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LakiSoft

Ultimate Doom v1.9 to v2.0 Unofficial patch

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Hi everyone. Today i was made udoom19 to udoom20
unofficial game update. This update will give you:

- 2 new episodes [Episode 5 is prequel to Doom2, but Episode 6 are Deathmatch only levels]
- 5 player classes [Doomguy Marine,Imp, Sargeant, CacoDemon, Baron of Hell]
- New skill level "Hell Violecne!" [This skill level is between UV and NMARE, so it's UV +FAST, thank you FistMarine :) ]

More About Episode 5:
This episode are first's DoomGuy walking on Earth after battle on Moonbases an Hell.
Thy Flesh Consumed are set between Hell and Earth but Episode 5 is set on true Earth
and it's called "Hello Earth!". The episode boss are trio of Arch-Viles. Very dangerous.
This was inspired by Xaser's mod Lost Episode from DoomWorld forums. So it shows what
happened to DoomGuy after Episode 4 and before Doom II. Here's some level names:

E5M1 - The Lost UAC's storage
E5M2 - Mutated Earth
E5M3 - Back to Industry
E5M4 - Tower of Evil
E5M5 - Security City
E5M6 - UAC's main Earth Tower
E5M7 - Heart of Industry
E5M8 - Hell on Earth?
E5M9 - The Secret UAC's Earth Base

More About Episode 6:
Deathmatch levels only. Good thing because yo have new player classes you can choose one
and rock your friend in deathmatch, ;)

Some Episode 5 Screenshots:
http://filesmelt.com/dl/Screenshot_Doom_20120923_133341.jpg
http://filesmelt.com/dl/Screenshot_Doom_20120923_142834.jpg
http://filesmelt.com/dl/Screenshot_Doom_20120923_142837.jpg

Download Here: http://filesmelt.com/dl/patch20.rar

Enjoy! ;)

This thread can also be found on Doom Universe forums.

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LakiSoft said:

Hi everyone. Today i was made udoom19 to udoom20
unofficial game update. This update will give you:

- 2 new episodes [Episode 5 is prequel to Doom2, but Episode 6 are Deathmatch only levels]

Just what I wanted: two new episodes made of computer-generated Oblige maps! You shouldn't have!

No, I mean it. You really shouldn't have.

- 5 player classes [Doomguy Marine,Imp, Sargeant, CacoDemon, Baron of Hell]

WHY?

- New skill level "Hell Violecne!" [This skill level is between UV and NMARE, so it's UV +FAST, thank you FistMarine :) ]

Hell Violecne... uh huh...

More About Episode 5:
This episode are first's DoomGuy walking on Earth after battle on Moonbases an Hell.
Thy Flesh Consumed are set between Hell and Earth but Episode 5 is set on true Earth
and it's called "Hello Earth!". The episode boss are trio of Arch-Viles. Very dangerous.
This was inspired by Xaser's mod Lost Episode from DoomWorld forums. So it shows what
happened to DoomGuy after Episode 4 and before Doom II. Here's some level names:

Computer-generated maps and ripped resources! Is there any part of this wad that you actually created?

E5M1 - The Lost UAC's storage
E5M2 - Mutated Earth
E5M3 - Back to Industry
E5M4 - Tower of Evil
E5M5 - Security City
E5M6 - UAC's main Earth Tower
E5M7 - Heart of Industry
E5M8 - Hell on Earth?
E5M9 - The Secret UAC's Earth Base

...okay, a..pparently not, then. If you really couldn't even be bothered to change the autogenerated word-salad level names, I don't know what to say.

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LakiSoft said:

http://thedoomuniverse.prophpbb.com/post7697.html#p7697

Guys i made episode 5. Sorry if used Oblige. :( Just look at this link plz. :)


Hey. First of all, I never managed to run the wad.

But I fail to see the point for this wad. Your maps are just generated oblige wads that everyone can generate. I don't know what to say about the other things, but I can hardly see the point.




Please improve your mapping instead of just uploading generated wads, because if people want to play oblige wads they would generate themselves.

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It's a ZDoom WAD, it seems. A ZDoom WAD with unbalanced custom classes and levels generated with Oblige. And not just any version of Oblige, but the old version of Oblige, where the concept of non-right-angled rooms was foreign. Newer versions of Oblige can generate better-looking levels than this.

Either way, though, this is just sad. If I wanted to play Oblige levels, I'd generate my own. I urge you to make your own levels — by which I mean actually make them, using a level editor. Don't generate Oblige levels and pass them off as your own.

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Well, shit. When I saw the thread title, I had thought that someone was talking about an actual patch to doom.exe, and I was about to ask how it came about. Mega-curses. D:

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The Green Herring said:

And not just any version of Oblige, but the old version of Oblige, where the concept of non-right-angled rooms was foreign. Newer versions of Oblige can generate better-looking levels than this.


Maybe it's because the old Oblige generates maps playable in vanilla Doom? (latest version needs limit-removing port at least)

Then again, if the id crew had released a 1.9 -> 2.0 patch, who's to say they wouldn't have also bumped up the limits as they did with previous updates? So maybe Doom+ would be just as logical here.

But that still doesn't explain archviles or different character classes. Someone in another thread mentioned the 1.666 binary is identical for Doom and Doom II, so maybe the AV is possible. But only Hexen supports character classes, unless we're talking some weird DeHackEd-ery. Then there's still the matter of 6 episodes. How's that supposed to work?

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hex11 said:

But that still doesn't explain archviles or different character classes. Someone in another thread mentioned the 1.666 binary is identical for Doom and Doom II, so maybe the AV is possible. But only Hexen supports character classes, unless we're talking some weird DeHackEd-ery. Then there's still the matter of 6 episodes. How's that supposed to work?

The EXEs are identical between version 1.666 of Doom 1 and Doom 2, though they behave differently depending on which IWAD is loaded (in fact, different behaviour for different IWADs has been around since version 1.2). The super-shotgun doesn't function entirely correctly if introduced into a Doom 1 PWAD, but I don't know if there's anything affecting the behaviour of Doom 2 monsters.

In any case, it's a ZDoom WAD, and has nothing to do with Ultimate Doom 1.9 at all. It'll probably even work with the version 1.1 IWAD (I'd try it myself, but I really don't want to waste my time downloading this garbage). Apparently it also contains unmodified resources from the Doom 2 IWAD, both making it totally illegal and raising the question of why it wasn't made as a Doom 2 mod in the first place.

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Like what others have said, I'd strongly recommend you practice mapping new ones. Granted, it may turn out like crap to start with but that's perfectly normal. I started mapping in 2005 and it wasn't until 2008 when I actually came up with maps I thought was decent enough. So, practice with Doom2 limit removing mapping. Do NOT bother working with Zdoom, especially if you're new at mapping. Work on a few smallish maps, compare what you've done to other people's work (especially the classics like Plutonia, HR1/2, Scythe 1, AV, they're good comparison materials to learn from for starters. Don't bother comparing your initial works to Esselfortium, Mechadon or Xaser, seriously).

Be sure to not take these responses personally, we've seen quite a few people pull off these kind of releases. I presume it's the excitement of releasing something they/you thought was worthwhile: It's not. We value and respect more honest and original works however. All I can say is patience is a virtue when you're working on maps. Even I have trouble being patient myself; that'd explain why I like short maps. :-P

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Joshy said:

Like what others have said, I'd strongly recommend you practice mapping new ones. Granted, it may turn out like crap to start with but that's perfectly normal. I started mapping in 2005 and it wasn't until 2008 when I actually came up with maps I thought was decent enough. So, practice with Doom2 limit removing mapping. Do NOT bother working with Zdoom, especially if you're new at mapping. Work on a few smallish maps, compare what you've done to other people's work (especially the classics like Plutonia, HR1/2, Scythe 1, AV, they're good comparison materials to learn from for starters. Don't bother comparing your initial works to Esselfortium, Mechadon or Xaser, seriously).

Be sure to not take these responses personally, we've seen quite a few people pull off these kind of releases. I presume it's the excitement of releasing something they/you thought was worthwhile: It's not. We value and respect more honest and original works however. All I can say is patience is a virtue when you're working on maps. Even I have trouble being patient myself; that'd explain why I like short maps. :-P


What he said. Look here and here on what not to do if you get shot down.

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Posting in quality thread, but not sure why.

Foxpup said:

. . . raising the question of why it wasn't made as a Doom 2 mod in the first place.

It's meant to be a prequel.

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Guys, i know that using Oblige sucks. But i did that to save my time. Second thing, i used Arch-Vile original sprites in PWAD! That is not illegal like Heretic mods which have HeXen monsters. Third, i modified E5M8 to get Arch-Vile in maps as a bosses and Arch_viles later appears as a regular monsters in Doom2. Fourth, it's called v2.0 update because it's adds new episodes, new skill level and new four player classes. I think it would be cool to play as doom monsters. :)I have also similar Heretic Update which other guys says it's cool. That's way i made Doom update. Plus this is not Oblige 0.97, this is a OBHACK! I think that these level should be harder than episode 4 making it episode 5. Episode 6 is DM Level where you can play as one of five player classes. But guys please say that just only one good thing about this mod. Plz :)

Eris Falling said:

He did already, look where it ended up.


Ever heard of texture alignment?


HOW MANY TIMES I HATE TI SAY HAT I FIXED THAT DOOR BUG AFTER I POSTED A GODDAMN PICTURE!!!?!?!?!?!?

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LakiSoft said:

But guys please say that just only one good thing about this mod. Plz :)

HOW MANY TIMES I HATE TI SAY HAT I FIXED THAT DOOR BUG AFTER I POSTED A GODDAMN PICTURE!!!?!?!?!?!?

I'll make it easy for you. No-one is going to say anything good, especially with the attitude you are currently displaying and flaunting a project anyone could make under an hour. I'd suggest you to re-read what I just said before you make any further posts.

Otherwise, just keep this 'mega-cool or whatnot' project to yourself and to your easily-amused friends, because it's not going to win you any more positive appraisals.

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LakiSoft said:

I am also making own maps, but need some time! That's way i used obhack/oblige!

Then, take all the time you need, and be patient. An original map you've worked on creatively and patiently for a month is so much better than a cheaply made obhack project you've rushed.

The thing is, anyone can make their own obhack maps, so why should you make any for them? There's nothing here that anyone would see to be an original creation of yours.

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LakiSoft said:

Guys, i know that using Oblige sucks. But i did that to save my time.

And we can save time by using OBLIGE ourselves and not even bothering to download your WAD.

LakiSoft said:

Second thing, i used Arch-Vile original sprites in PWAD! That is not illegal like Heretic mods which have HeXen monsters.

Yes, it is. Not only are those sprites copyright, you're including them for the specific purpose of allowing players to experience Doom 2 features without having to actually own a copy of Doom 2. And that's just not acceptable.

LakiSoft said:

Fourth, it's called v2.0 update because it's adds new episodes, new skill level and new four player classes.

This WAD has absolutely no relation whatsoever to Doom version 1.9, so stop calling it a 2.0 update.

LakiSoft said:

But guys please say that just only one good thing about this mod. Plz :)

Give us one good thing to say about it by removing the copyright Doom 2 material, and instead base it on Doom 2, and by creating your own damn maps for it. I, and probably most people here, would rather download a handful of mediocre maps of your own original design than a ton of OBLIGE maps that we could save bandwidth by generating ourselves.

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Oh the pain...the pain...

Look lakisoft, I don't comment in threads like this too much, but let me give you a word of advice. Don't try to piggyback off the success of the official IWADs and attach "your" (oblige levels technically) subpar levels to them. Take some time to learn how to map (like you said you are doing) using Doombuilder and maybe people would be willing to give your projects a chance. Also, make something more original than an upgrade to The Ultimate Doom. No one wants to play an "upgrade" that wasn't even made by the original mappers.

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Guys you're all right. In past i rocked on DB2. But let me explain why i stoped. One day i losed everything and reinstalled Windows. DB2 requires NET Framework and other shits, so i am stuck with DB1 now. But there's no so big differences between DB1 and DB2. But when i was have DB2 i was making mix of Heretic and HeXen called HeRen with 3d water and slopes, bridges, etc. But i losed it. And now i forget how to do GZDOOM effect. ACS is not so complicated but also not so easy. Plus i am also making an project using Oblige 3.57 called "Traped in 1945". The story goes that aliens find another way to invade Earth, they used a time machine. You follow them but Nazis are not happy of both you and aliens. Ep1 has no boss. Ep2 boss is Adolf. Ep3 Boss is Skull Keeper, a cousin of long ago defeated Icon of Sin. My only problem is time guys. But i promise i will do some maps myself soon. Don't worry. ;)

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LakiSoft said:

Plus i am also making an project using Oblige 3.57 called "Traped in 1945"...My only problem is time guys. But i promise i will do some maps myself soon. Don't worry. ;)


However, the kicker I forgot to mention in my first post is NOT TO USE OBLIGE. Seriously, delete it off your computer if that might help. I don't even need to go into details as others already have in this thread.

I don't know why you feel obliged (no pun intended) to release these projects stating how time isn't on your side. No one is going to die just because lakisoft didn't release his latest and mega-cool project full of oblige maps. Like I said before, take some time to make original maps using Doombuilder and also make sure you aren't infringing copyright with any of your "projects".

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To really do justice to this kind of project, there is a hell of a lot of work ahead. Look at all the trouble and time DTWID went through, just to make something vaguely id-like... If they quickly threw together some random maps, or some stuff they speedmapped just to "get 'er done", then it wouldn't have turned out at all the same.

Don't be surprised if people call you out for releasing a Doom 2.0 patch that's clearly not up to id standards. Heck, it took the real id crew months of work to make good maps (E4M2 excluded, but Romero had tons of experience mapping by then, and enough drive and enthusiasm to do it right).

Anyway, there's no need to be in such a rush. You're not going to win a free pizza or something if you release this week. Learn the ropes, take your time, and also enjoy your journey (even if it takes you in a different direction).

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I am not posted this thread to you guys to talk about a life, history and porns! I made this topic to show my new mod, even if created with oblige, it's my mod and i writen storyline and add new player classes. I called it unofficial patch because add new features to original Doom.WAD. However it requires ZDoom!

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LakiSoft said:

HOW MANY TIMES I HATE TI SAY HAT I FIXED THAT DOOR BUG AFTER I POSTED A GODDAMN PICTURE!!!?!?!?!?!?


First of all, why did you make it like that in the first place? It's not a bug at all. Secondly, why did you upload THAT as a screenshot.

Thirdly, if that's how you respond to criticism, you shouldn't be making maps.

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