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United VirusX

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About United VirusX

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  1. Small preview for the new intermission screen music
  2. Full map preview of Map02: Technical Difficulties
  3. New video showing what Map02: Technical Difficulties looked like in its original form in MEE2.wad vs what its looking like in TLLD2
  4. Super early preview of what will be Map06: Wretched Vats sadly no custom MIDI has been chosen so far for this map
  5. Hey everyone been quite a while since I've posted an update, I had a few issues with my PC dying out of nowhere with most of its components being fried, Thankfully one of the few things that survived was my main hard drive so all my work wasn't lost unfortunately I wasn't able to work on the wad whatsoever at all, But now I have a new PC and am able to resume work!
  6. Map04: Cold Grounds can now be finished only thing that is needed to finish up the map is to add in linedefs so monsters are spawned in at the right time.
  7. I'll be adding on to and touching up these maps so they feel right at home with the other maps. The HACK2 wad is incompletable in its current state, Canyon had some unused sections in it and MEE2 is completable but to me it feels like it was better suited to be a base map then a hell map.
  8. Another Small update - Maps have been moved around to incorporate the unused concept maps for Doom 64 - Map04: Cold grounds visplane issues have been fixed so it won't crash in Choco Doom now. - adding the final touches to Map04: Cold Grounds so it should be 100% playable soon - Map05: Creeping Hell (Canyon.wad) has been updated with a new look.(Preview below) - Fixed unnoticed visplane issues in Map06: Wretched Vats. Final map list for TLLD2 Map01: Plant Ops - "Our Master Plan.mid" Map02: Technical Difficulties(MEE2.wad) - "Laboratorium.mid" Map03: Evil Sacrifice - "Dark Energies.mid" Map04: Cold Grounds - "Golden Anvil.mid" Map05: Creeping Hell(CANYON.wad) - "No Turning Back.mid" Map06: Wretched Vats - Map07: Temple of Malice(HACK2.wad) Map08: Thy Glory - Map09: Final Judgement - Map10: Panic(Secret Level) - The names used for the concept maps are a nod to Kaiser's original names for his "Merciless Extermination" wad before it became The Lost Levels Updated version of Map04: Cold Grounds running in DSDA Doom: Updated version of Map04: Cold Grounds running in Choco Doom: Map05: Creeping Hell (Canyon.wad) before & after Preview
  9. I had no idea that there were cut midis for D64D2 I would use them, But Newhouse has been hard at work making midis, He’s made an insane amount of midis for this project with numerous changes to all of them knowing only 7 where originally gonna be used for the project, So it wouldn’t be fair to him to not include as much of his work as possible, although whenever I get around to doing other doom64 map set conversions I wouldn’t mind using them with permission from the original composers of the cut midis.
  10. Small update - Fixed some visplane crashes I over looked in Map02: Evil Sacrifice. - Added a newer version of Map02's music track "Dark Energies". - Changed Map01: Plant Ops music "Heavy Renderer" to a new track called "Our Master Plan". - Started working on and touching up/adding to the three concept Doom64 maps Canyon.wad, MEE2.wad, and HACK2.wad to be incorporated with the Lost Levels. - Started reworking Map03: Cold Grounds its in a very early WIP state atm. (Video below for a preview of Map03) Map03: Cold Grounds Played in DSDA Doom. Music track: Golden Anvil by Newhouse
  11. Map02 Evil Sacrifice fully playable and completable in ChocoDoom I'm currently working on fixing up Map03 Cold Grounds so it can run in vanilla/chocoDoom also Map02's music track "Dark Energies" has been updated so it sounds a tad bit different.
  12. Its a royal pain to convert/recreate them but it has been super fun figuring out how to make the maps play similarly to the originals since macros aren't a thing in Doom and texturing them with the Doom II assets has been fun as well.
  13. I have all the maps already recreated just need to texture some and fix some to play in vanilla without crashing, then once I'm happy with how they are I'll release the beta so people can play test it and find anything I missed.
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