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


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Anyway, upload it please, I think somebody can finish your work.

About my map - again I don't know which music I should use?

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DeXiaZ said:

Anyway, upload it please, I think somebody can finish your work.

About my map - again I don't know which music I should use?


I'll upload it later, will give an update if I get my PC sorted for mapping.

Music, Refinery's music?

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DeXiaZ said:

Anyway, upload it please, I think somebody can finish your work.

About my map - again I don't know which music I should use?


PSXMUS04.

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DeXiaZ said:

Well, my "map logic":

The normal ending of this map - go to the draw-well. But there is teleport in draw-well. Possibly doomguy goes to this teleport to next normal map.

But there is teleport that goes to secret on bottom of draw-well. And this teleport can be remaked as Teleport to Sewers/Betray.


Eh, Sewers is a UD level and Betray is a D2 level. I'd prefer it go to a brand new "lost Midway level" near the end of the project.

I'd have Sewers and Betray accessed from the UD and D2 Lost Levels myself.

I do like the secret exit idea itself though.

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Eh, Sewers is a UD level and Betray is a D2 level. I'd prefer it go to a brand new "lost Midway level" near the end of the project.

It's impossible to add Betray or Sewers into our UD and D2 levels, because original exits - random walls. It will be a real idiocy - to knock at each wall.

In "Habitat" map we have strange secrets with normal walls (you should knock at each wall, yeah...) where you can get key to Final teleport to...MEGASPHERE?! F$%K THIS POWERUP!

Music, Refinery's music?

PSXMUS04.


We have a map with open spaces and with caves. The PSXMUS10 sounds like water that drips into the cave. And on the surface this music creates the effect that the open space is really dangerous, IMO.

UPD:



PSX Habitat v1.1

Now I want to say that this map is really my last map in this month. Now I'm going on vacations. I want to quote my old post:

I give my permission for correction of my maps. But I hope that by this time you already port all maps and I will see the finished project after arrival ;)


And about Habitat secret exit: I didn't choose which map will be secret for this map (Sewers or Betray). I hope that you can decide (:

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Dead Zone Beta

Here is the beta I promised of Dead Zone. The geometry changes have already been done from what I know but I may have missed some parts, not sure. Monster variety has been changed. All that's left is retexturing, colourising and reverb.

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In regards to the secret exit with habitat:

While I don't expect the order of the episodes to be set in stone until most if not all of the maps are done, I honestly don't mind the use of Sewers or Betray as a bridging point. I'd go with Betray since it fits more with Doom 2/TNT.

Beta based levels or even new ones could work as well if anyone feels up to it.

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I agree with Betray, because the style of this map is "similar" to Habitat (it's caves-sewers [lol]).

"Sewers" map is hellish (well, BaronOfStuff made this map as hellmap) and it's good for any hell map or map that can teleport player to Hell.

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BlueFireZ88 said:

In regards to the secret exit with habitat:

While I don't expect the order of the episodes to be set in stone until most if not all of the maps are done, I honestly don't mind the use of Sewers or Betray as a bridging point. I'd go with Betray since it fits more with Doom 2/TNT.

Beta based levels or even new ones could work as well if anyone feels up to it.


Beta levels is a great idea, but as said before, not gonna be done until we've converted all the maps.

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Understandable. Anything new should certainly wait until all of the original material is covered. And given the way the list looks on the first post, this project has come a long way since its beginnings.

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Uh, how is it impossible? Lost Levels doesn't add on to the TC, its a seperate level list. Even if you wanted to keep the dumb E1M1 and MAP02 wall hump intact you couldn't.

You can add a secret exit to any Lost Level map. The Mansion was accessed from a brand new secret exit in Suburbs, to give a Midway example. Took me forever to find that, because there never was that exit.

I'm pretty sure Warrens will need this approach, since Erebus is a base game level and with Fear now in the base TC, Sewers could be in E4. Probably E4M6, given how devious it already is.

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Uh, how is it impossible? Lost Levels doesn't add on to the TC, its a seperate level list.


ORLY?

Dragonsbrethren said:
This will be released as an add-on for the TC and not integrated as a part of it.


It means that it doesn't goes as update to original TC (kinda PSX Doom TC 2.1).

It means that we can remade ZMAPINFO file: add special episode. Then pack all maps and this ZMAPINFO file in PK3 file and run with PSX TC.

And when we run game we can choose new episode called "The Lost Levels"

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Habitat was one of the weaker levels in TNT. It was made by Christopher Buteau. But that PSX conversion is also more like an improvement too. The cave music surprisingly fits in nicely.

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  • 2 weeks later...

Habitat V1.1

Credits goes to DeXiaZ for the map.

Got rid of the floating chain Marver0PS found, one of the areas exceeded 256 units so changed the height around the area to make it more suitable and to reduce the amount of sectors a little bit, as well as cutting down sidedefs. Also Added reverb

Shipping And Respawning V1.1

Credits goes to DeXiaZ for the map.

Got rid of left over PC textures, got rid of a couple of redundant sectors and fixed a couple of HOMS.

May have a few more fixes to come yet.

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Hi everyone. All this PSX conversion stuff is amazing, I've learned a lot from reading about it and the PSX TC is fantastic. Something confuses me: the framerate and controls on the TC seem to be smoother and more fluent than on the PSX. This doesn't lend a 100% Playstation feel.

The monsters generally seem slower on the PSX version of Doom (I was really surprised how sluggish Knights and Barons seem) and Cacos and Revenants are basically crippled. Maybe it's just the smoothness of modern PCs, but when playing the PSX TC, I feel like I've got a huge advantage. It's like my reaction times are faster, there's more of a margin to react. This isn't a criticism as such, the work done so far is amazing, it's just something that stands out.

Something else I'm not clear on is reducing detail within maps that are being converted. There don't seem to be many guidelines. How do we actually know what would have caused lag on the Playstation? Never mind, there is an explanation for this.

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I would try and do "prison" or "steel mill" from TNT as I love those maps but I have no idea on how to do any of this what so ever (The converting, reverb, coloured lighting an MAPINFO are beyond me!). I also lack an editor like SLADE or XWE as they just refuse to work but I may give it a stab.

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MajorRawne said:

Hi everyone. All this PSX conversion stuff is amazing, I've learned a lot from reading about it and the PSX TC is fantastic. Something confuses me: the framerate and controls on the TC seem to be smoother and more fluent than on the PSX. This doesn't lend a 100% Playstation feel.

The monsters generally seem slower on the PSX version of Doom (I was really surprised how sluggish Knights and Barons seem) and Cacos and Revenants are basically crippled. Maybe it's just the smoothness of modern PCs, but when playing the PSX TC, I feel like I've got a huge advantage. It's like my reaction times are faster, there's more of a margin to react. This isn't a criticism as such, the work done so far is amazing, it's just something that stands out.

Something else I'm not clear on is reducing detail within maps that are being converted. There don't seem to be many guidelines. How do we actually know what would have caused lag on the Playstation? Never mind, there is an explanation for this.


This is why I use the rebalancing add-on to put everything back to PC speeds.

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Sewers V1.1

Credits goes to BaronOfStuff for the map.

Reverb was on the thing action instead of the thing tag, now the tag number is on the tag and not action. Enjoy Sewers with working reverb.
No other changes have been made to the map. :)

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Well, I hope that I have got River Styx done, here's the link (because I think it looks a little too dark and a bit low quality to show an embed video of it. won't happen again.)

http://youtu.be/z-cYZTpCxR8

Tell me what you think. Is there anything that needs changing (apart from the still lava placeholders)?

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Cryo said:

Well, I hope that I have got River Styx done, here's the link (because I think it looks a little too dark and a bit low quality to show an embed video of it. won't happen again.)

http://youtu.be/z-cYZTpCxR8

Tell me what you think. Is there anything that needs changing (apart from the still lava placeholders)?


Is it possible to post a link of the map, this way I can get a closer look and all that?

Upon looking at the vid, may have to change SUPPORT3 to SUPPORT2 since it doesn't look right. Otherwise, this is looking great!

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fenderc01 said:

I started converting Chasm a long time ago, but never finished. It's up for grabs for someone to finish or start from scratch. Either way, here it is:
http://www.mediafire.com/download/8gysh4z59aigh1g/PSXCHASM.ZIP

I'll try and finish it if possible, has the geometry been done?
---

Update

Chasm

Credits go to Fenderc01

Chasm was mostly finished before I finished it off, just needed a few height changes. Also added colour sectors and added reverb, also changed the slimefall room back to using the slimefall textures. Also decided to make the thin platforms a little bit thicker so now it's easier to navigate. Also due to the absence of the computer flat, decided to make the switch pretty much just a computer like texture instead. Map is MAP24.

The Omen V1.1

Credits go to DeXiaZ for the map.

Added colour sectors where appropriate, got rid of all MP only monsters and changed MP only weapons to DM only. Added reverb.

Temple Of Darkness V1.1

Aligned some textures slightly and added a colour sector.

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DeXiaZ said:

Well, nice to see that project is still alive, lol (:


Welcome back DeXiaZ, project is still alive and kicking just about. :D

---

Gonna have a pop at Anti-Christ.

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Anti-Christ

As usual, let me know on improvements and suggestions.

MAP01, like always.

Might give Final Frontier a try. Don't expect me to have any success with this one though.

---

Update 1.

Final Frontier

Final Frontier was MUCH easier than I thought.

Since it was quite similar to Anti-Christ, a lot of the same textures got used and the same with colours. Also got rid of self-referencing sectors.

As usual, let me know if you have problems or suggestions.

MAP01.

Chasm V1.01

Credits go to Fenderc01 for the map.

Just a very minor update with one of the teleport destination thing, was a bit in the ground, now it is on the floor.

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