like what Williams/Midway/ID did with Mansion and Club Doom and that, but for Final Doom. Update: Compound V1.2 Second revision. Had the wrong texture on one wall. I hope this will be the last one for Compound. 2 is enough haha. 0 Quote Share this post Link to post
Dexiaz Posted July 5, 2013 I've got a question: Ok, we can convert all those maps, but...endings of D2/TNT/Plutonia are "Kill John Romero". In PSX it's impossible to realise. But for now there is no good "Ending" map...And what we should do with this? 0 Quote Share this post Link to post
BlueFireZ88 Posted July 5, 2013 Someone was working an an adaptation to Icon of Sin by combining that level with Last Call and The Gateway to Hell so that there's a giant finale. At least, that's what I remember. 0 Quote Share this post Link to post
BaronOfStuff Posted July 5, 2013 If you people checked the maplist in the first post of this topic, you'd see I've already put a demo up. 0 Quote Share this post Link to post
Dexiaz Posted July 5, 2013 One moment: Claimed maps have the mappers name in parenthesis, bold maps are completed, italics may not be included May not...or yes? We don't even know how it's would be. And it's stupid idea to finish ALL wads with Icon of Sin. It should be like Doom 64 with "Mother Demon", IMO 0 Quote Share this post Link to post
Devalaous Posted July 5, 2013 Uh, wasnt reverb a levelwide thing? There was a very detailed post about how PSX Doom did it. 0 Quote Share this post Link to post
RichardDS90 Posted July 5, 2013 DeXiaZ said:One moment: May not...or yes? We don't even know how it's would be. And it's stupid idea to finish ALL wads with Icon of Sin. It should be like Doom 64 with "Mother Demon", IMO I think an Icon finish is ideal. As for the Mother Demon, it'll pretty much be another Redemption Denied and Dis. On another note. NME NME is no longer an enemy to the PSX Doom. Sorry for the terrible joke. :P Genesis shall be next. 0 Quote Share this post Link to post
Cryo Posted July 5, 2013 Would I be able to claim River Styx, if that is ok with everyone? I'm 35% through it, and it shouldn't take much longer now... To be honest, River Styx shouldn't use any other music than PSXMUS15, it fits a lot better than the others. 0 Quote Share this post Link to post
RichardDS90 Posted July 5, 2013 Cryo said:Would I be able to claim River Styx, if that is ok with everyone? I'm 35% through it, and it shouldn't take much longer now... To be honest, River Styx shouldn't use any other music than PSXMUS15, it fits a lot better than the others. No-one else has claimed it from what I know, so carry on, I REALLY cannot wait to see it PSXified, it'll look really interesting. As for the music, I find it fitting a bit, no too sure. 0 Quote Share this post Link to post
Cryo Posted July 5, 2013 I've noticed that some textures don't exist (like the roof going along the blood river) so should I just use the next best thing? Also, is any color from the color chart accepted? Just making sure that I don't get it wrong. 0 Quote Share this post Link to post
RichardDS90 Posted July 5, 2013 Cryo said:I've noticed that some textures don't exist (like the roof going along the blood river) so should I just use the next best thing? Also, is any color from the color chart accepted? Just making sure that I don't get it wrong. For the roof of the blood river, I say use ROK04, it's probably a somewhat, better replacement, as for RED, not too keen on that texture. For the rest, yeah, I say use the next best thing, or something that's kinda similar to it. For the colour, if you've seen the colour chart on the first page, then yeah, can use them. 0 Quote Share this post Link to post
Avoozl Posted July 5, 2013 One thing I've noticed is that some of the psx textures included in the original tc were identical to the pc textures (not sharpened) but under different names. 0 Quote Share this post Link to post
BaronOfStuff Posted July 5, 2013 Avoozl said:One thing I've noticed is that some of the psx textures included in the original tc were identical to the pc textures (not sharpened) but under different names. These would be the Final Doom ones. There are also some textures from Doom which are barely different, but are at least cleaned up somewhat (a lot of the 'marble' theme textures, etc). 0 Quote Share this post Link to post
RichardDS90 Posted July 5, 2013 I know this may sound odd, but should we have some Doom Beta levels in this project? Only ones I'm thinking of are the ones that didn't make it. On another note guys, not sure if this has been said prior, but check the textures that are already in place before applying the new textures, because a lot of them may not match the original textures. Just a heads up. Also, if you add reverb and there a 2 or more parts of the map which aren't connected, put reverb in all areas. Otherwise, you will only get reverb in one part of the level and not all. Eris Falling said:EDIT: I see you used SKY04 for Realm. Since I'm working on the map immediately before it, do you want me to use the same sky, or can I use SKY01 if I deem it to be better? Sorry Eris! I've just seen this! I'm not fussed as long as my maps are good enough for the project. Genesis, now in PSX form. Map slot is MAP01. As always, let me know if you have problems, or wish to improve. Got fixes for my maps to post as well, but I think I've posted enough in one day haha. 0 Quote Share this post Link to post
BlueFireZ88 Posted July 6, 2013 A couple of beta levels were adapted to Xaser's Lost Episode (which is ironic cause most of the episode is made up of PC styled PSX levels). The levels include: E5M1: Logos Anomaly (which is very surreal, but is based off of one of the more well known beta levels). E5M4:Carrol St. Station (Another beta based level). 0 Quote Share this post Link to post
RichardDS90 Posted July 6, 2013 BlueFireZ88 said:A couple of beta levels were adapted to Xaser's Lost Episode (which is ironic cause most of the episode is made up of PC styled PSX levels). The levels include: E5M1: Logos Anomaly (which is very surreal, but is based off of one of the more well known beta levels). E5M4:Carrol St. Station (Another beta based level). Yup thats the ones I'm thinking of but pretty much wanna base it on the originals.. You want me to have a pop at those two at some point? 0 Quote Share this post Link to post
BaronOfStuff Posted July 6, 2013 Let's actually get the levels that formed the IWADs out of the way before we start adding others from alpha/beta versions. 0 Quote Share this post Link to post
RichardDS90 Posted July 6, 2013 BaronOfStuff said:Let's actually get the levels that formed the IWADs out of the way before we start adding others from alpha/beta versions. Rather that anyway, since we could use the beta levels as easter eggs? Edit: What do you guys want me to do in regards to the multiplayer monsters in my maps, keep them or get rid of them? 0 Quote Share this post Link to post
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