Dexiaz Posted August 26, 2016 Death Egg said:In the event he doesn't give permission, I say just individually get permission from each person to include it in a new project. No reason for this to go to waste, it's stagnated long enough. Also since Baron wouldn't be in control anymore and he disagreed with it, perhaps the Mother Demon dehacked boss Obsidian did could be put back in? I agree, +1. 0 Share this post Link to post
Dexiaz Posted September 15, 2016 Update to my Map 21. Fixed hanging dead corpses. https://yadi.sk/d/kVpuoO25vBnb9 0 Share this post Link to post
Dexiaz Posted September 19, 2016 I'll take a new free slot - Map 09 aka Even Simpler aka Map07_Remaster. Screenshots: As Baron said before, anyone who will work with this map should use Doom 2 Map07 slot instead of Map09 due to special boss-scripts. I'll use them to make this map work like original macroses. About arrow-traps - I'll change them all to Lost Souls and when player will step on "buttons" - Souls will be released for attacking him. But only 1 time. 0 Share this post Link to post
Dexiaz Posted September 25, 2016 Map 21 was updated (again) + I made map09 for Vanilla Chocolate Doom. Damn I hate Visplane Overflow problem. That's why Map09 is not so similar to Doom 64 version. Download: https://yadi.sk/d/5_9ZYUnIvgEqC Gameplay Videos: Project progress so far (25.09.2016): Done: MAP 01 Staging Area - OK MAP 04 Holding Area - OK MAP 05 Tech Center - OK MAP 07 Research Lab - OK MAP 08 Final Outpost - OK MAP 09 Even Simpler - OK MAP 14 Eye of the Storm - OK MAP 15 Dark Entries - OK MAP 16 Blood Keep - OK MAP 18 Spawned Fear - OK MAP 19 The Spiral - OK MAP 20 Breakdown - OK MAP 21 Pitfalls - OK MAP 22 Burnt Offerings - OK MAP 25 Cat and Mouse - OK MAP 26 Hardcore - OK MAP 27 Playground - OK MAP 28 The Absolution - OK MAP 30 The Lair - OK MAP 31 In the Void - OK MAP 32 Hectic - OK Free and WIP slots: MAP 02 Terraformer - Originally by Doomkid92, then claimed by Sodaholic (?) MAP 03 Main Engineering - Originally by schwerpunk, then claimed by axdoom1 (?) MAP 06 Alpha Quadrant - MAP 10 The Bleeding - MAP 11 Terror Core - MAP 12 Altar of Pain - MAP 13 Dark Citadel - MAP 17 Watch your Step - (IN PROGRESS) _bruce_ MAP 23 Unholy Temple - (IN PROGRESS) - Fisk MAP 24 No Escape - (IN PROGRESS) - Fisk MAP 29 Outpost Omega - 0 Share this post Link to post
Guest DILDOMASTER666 Posted September 26, 2016 No Escape: Unholy Temple: I would be happy to give permission for the maps I made for this project to be reused as long as you ask me first 0 Share this post Link to post
JohnnyTheWolf Posted September 26, 2016 Is this mapset going to use Aubrey Hodges' sounds and tracks? 0 Share this post Link to post
Mechadon Posted September 26, 2016 Nice looking shots guys! I'm glad progress is being made even without a leader :) I have a few things to finish up, after which I will try and get in contact with BaronOfStuff on his youtube account (unless someone else has already). Hopefully I can get word back from him and then we can figure out what to do next from there. 0 Share this post Link to post
Megalyth Posted September 26, 2016 DeXiaZ said:MAP 15 Dark Entries - OK It is? That's news to me. 0 Share this post Link to post
Saint_Guy Posted September 27, 2016 MAP 10 The Bleeding - MAP 12 Altar of Pain - I have submitted a map for The Bleeding. Is it not being used? Just let me know if its not up to standards. Pedro VC also submitted a map for Alter of Pain I haven't worked on my map in awhile. But here is a slightly touched up version that has better teleporters. https://www.dropbox.com/s/13shxknalvtxpq2/bleeder.wad?dl=0 Spoiler 0 Share this post Link to post
Dexiaz Posted September 27, 2016 It is? That's news to me. I don't know. The previous version of this list was done by Pedro VC. I just updated this list due to my maps. Pedro VC also submitted a map for Alter of Pain It is? (lol). I don't remember any links for this map. 0 Share this post Link to post
Saint_Guy Posted September 27, 2016 from Page 20 Pedro VC said: Spoiler http://i1081.photobucket.com/albums/j355/metallicasucks1/1_zpsnae1plgt.png http://i1081.photobucket.com/albums/j355/metallicasucks1/2_zpsyzkcelwu.png I made a speedmap version of Altar of Pain just for fun. If the slot eventually become free I would like to submit it. https://www.mediafire.com/?ddter68q3kukpgy 0 Share this post Link to post
RaikohZX Posted September 27, 2016 JohnnyTheWolf said:Is this mapset going to use Aubrey Hodges' sounds and tracks? Considering this seems to be keeping things vanilla asset-wise as explained in the original post, you could probably consider finding mods that you can load into a source port to do this for you. 0 Share this post Link to post
Dexiaz Posted September 27, 2016 Saint_Guy said:from Page 20 Uh, damn it, I'm so stupid. Thanks. I've asked one guy with help, he will take Map29 - Outpost Omega. So, the list now is: Project progress so far (27.09.2016): Done: MAP 01 Staging Area - OK MAP 04 Holding Area - OK MAP 05 Tech Center - OK MAP 07 Research Lab - OK MAP 08 Final Outpost - OK MAP 09 Even Simpler - OK MAP 10 The Bleeding - OK MAP 12 Altar of Pain - OK MAP 14 Eye of the Storm - OK MAP 16 Blood Keep - OK MAP 18 Spawned Fear - OK MAP 19 The Spiral - OK MAP 20 Breakdown - OK MAP 21 Pitfalls - OK MAP 22 Burnt Offerings - OK MAP 25 Cat and Mouse - OK MAP 26 Hardcore - OK MAP 27 Playground - OK MAP 28 The Absolution - OK MAP 30 The Lair - OK MAP 31 In the Void - OK MAP 32 Hectic - OK Free and WIP slots: MAP 02 Terraformer - Originally by Doomkid92, then claimed by Sodaholic (?) MAP 03 Main Engineering - Originally by schwerpunk, then claimed by axdoom1 (?) MAP 06 Alpha Quadrant - (IN PROGRESS) - ArchvileHunter MAP 11 Terror Core - MAP 13 Dark Citadel - MAP 15 Dark Entries - (IN PROGRESS) - Megalyth MAP 17 Watch your Step - (IN PROGRESS) _bruce_ MAP 23 Unholy Temple - (IN PROGRESS) - Fisk MAP 24 No Escape - (IN PROGRESS) - Fisk MAP 29 Outpost Omega - (IN PROGRESS) - zzXenobytEzz 0 Share this post Link to post
Megalyth Posted September 27, 2016 Dark Entries is still in a "nearly finished" state. I need to come up with suitable replacements for the blue key puzzle and the arrow gauntlet bridge. 0 Share this post Link to post
Archvile Hunter Posted September 27, 2016 I'm still working on Alpha Quadrant, though progress is slow: 0 Share this post Link to post
Nevander Posted September 29, 2016 I feel like porting another map to Doom 2 style. Mind if I try to do MAP 13: Dark Citadel? 0 Share this post Link to post
Dexiaz Posted September 29, 2016 Nevander said:I feel like porting another map to Doom 2 style. Mind if I try to do MAP 13: Dark Citadel? As far as I know it's a free slot. So yes, try this map. 0 Share this post Link to post
Nevander Posted October 10, 2016 Got good progress started on Dark Citadel. All the map geometry is brought over and all the single sided lines are fixed. Started texturing now, then comes making the map playable and then fixing Doom 64-isms to work with vanilla Doom. 0 Share this post Link to post
JohnnyTheWolf Posted November 2, 2016 So how is this project going? Any progress? 0 Share this post Link to post
Danfun64 Posted November 2, 2016 More importantly, will there be coop compatibility in the final release? 0 Share this post Link to post
Thenuke Posted January 15, 2017 Hi, I hope this project isn't dead, any news? 0 Share this post Link to post
_bruce_ Posted January 15, 2017 Still working on two of my entries - I guess this is more of a low key project which may emanate a desolate vibe. p.s: DeXiaZ - if you've got the time, you could mark Map20/Breakdown as "in Progress" since the "super-secret" is being added onto the very same map. 0 Share this post Link to post
Jayextee Posted January 15, 2017 Just wanna chime in, if it helps, that I'm totally hype for this project when it's done -- I'd love to stick it on my PSP and play it wherever, experiencing those familiar Doom 64 levels but with a veneer of fresh vanilla about them. Take as long as you need, I'm sure the wait will be worth it. :) 0 Share this post Link to post
Mechadon Posted January 15, 2017 Well since this got bumped, I guess I'll let everyone know that I haven't heard back from BaronOfStuff yet. I sent him a PM back in June so...yea. It seems unlikely that he'll get back to me anytime soon. I'm still up to managing the project if you guys would like that. But I don't want to step on any toes, so we'll still need permission from BaronOfStuff if possible. *edit* typo 0 Share this post Link to post
axdoomer Posted January 16, 2017 DeXiaZ said:MAP 03 Main Engineering - Originally by schwerpunk, then claimed by axdoom1 (?) After I claimed it, someone else (Da Werecat) did it anyways. DeXiaZ said:I made map09 for Vanilla Chocolate Doom. Damn I hate Visplane Overflow problem. That's why Map09 is not so similar to Doom 64 version. Download: https://yadi.sk/d/5_9ZYUnIvgEqC Gameplay Videos: https://www.youtube.com/watch?v=sAo8lUsn7J0 The exit is under the ground. It would be too easy for someone who's aware that the switch is there and knows the bug that allows to activate it to end the level right away at the start. Not that it should be changed, but speed runners are going to like it. 0 Share this post Link to post
Death Egg Posted February 6, 2017 Okay, would anyone be opposed to me taking back leadership and handing it to Mechadon? BaronOfStuff doesn't seem to be interested at all in this project anymore, and there's no reason to let it die because of it. I figure I'm the original author and leader of the project anyway. I say Mechadon is a brilliant project leader and I know the project would be in good hands with him. If most people agree, consider it done. BTW: if this does go ahead, feel free to make a new topic Mechadon, so you can have free reign on the first post. I'll lock or have this one locked when you do. 0 Share this post Link to post
Mechadon Posted February 6, 2017 I'm still totally down for leading this project by the way. Haven't heard anything from BaronOfStuff and I don't know if we will anytime soon :/ I should just clarify that I probably won't be contributing anything mapping-wise to the project (unless things get dire), but I will do everything else to keep things moving and organized. A new project thread, with a link to this one, would probably be a very good idea. Anyways, just let me know and I'll happily get things rolling ;) 0 Share this post Link to post
Death Egg Posted February 6, 2017 I say we give it five days and if no one objects or has a decent argument against transfer of leadership, I'll go ahead and close this down. 0 Share this post Link to post
CoTeCiO Posted February 8, 2017 Hey everyone! I read through all the 21 pages and decided to help a little here. I picked the "GZDoomed" compilation and rearranged it to be compliant with the map order that was agreed, converted/removed the PNG resources and added the maps that were provided after that compilation, so this should be the most up-to-date wad that works on Vanilla. I changed the textures from MAP03 to stock. Maybe my choice of textures was not the best, but at least the map is playable without any extra resources. I added the only custom MIDI I could get (the other one had the link down) and added it to MAP28 (MAP30 in the new arrangement) as Fisk expected it to be on that map and added two custom skies. Apparently The Absolution is broken, I couldn't get to fight whatever thing is in the middle of the map because I couldn't find a way to lower the wall. I don't know what mechanic was used, but in Vanilla doesn't work. Apart from that, I did the intermission music from Doom 64 in MIDI format, which I included in the zip file. There are two versions, the normal one (included in the wad) and a simplified one. The simplified one was done to sound better when playing on Vanilla with the OPL chip for music. Use it if you want to! I also corrected the aspect ratio of INTERPIC/BOSSBACK so it looks OK on 320x200 and added a M_DOOM picture as well. All that stuff is already included in the wad. I did some rearrangement of the music using Doom 1 MIDIs. I expect this to be frowned upon, but if it's too much of an annoyance, just delete the lumps from the wad and you're good to go. I don't expect that to be used, I was just experimenting. The file is here: https://drive.google.com/file/d/0B5Vpm2y5MZh6MDhhTFVQVl9KSEU/view?usp=sharing Now, a couple of this I want to say/ask. Some of the maps use duplicate health and armor items to emulate that Doom 64 gave you 2 health and armor per bonus instead of one. What's going to be the approach to this? Duplicate the items or use just one? That should be talked and agreed to keep consistency. The other thing. I feel some maps are far too different from the originals. I think it's cool to come with new ideas for the layout of the map, but there should be a limit. MAP03 is a good example of something that deviated way too much from the original design and I barely recognize the rooms from the original map. Don't get me wrong, it's fun to play and it's very well done, but doesn't feel like Main Engineering. That would be it! TL;DR version: I did a new map compilation with all the maps and resources I could find and created music for the intermission. 0 Share this post Link to post
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