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


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Ragnor said:

What about two versions, one standalone, one integrated with the TC?

I think D64+NRFTL should be a combined pack, divided into two episodes, much like PSX Doom has UD and D2 as selectable episodes.


Actually, doing that would sound quite faithfull to the way each group of levels were presented in PSX Doom. Something along these lines could be made:

Episode 1 - Ultimate Doom (UDOOM maps + SEWERS.WAD)
Episode 2 - Doom II: Hell on Earth (DOOM2 maps + BETRAY.WAD)
Episode 3 - Master Levels for Doom II
Episode 4 - Final Doom (Plutonia maps + TNT maps)
Episode 5 - No Rest for the Living
Episode 6 - Doom 64 (Absolution doesn't seem good for not sounding official imo, though at one point I believe id Software used that name during prototype phases of development)

Six whopping episodes! You guys are really throwing these together in a blender to create the most definitive version of Doom ever made! :D

Regarding maps such as "Icon of Sin", which won't be included for not filling the PSX conversion requirements, can they still be seamlessly integrated into the game flow by loading them as separate wads together with the Lost Levels wad?

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Pixel_Crusher said:

Episode 1 - Ultimate Doom (UDOOM maps + SEWERS.WAD)
Episode 2 - Doom II: Hell on Earth (DOOM2 maps + BETRAY.WAD)
Episode 3 - Master Levels for Doom II
Episode 4 - Final Doom (Plutonia maps + TNT maps)
Episode 5 - No Rest for the Living
Episode 6 - Doom 64 (Absolution doesn't seem good for not sounding official imo, though at one point I believe id Software used that name during prototype phases of development)


No way. Ultimate Doom, Doom II and Final Doom + Master Levels must be saved as original PSX maps. We NEED NOT to change them.

Absolution sounds bad? Ok, possibly it is for few people for some reason. But "Doom 64"...ok, we know that 64 is from Nintendo 64, but for me it's not really good idea to call it "Doom 64" for this episode. If you want to call this Doom with number, let's call it Doom 3, ok?

It's my opinion only.

About NRFTL + Doom 64 in 1 episode. Good idea, because NRFTL is mini-sequel for Doom 2. Doom 64 is sequel to Doom 2 (and possibly for Final Doom, but IDK exactly).

About Xbox secret levels. I think that "Betray" map should have exit from "HABITAT" level (look at exit...You need to get yellow key [as I remember] to get into secret room. But I've deleted this secret for some reasons. But I thought that it's good sector to do secret exit.)

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Marnetmar said:

I think I'd keep NRFTL and Doom 64 in separate mods, just to avoid the PSX TC becoming too bloated.


Yeah...the most bigger Map Pack for Doom in the story...lol

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DeXiaZ said:

About Xbox secret levels. I think that "Betray" map should have exit from "HABITAT" level (look at exit...You need to get yellow key [as I remember] to get into secret room. But I've deleted this secret for some reasons. But I thought that it's good sector to do secret exit.)


I disagree. Sewers should be accessible from a secret added into one of the UD Lost Levels (Im thinking E4M6, theres a lava pool on one side of the map that has no real use. There could be a door that opens up in that area after doing some task elsewhere), while Betray should similarly be accessible from a Doom 2 Lost Level. Betray is much easier than Sewers, so maybe from Downtown?

I like the IDEA of the secret exit in Habitat, but putting Betray there breaks the thing where it was a level for Doom 2, not TNT. Hence why I suggested one or two new levels, which is the kind of thing Williams/Midway would have done there with Habitat

EDIT: E4M6 still isn't actually complete, an exit to Sewers could be easily done provided Nuxius pops up again before he finishes it. Wasn't aware Downtown was your map Dexiaz.

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Hey, from working on unPSX I was wondering if it's possible to put psxdoom.bat in doom builder's testing parameters, and if so how? I have a feeling that there's an easier way to get test maps working than I'm currently making use of :P

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Wow, I totally did not expect to see this much done in so little time; great work everyone! Looking forward to setting aside some time to play this when it's done.


Moving onto my maps, sorry it's taken me so long to get back to you guys; been real busy at work as of late.

I'm going to go ahead and give up my slot for Spirit World, so someone else can take it.

For the other two maps (Against Thee Wickedly and Odyssey of Noises), I'm going to try to see what I can get done with them over the next week. If progress doesn't look good by then, then I will go ahead and upload what I have done so someone else can finish it.

Ragnor said:

EDIT: E4M6 still isn't actually complete, an exit to Sewers could be easily done provided Nuxius pops up again before he finishes it.

What does everyone else think? I can certainly do this if most agree with it.

Ragnor said:

The PSX Dooms were never even released on PSN

And it probably never will be, considering all the legal hoops they would have to go through to get it released.

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Nuxius said:

Wow, I totally did not expect to see this much done in so little time; great work everyone! Looking forward to setting aside some time to play this when it's done.


I'm going to go ahead and give up my slot for Spirit World, so someone else can take it.


What does everyone else think? I can certainly do this if most agree with it.


It is quite surprising at how far we progressed in such a time span.
As for Spirit World, I'll have a shot at it.
And as for an exit on Against Thee Wickedly, it's a good idea, so I say go for it.

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What does everyone else think? I can certainly do this if most agree with it.


Ok, I agree with it too. Do it! :)

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Spirit World

Quite an easy map to convert, did learn some stuff upon converting it, it seems like a pretty rushed map since I spotted HOMS and several sectors with redundant tags.
As usual, let me know of any problems and all that.
Now that Doom II is now finished, we're well on the way now!

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Salahmander2 said:

Spirit World

Quite an easy map to convert, did learn some stuff upon converting it, it seems like a pretty rushed map since I spotted HOMS and several sectors with redundant tags.
As usual, let me know of any problems and all that.
Now that Doom II is now finished, we're well on the way now!



PSX Doom II
FINISHED

MAPS 100%
PSXish 100%
WIN 100%

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I'm sure this has probably been mentioned by others, but after this is finished, I'm hoping some mappers will get together to make a brand-new PSX Doom campaign with entirely original maps. Pretend that back in 1996, Id Software let Williams/Midway make an exclusive PSX Doom game as sort of a "sibling" to the N64-exclusive Doom 64.

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Megamur said:

I'm sure this has probably been mentioned by others, but after this is finished, I'm hoping some mappers will get together to make a brand-new PSX Doom campaign with entirely original maps. Pretend that back in 1996, Id Software let Williams/Midway make an exclusive PSX Doom game as sort of a "sibling" to the N64-exclusive Doom 64.


This could be interesting. You would have quite a bit more freedom since you won't have to use jaguar maps as a base, but the PSX's limits are still there so it would be challenging.

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Megamur said:

I'm sure this has probably been mentioned by others, but after this is finished, I'm hoping some mappers will get together to make a brand-new PSX Doom campaign with entirely original maps. Pretend that back in 1996, Id Software let Williams/Midway make an exclusive PSX Doom game as sort of a "sibling" to the N64-exclusive Doom 64.


It was obvious that someone will ask about it.

But I don't know.

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Megamur said:

I'm sure this has probably been mentioned by others, but after this is finished, I'm hoping some mappers will get together to make a brand-new PSX Doom campaign with entirely original maps. Pretend that back in 1996, Id Software let Williams/Midway make an exclusive PSX Doom game as sort of a "sibling" to the N64-exclusive Doom 64.


Funnily enough, I have just been thinking that I'd want to do a PSX map. I'd try and do something.

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Eris Falling said:

Funnily enough, I have just been thinking that I'd want to do a PSX map. I'd try and do something.

I enjoyed mapping PSX-style (not to be confused with this endeavor). A lot of my momentum was lost on my next PSX-style was when my hard drive blew it. At least I still have this/shameless plug: http://www.doomworld.com/idgames/index.php?id=12417

I really ought to get mapping again.

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Megamur said:

"Doom the Way Midway Did"? Not sure it has the same ring to it. :)


I've made a few attempts at a "Doom the way Williams Did" by converting DTWID maps into PSX style but I was never ever able to finish E1M1 due to boredom and the risk of getting a lot of people mad at me.

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Marnetmar said:

I've made a few attempts at a "Doom the way Williams Did" by converting DTWID maps into PSX style but I was never ever able to finish E1M1 due to boredom and the risk of getting a lot of people mad at me.


Ignore them and follow your dreams!

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Dragonsbrethren said:

No.


Made my day!

Ignore them and follow your dreams!


+100500. Ok, guys. I think we must call this project "PSX DOOM FOREVER"...oh wait, where was an old russian PSX Doom mod (from 2000 year) that called "Doom Forever"



NVM, forget it

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Goddamn, those textures look like shit. And Quake's Enforcers (EDIT: Jesus Christ and I have now just seen all of the other enemy replacements)? Fucking nonsense. The intro titlepic looks alright though.

As for creating a brand-new episode of PSX-styled maps, I'm all for it. Just stick to the basic rules/limitations and I think we could end up with something special.

And all without one single instance of bullshit fucking Revenant spam.

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Yeah, this is my game from childhood too. I've already played the original PSX Doom and Final Doom before this sh~t (thanks to parents which are Doom fans too, lol).

Me and my dad were really surprised by this stupid hack.

UPD: Epic disk:

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