Jaws In Space Posted July 1, 2017 (edited) Hello everybody & welcome to Perdition's Gate Resurgence! Perdition's Gate Resurgence Alpha Perditions Gate Resurgence is planned to be a vanilla compatible megawad that serves as an unofficial community sequel to Perdition's Gate. What's Perdition's Gate you ask? Well it's a megawad that was created by veteran mapper Tom Mustaine with the help of his dad Bob Mustaine & friends from Team TNT Jimmy Sieben & Mackey McCandlish. At one time it was slotted to be a 3rd megawad included in Final Doom, but due to not being finished in time it was later packaged with another megawad, Hell To Pay, & released commercially by WizardWorks sometime after August 1996. Perdition's Gate featured small fast paced maps & the whole wad could easily be beaten in around 2 hours by even the most average of Doom players. The wad featured a unique set of custom textures & instead of featuring level names, it told a story during the intermission screens. Perdition's Gate Resurgence will pick up right after map 30 where Doomguy escaped the bomb facility. I want mappers to emulate the mapping style of the original Perdition's Gate authors, I'm not going for DTWID levels of strictness, but I need to look at each map and say sure I think that Tom/Jimmy could have made this map if he were still mapping today. When you submit your map just mention which map author you are emulating. Remakes of Perdition's Gate maps will be rejected outright. If you want to map for Perdition's Gate Resurgence just say so here in the thread, there is no claiming of specific maps, just make something & I will later determine the most appropriate order for the maps. In addition to mapping I also need some artists & midi composers to flesh out the non mapping aspects of the wad. Such as with making the TITLEPIC, M_DOOM, & INTERPIC, among other things. Then midi composers I will take anything Tom Mustaine or Perdition's Gate inspired, or for the first episode anything Egyptian sounding, also Tom Mustaine midi remakes will be accepted. Map list Egypt: Maps 1-11 After escaping the Bomb Facility by way of a teleporter, Doomguy finds himself in Egypt in the midst of many ancient alien artifacts & technology. The Demons were going to drill to the center of the Earth to plant their planet destroying bomb. 1 Lighthouse Of Alexandria - by Jaws In Space 2 Sanctuary - by valkiriforce & Jaws In Space 3 Bastet's Temple - by Jaws In Space 4 (Unnamed) - by dt_ 5 Temple of Maeve - by A.Gamma 6 Troubled Research - by Gothic 7 Mummy Tombs - by valkiriforce 8 Spelunker - by Gothic 9 Salem's Shrine by Purist 10 (Unnamed) - by dt_ & Jaws In Space 11 The Ra-Moons Curse - by NeedHealth & Jaws In Space Web of Teleporters: Maps 12-20 After fighting his way through Egypt Doomguy finds himself in a web of teleporter facilities that can take him all over the universe, he just needs to locate the correct teleporter that takes him to the enemy home world to finish the fight once & for all. 12 Crossways - by valkiriforce 13 (Unnamed) - by 40oz 14 Transfer To Hell - by Jaws In Space 15 Timeless Fortress - by A.Gamma 16 Hell's Vista - by PepsiBepsi & Jaws In Space 17 (Unnamed) - by Juza & Jaws In Space 18 Summit Assault - by Gothic 19 Warp Docks - by Wraith777 20 Cyber Center - by dt_ & Jaws In Space Return To Planet Hell: Maps 21-32 At last Doomguy has found the teleporter to take him to Planet Hell. A twisted world of living rock & flesh hell bent on killing you with every step you take. There's only one way to end this all, find one of their planet destroying bombs & use it on their own planet! 21 Assimilation - by DukeOfDoom & Jaws In Space 22 Cathedral of Blood - by Doomlust 23 Pharaoh's Pit - by Gothic 24 (Unnamed) - by dt_ 25 Conspicuous Courtyard - by Jark & Jaws In Space 26 Hell's Computer - by A.Gamma 27 Bad Flesh - by Gothic 28 Unholy Underworld - by DukeOfDoom 29 (Unnamed) - by Wraith777 30 - WIP Wraith777 Secrets 31 - (Unnamed) - by dt_ 32 - (Unnamed) - by A.Gamma Midi list 1 - The Four Sons of Horus by HexenMapper 2 - Dynasty by Tristan Clark 3 - Fallen Into Meaning by Cammy 4 5 - Sekhmet's Inferno by HexenMapper 6 - Sun Lord's Trial (He Extols His Verisimilitude) by Cammy 7 - PG2-JD-Mustaine02 by Jeremy Doyle 8 - PG2-JD02 by Jeremy Doyle 9 - Mouth of Atun by HexenMapper 10 - Impregnated by the Corpse of Osiris by HexenMapper 11 12 - Drum Loops by Stuart Rynn 13 - Silver Pipe by Stuart Rynn 14 - Moon by Mr. Freeze 15 - Moon 2 by Mr. Freeze 16 - Skylight by Stuart Rynn 17 - Rattling The Bars by Stuart Rynn 18 - Running Water by Stuart Rynn 19 - PG2-JD06 by Jeremy Doyle 20 (WIP Stewboy) 21 22 23 24 25 - PG2-JD-Mustaine01 by Jeremy Doyle 26 27 28 29 30 31 - Cold by Jeremy Doyle 32 Ttile - PG2-JD-Title by Jeremy Doyle Intermission - PG2-JD-Mustaine03 by Jeremy Doyle Story - PG2-JD-Text by Jeremy Doyle Screenshots Spoiler Map 1 Map 2 Map 3 Map 4 Map 5 Map 6 Map 7 Map 8 Map 9 Map 10 Map 11 Map 12 Map 13 Map14 Map 15 Map 16 Map 17 Map 18 Map 19 Map 20 Map 21 Map 22 Map 23 Map 24 Map 25 26 27 28 29 30 x 31 32 Perdition's Rejects E1 History Repeats Itself - by Redead-ITA (Unnamed) - by dt_ The Divide - by Soundblock Khufu's Horizon - by Scorpius Precinct of Amon-Re - by Jaws In Space E2 Transport - by Jaws In Space Limitless Worlds - by Scorpius Water Transport Sector - by Jaws Is Space Teleporter Zone - by Jaws In Space Shadows Of The Dead - By Scorpius E3 Border Patrol - by Jaws In Space Cyberspace - by Scorpius Hell's Butchery - by Jaws In Space Hell's Bog - Jaws In Space Bound to Oblivion - by Gothic Portal Station by Pegleg Devil's Digits by Dobu Gabu Maru Secret Dimensional Disorder - by Doomlust Dark Realms of the Abyss - by Jaws In Space Edited May 28 by Jaws In Space 52 Quote Share this post Link to post
Gothic Posted July 2, 2017 I'm in. I'm playing some Mustaine maps, seems like that guy really loved The Inmost Dens. 2 Quote Share this post Link to post
bonnie Posted July 2, 2017 (edited) yesyesyesyesyes you said there was no claiming of specific maps, but am i allowed to just reserve a spot in the project in general? or is it just whoever submits their maps first? i really wanna map for this but i can't yet because i have another project that i need to finish my map for within like 2 weeks so i don't know if it's gonna be a heckin race here to submit your maps in order to get into the project :c i dont know who i wanna emulate either, so i'll pick tommy mustaine for now c: also, when's the deadline? edit: BONUS QUESTION: @Jaws In Space should we at least say which part we wanna map for? like maps 1-6 or 7-11? in case you get like 11 demonic mine maps, ya know. if so, i'll probably just do one for the first part, maps 1-6, for now. Edited July 2, 2017 by bonnie 0 Quote Share this post Link to post
Jaws In Space Posted July 2, 2017 2 minutes ago, bonnie said: yesyesyesyesyes you said there was no claiming of specific maps, but am i allowed to just reserve a spot in the project in general? also, when's the deadline? Yup by making a post saying you want to map you are reserving a spot in the project. Also quick note there is no limit to how many maps someone can make. For now there is no deadline, I'll set one up once we get a few more mappers involved & maps start coming in. 0 Quote Share this post Link to post
Jaws In Space Posted July 4, 2017 Took a break from mapping for a few hours to work on a Statusbar. 9 Quote Share this post Link to post
dt_ Posted July 4, 2017 I'm working with gzdoom at the moment, and need a vanilla break. I'm in if there's still room 0 Quote Share this post Link to post
Jaws In Space Posted July 4, 2017 Plenty of room to join, welcome aboard dt_. Also thanks to a graphic 40oz posted in the pre development thread, I've started working on an M_DOOM. I've only just started working on it, the finished product will be similar in concept to the M_DOOM in Perdition's Gate, but with a different texture theme. 0 Quote Share this post Link to post
rehelekretep Posted July 4, 2017 i love perdgate, looking forward to what you all come up with :) 0 Quote Share this post Link to post
dt_ Posted July 6, 2017 Call me stupid, but I'm having a bit of trouble with the textures in game, zdoom displaying a few of the textures as black, (something about missing patches) and boom won't load at all. Am I doing something wrong? All display fine in db2 0 Quote Share this post Link to post
Jaws In Space Posted July 6, 2017 3 hours ago, dt_ said: Call me stupid, but I'm having a bit of trouble with the textures in game, zdoom displaying a few of the textures as black, (something about missing patches) and boom won't load at all. Am I doing something wrong? All display fine in db2 Okay so I solved the issue of PRBoom crashing by fixing a problem with the flats. I'm not seeing any problems with the wall textures though, which ones are giving you issues? Texture pack link in op updated with fix for FLATS issue. Also since I'm here, a few WIP shots. 3 Quote Share this post Link to post
Redead-ITA Posted July 7, 2017 (edited) im interested in this Seems fun Im gonna emulate Tom Mustaine's way hopefully this will go nicely Edited July 7, 2017 by Redead-ITA 0 Quote Share this post Link to post
Gothic Posted July 7, 2017 Here are some WIP screenshots from my map as well: Spoiler 2 Quote Share this post Link to post
Salt-Man Z Posted July 7, 2017 Looking good! I am so impatient for this. :) 0 Quote Share this post Link to post
Redead-ITA Posted July 8, 2017 Heres a WIP Screenshot cuz why not Spoiler 2 Quote Share this post Link to post
Jaws In Space Posted July 9, 2017 Okay everybody I had to update the texture pack in the OP one final time. I've gone through & looked at every flat & texture in vanilla to be sure that everything works properly now. I had messed things up by having some patches & some flats share the same name. To fix this problem I went through & renamed the problem flats. For those of you already working on maps, you can either fix these flats yourself, or once your map is finished just send it to me & I will fix them for you. These are the Flats that have been renamed ALLBLACK in now BLACK CROCK01 is now CRROCK01 CROCK11 is now CRROCK11 EBRICK01 is now FBRICK01 EBRICK02 is now FBRICK02 EBRICK03 is now FBRICK03 EBRICK04 is now FBRICK04 EBRICK05 is now FBRICK05 EBRICK06 is now FBRICK06 ESTONE01 is now FSTONE01 ESTONE02 is now FSTONE02 ESTONE03 is now FSTONE03 ESTONE04 is now FSTONE04 ESTONE05 is now FSTONE05 ESTONE06 is now FSTONE06 ESTONE07 is now FSTONE07 ESTONE08 is now FSTONE08 ---------------------------------- I finished my first map if anyone want's to give it a play through. Not sure if I'll end up using this, I went a bit heavy with recreating some rooms from Perdition's Gate, though one could say that's exactly what Tom Mustaine would do :D Also trying to come up with a good map name, I just picked a famous landmark & went with that for now, again not sure if that's what I'll stick with though. Mortuary Temple of Hatshepsut 1 Quote Share this post Link to post
dt_ Posted July 9, 2017 uv FDA x1 https://www.dropbox.com/s/k4zlokj4q9uj0c8/mtoh1dt.lmp?dl=1 SDA (completed) x1 https://www.dropbox.com/s/3tai71nk8c0z45w/mtoh2dt.lmp?dl=1 0 Quote Share this post Link to post
dt_ Posted July 9, 2017 (edited) I've a map for testing if you've got a free min, it's sort of an egyptian tech vibe, probably better suited to the first episode I've gone for some kind of Jimmy Sieben vibe, drawing a bit of inspiration from some of his TNT work aswell. I did find it hard to tag a specific style to him, looked at his other limited released work to find that most of it was deathmatch maps, so have used a flowing deathmatch style layout to try to keep the player on his/her toes https://www.dropbox.com/s/qjgo0jaqa6sjpsz/dtperdgate1.wad?dl=1 Edited July 9, 2017 by dt_ 2 Quote Share this post Link to post
Jaws In Space Posted July 10, 2017 On 7/9/2017 at 2:46 PM, dt_ said: I've a map for testing if you've got a free min, it's sort of an egyptian tech vibe, probably better suited to the first episode I've gone for some kind of Jimmy Sieben vibe, drawing a bit of inspiration from some of his TNT work aswell. I did find it hard to tag a specific style to him, looked at his other limited released work to find that most of it was deathmatch maps, so have used a flowing deathmatch style layout to try to keep the player on his/her toes Ah good I was hoping someone would have a go at a Jimmy Sieben styled map. While pretty fun, there are a few things about the map that made it feel not quite right though. The gradient lighting was one of the first thing that I noticed, there are examples of Jimmy using it here or there in his maps, but he mostly stuck with pretty hard edges when it comes to light and shadows. Also I felt that there weren't enough low tier enemies here, in your map it seemed as though I spent more time fighting mid tier enemies rather than plowing my way through cannon fodder to get to the objectives. Another big thing I noticed about your map is that it's pretty compacted & very squarish. Jimmy certainly used a fair share of 90 & 45 degree angles in his maps, but there was also a lot more of an organic approach to his maps, similar to a Doom E1 style. Then for just a general complaint, the automatic doors at the start were pretty annoying, kinda reminded me of Icarus: Alien Vanguard where I you are constantly running up to a door only to close it. 4shockblast has also played your map & has a few things to say about it as well. He'll be doing a write up on the submitted maps when he has the time. 0 Quote Share this post Link to post
dt_ Posted July 11, 2017 Hey, cheers for playing. I've just looked through Jimmy's maps in perdgate, especially the later ones, and am seeing quite compact, sometimes cramped layouts that are not especially organic featuring a reasonable mix of mid tier enemies including a cyberdemon, so I'm not sure which maps you're looking at when you are saying that mine does not look right, maybe you could offer me up some more Jimmy Sieben content to look at in greater detail. with regards to light gradients, I hear you. His lighting on reflection (haha) is pretty flat throughout, so can definitely be toned down, but having thought on, would Jimmy still have such an attitude to lighting if he was still active today, and mapping with the ease and flexibility of doom builder? obviously still a work in progress, maybe the hot start can go, I suppose it's not something that would be present in one of his maps, the idea was to propel the player directly into the map and have him/her run around like crazy until it was done. 0 Quote Share this post Link to post
Koros Posted July 11, 2017 Just posting to say I am super excited about hearing about this project! I absolutely loved Perdition's Gate and am happy to hear you are making a fan made sequel! I am expecting great things from you and the others contributing to this project. Just make sure you use some killer music tracks like the first Perdition's Gate had for its levels. Best of luck with everything. 0 Quote Share this post Link to post
Redead-ITA Posted July 11, 2017 Heres the first version of my map I tried maintaining the style of tom and give it the deathmatch part i still gotta add the other Player entraces for coop Feedback would be Nice History repeats itself.zip 0 Quote Share this post Link to post
dt_ Posted July 11, 2017 ^Hey, just played this map, tried to FDA it but got stuck in the red key room on the right due to the door closing and the door's DR linedef is facing the wrong way (press F in DB) Also, just so you know, nothing else works in the map as the doors further on in the map are opened with untagged S1 linedefs used in the same manner as a DR linedef- you need to tag the line to the relevant sector for it to perform the action. DR linedefs are the only ones that will work without tags. Zdoom will work this out, but older ports, and especially the original (vanilla) doom will not. 0 Quote Share this post Link to post
Redead-ITA Posted July 11, 2017 i dunno what you mean by FDA but i fixed the door problem As for the Other i tried to give all the linedefs and Sector the tags in order to work thanks for pointing that out heres the fixes History repeats itself.zip 0 Quote Share this post Link to post
Jaws In Space Posted July 11, 2017 5 hours ago, Redead-ITA said: i dunno what you mean by FDA but i fixed the door problem As for the Other i tried to give all the linedefs and Sector the tags in order to work thanks for pointing that out heres the fixes History repeats itself.zip Going to have to decline using this map. Far too simple in design even compared to the most basic of Perdition's Gate maps. Except for some texturing it hardly resembles Tom Mustaine's style. I noticed several bugs in PRBoom past the red door due to use of 0 as a tag on a lift, in addition textures are bleeding into the floor. Also because of the 0 tag this map crashes vanilla. 9 hours ago, dt_ said: Hey, cheers for playing. I've just looked through Jimmy's maps in perdgate, especially the later ones, and am seeing quite compact, sometimes cramped layouts that are not especially organic featuring a reasonable mix of mid tier enemies including a cyberdemon, so I'm not sure which maps you're looking at when you are saying that mine does not look right, maybe you could offer me up some more Jimmy Sieben content to look at in greater detail. with regards to light gradients, I hear you. His lighting on reflection (haha) is pretty flat throughout, so can definitely be toned down, but having thought on, would Jimmy still have such an attitude to lighting if he was still active today, and mapping with the ease and flexibility of doom builder? obviously still a work in progress, maybe the hot start can go, I suppose it's not something that would be present in one of his maps, the idea was to propel the player directly into the map and have him/her run around like crazy until it was done. 27 Does come to mind when bringing up examples of squarish cramped Jimmy Sieben maps, but I would say that one is an exception & not the rule, being by far and away the longest map in Perdition's Gate. Jimmy's style is a bit harder to pinpoint due to having a wider range of mapping styles across PG & TNT. I had the earlier PG maps in mind like 10 & 14 along with TNT map 10 which have their fair share on non 90° walls and such. On the lighting, I'm more interested in keeping with what the PG authors did do, rather than what they might be doing today, that line of thinking can lead the project in the wrong direction. I don't want to this to end up like Plutonia 2, which was quite far from the Casali's style of mapping in Plutonia. 0 Quote Share this post Link to post
dt_ Posted July 11, 2017 Ok, I'm with you. Perdgate map10 stuck out in my mind as one of the more exciting and challenging early maps, especially when pistol starting, I quite liked the styling aswell. What are we saying about my submission then? Should we retract it and have me work on a fresh one, or do you think we can work it in somehow? I enjoyed making it regardless and would be happy to contribute a second map should you decide it's ok to stay in. I'd be interested in looking a bit further into map 10 and emulating this style a bit closer 0 Quote Share this post Link to post
Redead-ITA Posted July 12, 2017 8 hours ago, Jaws In Space said: Going to have to decline using this map. Far too simple in design even compared to the most basic of Perdition's Gate maps. Except for some texturing it hardly resembles Tom Mustaine's style. I noticed several bugs in PRBoom past the red door due to use of 0 as a tag on a lift, in addition textures are bleeding into the floor. Also because of the 0 tag this map crashes vanilla. That will teach me to test a vanilla Compatible map with gzdoom i moved to chocodoom for these type of testing now and i fixed the thing you pointed out while i understand that it Hardly resembles the style of tom mustaine i will try to change the map look to be more Into his style and make it slightly more deathmatchy seeing that was the wad focus if it wasn't already 0 Quote Share this post Link to post
SiFi270 Posted July 12, 2017 This thread contains something I've wanted to address for a while, the fact that people believe that because Perdition's Gate was commercially released, linking to a download would be taboo. I'm pretty sure that's not the case, because Tom Mustaine's website offers the whole thing for free. I just wanted more people to know that it's that simple so that they can realize what they've been missing out on. But unfortunately, Hell to Pay seems to remain in limbo. 0 Quote Share this post Link to post
Jaws In Space Posted July 12, 2017 20 hours ago, dt_ said: Ok, I'm with you. Perdgate map10 stuck out in my mind as one of the more exciting and challenging early maps, especially when pistol starting, I quite liked the styling aswell. What are we saying about my submission then? Should we retract it and have me work on a fresh one, or do you think we can work it in somehow? I enjoyed making it regardless and would be happy to contribute a second map should you decide it's ok to stay in. I'd be interested in looking a bit further into map 10 and emulating this style a bit closer No need to cut this map at this time, if a surplus of more appropriate gets submitted in the future then perhaps. In the meantime feel free to work on a new map if you would like to. 0 Quote Share this post Link to post
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