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Everything posted by Devalaous
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My patched version of the Raven Midi Pack enables the 6th episode, also enables E4M1 on the original 3 episode wad. I might go back and edit in a little exit on E4M1/E6M3 where the original idmap01 had one. I'd love to see the community 'finish' episode 6 with the remaining 6 maps, 6 small DM-oriented maps would be a good fit. Absolutely, but I feel we do need the originals first. I imagine a Heretic 2 remaster popping up out of nowhere with no series buildup would be a bit awkward. Would be nice to get new content with Heretic 2 though, as it never got any expansions.
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(The Ultimate) Return to Hadron (IDgames)
Devalaous replied to cannonball's topic in WAD Releases & Development
Missed this in my earlier post, but I guess you can consider it the fourth episode of Cannonball's earlier 'ConC.E.R.Ned' megawad. Its only a year earlier than Draft Excluder too. It does say 'Episode 4 replacement for the Ultimate Doom which may or may not be related in any shape or form to Concerned :P' in the readme afterall! (Does Return to Hadron's first episode have a title btw?) -
(The Ultimate) Return to Hadron (IDgames)
Devalaous replied to cannonball's topic in WAD Releases & Development
Neat, a full UD megawad is born! -
We need to abduct some mappers, lock them up in Korax's dungeon and only let them out when we get the first community vanilla Hexen megawad.
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The final map was the one I was tempted to give up on. A lot of IoS maps from that era are nigh impossible due to being made by speedrunners or challengefiends, all trying to perfect that sheer chaos monster spawner + lift action. At least I managed to beat HR's IoS, unlike the physically impossible on a controller AV IoS
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For an oldschool Raven flavour, try Ye Old Smudge, Recant and Deadlock; its a small what-if taste of 'Master Levels' for the Raven games
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It certainly is, and it should have been that way already. Can you tell I had Twilight Zone sitting there half-complete for months? I likely forgot exactly what I had or had not done. All my focus was on the other ones, heh. Its easier to make mistakes when your not working from scratch. I'm usually not this forgetful with patches, but this one was initially started something like 6 months ago or even longer. Thanks for pointing this stuff out though! Currently, Twilight Zone is entirely missing partimes and proper skies for almost all levels and ports, holdoff on downloading it till you see this post has been edited with an update confirmation EDIT: Updated. Hopefully its bugfree now. Fun fact: I HAD finished this, I just saved it somewhere weird. So I spent a bunch of time fretting over how it ended up so buggy and incomplete, only to find a finished version AFTER I'd redone the one on my Dropbox, ffs
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Example of said brightmaps
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Brightmaps tend to make nukage glow slightly, so slime levels look even more neat.
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Given how many patches I released in that last batch, it was 10:22 pm when I was finally done and I was in bed 8 minutes later, so I forgot to test that one in UMAPINFO ports, sorry about that. Just strip the E1Mx entries in the UMAPINFO entirely for now to get the rest of the patch working, those maps aren't even proper playable maps, which is why I didn't make them selectable on the menu. I just wanted to define them properly for anyone warping to them to sate curiosity. EDIT: Seems I forgot to add CWILV graphics to Twilight Zone, thought it already had them. Guess I'll be fixing it up today. I'll change the UMAPINFO to reference MAP33/34/35 and copy those maps to the fix and rename them. EDIT2: Already updated, redownload and give it a try.
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As requested by @Pregador, heres Twilight Zone 1 and 2. They didn't entirely need them, but both are cleaned up a bit in the presentation. Twilight Zone has three dumb hidden maps that cant be completed, they are defined in the xINFO properly now, but are still warp-only, due to how incomplete they are. Twilight Zone 2 has an experimental alternate patch that attempts to restore the old version's behaviour; there was talk of this on One Man Doom's review of it, but the links were down, so ive attempted to restore it manually. No guarantees it will work properly. Also up is the semi-related Operation: BIOWAR, which has one of the Twilight Zone 2 maps in it. I actually completed this months ago, but entirely forgot to upload it. The Abyss is an old megawad from someone very important; one of the people who made this, Jan Paul van Waveren, later went on to work at id Software and his AI has been used in pretty much all their games since Quake 3, and he became a good friend of John Carmack. Sadly, he passed away in 2017. Herian and Herian 2 are things ive had generally done for a long time; Herian is for all ports, while Herian 2 is a ZDoom mapset, so the patch there is very very minimal. For best results, run it with the... Raven Midipack for Ultimate Doom & Doom 2. Also included is a small edit to the original to enable Episode 6 in Heretic SOTR, and a version for the original 3 episode Heretic. I mostly made the Doom 2 version for use with Herian 1, but feel free to use it anywhere else it might fit. There wasnt enough tracks in the Raven Midi Pack to fill every slot, so some tracks were taken from Hexen for a full music replacement. H2H Xmas is something I had half-done for a stupid long time, it incorporates some fixes from NightFright Doom 64 for Doom II was already a very wellmade wad, all I really had to do here was enable Map 33 on the menu and add the widescreen graphics. This should have been posted a long time ago, but my frustration over getting it working on the Unity port properly has killed any enthusiasm for it. This one is awkward too; according to the textfile it has Boom-format versions of Map 2, 19, 27 and 30, but UMAPINFO, the only xINFO that DSDA and Woof have, does not support 'MAP02B, MAP19B, MAP27B, and MAP30B' and will explode if it even references such a thing. So I'll have to extract those versions, and package them as a wad for the Boom ports, so that UMAPINFO can read them, heh. Earth is a proto-cacoward winner, by Roger Ritenour. Just simple levelnames and ending the wad at the proper time here. Also included is a patch for Phobos and Pleiades, his other two main known works. Sector 666 is the earliest work of Skillsaw, made in his teenage years. This patch causes the placeholder map to be skipped, and ends the wad at map 11. Finally, theres a small patch for Fistful of Doom, im still hoping one day that someone expands on that wad's theme with more assets in the vein of stuff like Pirate Doom. My patch could easily go towards that someday, via the DEHACKED portion. I also did a few patches for one or two DBPs while working through some earlier ones on my backlog, I wont bother posting those till there's a bigger set. Maybe a 'ten pack?' Heh. My backlog of patches is now finally complete, every patch I randomly started (minus the mentioned DBP01 and 02 patches) has finally been taken care of.
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Update on my book Knee-Deep In Wads And Gibs...
Devalaous replied to SLPerrin's topic in Doom General
It gave me a big grin seeing that Master System game box art style again after so long -
I'll add this to a new wad in the HR pack alongside a remastered SKY1 and SKY2 by @Arsinikk. HR's graphics have always been pretty awkward in a charming dorky way, but there's no harm in giving some of them a touchup, given how much the wad has shaped our history. EDIT: Updated the HR patch! In other news, I finished a long break from Doom where I was hyperfocused on finishing up a few games in the Trails series, so I'll probably post a few more fixes 'soonish'
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I played through Hell Revealed recently, using my custom patch for it which adds the two unique maps from the HRE1 demo and fills out the missing music slots with additional ROTT tracks, and despite being painful for some maps, I had a good time for the majority of it. Its like a rite of passage to beat Hell Revealed on UV, or at least it WAS once upon a time, so many modern mapsets seem to eclipse it's challenge. Yonatan was clearly the more talented of the two, with most of Haggay Niv's maps being much easier and blander. I do wish they had done more Doom stuff together later on, Dead Perfect was a fun little tease that left me wanting more. My only real gripe is the super low quality of a lot of the graphics, wouldn't mind a small remaster of a few of its assets, like the E1 and E2 skies. I also found it hilarious that HRE1 has an actual story planned for it, but being young teens, they quickly threw that out the window, heh.
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Saw Pendulum live last night
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Funnily enough, I like all the maps those three have made. No wonder im an outcast.
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666CRETS 1.0 (a C.P. about Secrets)
Devalaous replied to RED77's topic in WAD Releases & Development
I hope that on Doom Launcher, once all maps are recorded on it, that it does indeed have 666 Secrets. -
Unfortunately, Bitterman has a weak throwing arm and they never go far enough for me to take advantage of that
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I clicked 'Burdens of Mortality' in the 'Popular Now!' tab thinking it was some new wad. No, no it wasn't..
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