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


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Well, the map was called as "Gotcha!". That means that main idea of map - player was shocked by 2 bosses in 1 area. But of course player can play off monsters.

But...what if you walked in area and 1 lift lowers and...



Guess who you'll see

UPD: About switch - I will delete it. I just do a mini script when you kill boss - door will open.

UPD2: Pain Elementals, chaingunners, Baron of Hell, Mastermind and Revenants are removed (replaced).

Also you must kill Cyberdemon to open door.

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I always used that switch to start the infighting.

Blue Fire, I was the one who originally suggested Sewers and Betray, there listed on the first post so I guess the idea was accepted.

My thoughts on NRFTL: I think they should be PSXised, but not cut in detailing to actual PSX confines. NRFTL is too detailed for the vanilla engine, why not keep this trait? The levels are already amazing, bringing the PSX coloured lighting and atmosphere could make them more so.

With the PSX TC, the current Lost Levels plan, and NRFTL, you'd have a PSX version of the PS3's Doom Classic Complete with a few bonus levels. ie every official Doom level ever made with the usual exception of Doom 64.

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It looks okay there, the huge cuts looked bad on the map image

Firesky should be good, this level IS where the portal to Hell, source of the invasion, is

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Okay, after much procrastination, stupidity, forgetfulness, occupation, lazy excuses, illness, more laziness, and a whole bunch of other shit that I could list for a very long time... have some screenshots of the 'final' map! From Last Call, through The Gateway Of Hell amd stopping at Icon Of Sin, here's the general theme of what goes on:


http://imageshack.us/a/img838/2559/llfin01.png
http://imageshack.us/a/img199/5004/llfin02.png
http://imageshack.us/a/img841/7268/llfin03.png
http://imageshack.us/a/img706/9669/llfin04.png
http://imageshack.us/a/img96/1703/llfin05.png
http://imageshack.us/a/img153/1429/llfin06.png
http://imageshack.us/a/img21/9390/llfin07.png
http://imageshack.us/a/img692/1971/llfin08.png
http://imageshack.us/a/img28/3301/llfin09.png
http://imageshack.us/a/img28/5700/llfin10.png
http://imageshack.us/a/img14/6439/llfin11.png
http://imageshack.us/a/img705/4782/llfin12.png
http://imageshack.us/a/img515/7671/llfin13.png


Techncally it's still something of a WIP -- I am not completely happy with how the IOS section plays out at the moment, so will probably think of something to replace it soon. Currently you journey up a ziggurat of platforms, which is okay in theory but:
a) The 'ziggurat' blocks the first view of the IOS itself.
b) Doing this isn't really all that fun in practice.

There are also likely to be some sector colours/lights that will need altering too, but that can wait a moment.

EDIT:
Uh-oh, looks like we'll need to create a replacement 'BossEye' for the IOS, because the default behaviour will make it spawn bloodied meathooks instead of Arch-Viles.

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Yeah, that was me being lazy and just swapping the PC textures (128x128) for the closest PSX equivalents (64x128) without checking thoroughly. That's fixed now, along with a few other minor things (such as sudden and nonsensical changes in lighting and such).

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Would take even less effort than Dis.

I'll do it.

In other news, Go 2 It and Cyberden are going well. For some stupid reason though I've worked on both at once, so while Cyberden looks the part with coloured sectors and fiery skies, it still has a pair of meathooks behind a wall and doesn't have any Nightmare Spectres. Go 2 It on the other hand plays like it should, but looks like a lazy hack with only a couple of PSX textures.

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Bad Dream will complete the "small levels that had no excuse being cut" set too.

Out of curiousity, what will the fusion of map 30s be named? Last Call: Gateway to the Icon of Sin? :p I assume it'll just be Icon of Sin.

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Ragnor said:

Out of curiousity, what will the fusion of map 30s be named? Last Call: Gateway to the Icon of Sin? :p I assume it'll just be Icon of Sin.


"The Last Gateway to Sin" doesn't sound too bar.

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Gez said:

"The Last Gateway to Sin" doesn't sound too bar.


Oh, shit! How'd you guess that?!

Yeah, I was toying with the name, mashed them together for a laugh, and actually quite liked the result. Actually makes some level of sense too as far as the progression goes.

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WIP of Bad Dream.

As far as I can tell, I only need to change the light colour values so that they match actual colours used; I was just selecting approximate values. The main sector might need to be made a bit smaller, although it's roughly the same size as Redemption Denied so I doubt that's actually an issue at all.

A few notable changes:

- The Spider Mastermind is removed. Apart from eating up all the 'points', it also did nothing anyway except manage to 'break free' of the walls and stomp around a bit before getting trashed; it would be a total waste of the PSX's resources. It has been replaced by a pack of barrels that cause just as much of an obstruction and still force you to wake up the Cyberdemons, without wasting everyone's time.

- Pain Elemental replaced by a Hellknight.

- Zombieman removed.

- Drastic reduction in Cyberdemon numbers. I don't think the PSX would be able to cope with quite so many rockets flying around at any one time, and the reduced playerspeed would just turn it into a frustrating minefield anyway. I could add a few more, but I don't see it as much of a necessity given the gimmicky nature of this map.

Here's a dumb video of it all in action:
http://www.youtube.com/watch?v=e_8h6eU73pQ

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Ha, looks great, looked completely authentic. The barrels are a bit odd though, especially the ones that are red from the lighting.

Maybe a chaingunner there for an immediate "Oh shit, must shoot" (also replacing the SM with a similar threat)?

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It was a pretty easy map to work on, the only bit that stumped me was how to make it look even remotely interesting given that it's just one big crusher.

A few switched textures and coloured lights later, and it was done!

I might actually put a Chaingunner in there. Or a Nightmare Spectre; a fair bit tougher to kill and as such it gives the Cyberdemons a bit of time to start lobbing a few rockets down.

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Okay, so I think this is ready for testing:
http://www.speedyshare.com/HGY8K/psxios.wad

I'm still not too happy with the ending (purely because it blocks the initial view of the IOS), but it does at least make things reasonably difficult compared to the original "stand on pillar" crap. I'll come up with an alternative at some point, unless there aren't any complaints about the current state of things.

Included: a handy little DECORATE lump that swaps Arch-Vile spawns for Nightmare Spectres.

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BaronOfStuff said:

I might actually put a Chaingunner in there. Or a Nightmare Spectre; a fair bit tougher to kill and as such it gives the Cyberdemons a bit of time to start lobbing a few rockets down.


Yeah, Nightmare Spectre is probably better, especially with how sparingly he was used in PSX Doom. Mentioned chaingunner because in the original Bad Dream, you open a door and get a chaingun to the face.

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http://www.speedyshare.com/DtHBQ/psxgo2it.wad

Okay, so here's another that could do with some testing.

First things first; it's still a WIP. Oh god is it still a WIP. Lighting and all that extra aesthetic shit still hasn't been sorted at all, but all the retexturing is finished. Monster count has been noticeably reduced, along with total ammo, but really this is one of those maps where you just have to waive the rules and include as much monster variety as possible, so the 'points' thing is wilfully ignored here. Unless I hear some damn compelling arguments, it's going to stay ignored too!

Still, need some feedback on difficulty more than anything.

MAP130 (for now).

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I've got a problem:


It's floor that raise to player and changes texture (and disables nukage damage).

I've used action 25 (Floor raise to Nearest Floor) [UDMF]. If you open Doom 2 map, you can see in action [Floor raise to Nearest Floor (changes texture)]. But there is no similar action in UDMF.

Do I need to use ACS scripts?

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DeXiaZ said:

But there is no similar action in UDMF.

Wrong.

The action used in the original Doom II map is translated to this in ZDoom. (Use a speed value of 4.)

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