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Cell
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^ 1:38-2:54 has always been my favourite part of that song. For more, I state that without that flute(?) solo at the end, it sounds much better in general. Great job PCorf!

Old Post 10-14-11 16:21 #
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pcorf
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Cell said:
^ 1:38-2:54 has always been my favourite part of that song. For more, I state that without that flute(?) solo at the end, it sounds much better in general. Great job PCorf!


But in the WAD that Japanese flute solo still remains unfortunately as of now but luckily I have the original midi file and can edit it out.

Personally I've always liked the brass solo towards the end. It was very fitting.

Old Post 10-15-11 03:23 #
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Mr. Chris
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On the title screen you have a typo in the lower left where that blue text is. "You're" should be "Your".

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Old Post 10-19-11 00:04 #
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pcorf
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Mr. Chris said:
On the title screen you have a typo in the lower left where that blue text is. "You're" should be "Your".


The title screen will be redesigned.

All the dehacked and intermissions will also be redone.

I am also thinking of new episode names too.

Old Post 10-19-11 03:14 #
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pcorf
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Progress has been slow due to personal projects but all levels up to E3M2 are done with their texture alignment and various other minor fixes. Hardly any changes made to the gameplay because I want to keep it almost unchanged.

Also the original 4 Doom skies will only be used this time.

The Youtube soundtrack has 13 songs remastered and completed in the studio.

Chris Hansen has agreed to work on a replacement level for E3M5 while I will make a new E4M1 which will be a bigger map than the original E4M1 but a similar BROWN1 theme.

E2M5's secret exit now goes to E2M9

E2M4's secret exit now goes to E5M1 in Zdoom only

Old Post 11-13-11 23:41 #
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hawkwind
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pcorf said:
E2M4's secret exit now goes to E5M1 in Zdoom only


If using the original MAPINFO method it will also work with Risen3D :)

Old Post 11-15-11 00:03 #
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pcorf
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I think I will remove the Wolfenstein level (E4M9) and replace it with the original E3M5.

Old Post 11-17-11 14:25 #
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Gez
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hawkwind said:
If using the original MAPINFO method it will also work with Risen3D :)


So, Risen3D supports the "ZDoom (old)" MAPINFO syntax? Or the new? Both? I just want confirmation before I update the wiki.

Old Post 11-17-11 15:28 #
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Cell
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pcorf said:
E2M5's secret exit now goes to E2M9

E2M4's secret exit now goes to E5M1 in Zdoom only


Wrong and illogical. You should do vice versa. Otherwise why the hell E2M4's secret exit is decorated in a Goth way just alike E2M9?

Old Post 11-18-11 16:46 #
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pcorf
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Just an update.

Wolfenstein map removed and E3M5 moved into the E4M9 slot freeing up for a new E3M5 that Chris Hansen will make.

I am working on a new E4M1, map layout is mostly done. Lotsa overlapping progress. Its a BROWN1 base similar to E4M2 with BROVINE also used.

Old Post 11-21-11 07:31 #
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pcorf
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Cell said:

Wrong and illogical. You should do vice versa. Otherwise why the hell E2M4's secret exit is decorated in a Goth way just alike E2M9?



I copied the Heretic exit from E2M4 to E2M5 now. The exit in E2M4 is just a teleport with an exit sign.

Old Post 11-24-11 01:45 #
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pcorf
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Some in development screenshots of the new E4M1

http://www.paulcorfiatis.com/shots/200241-1.jpghttp://www.paulcorfiatis.com/shots/200241-2.jpg
http://www.paulcorfiatis.com/shots/200241-3.jpghttp://www.paulcorfiatis.com/shots/200241-4.jpg

Old Post 11-25-11 02:23 #
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hawkwind
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Gez said:


So, Risen3D supports the "ZDoom (old)" MAPINFO syntax? Or the new? Both? I just want confirmation before I update the wiki.



Apologies for the late reply on this. Risen3D only supports the old method. A good example is found in Herian2.wad. Risen3D ignores the ZMAPINFO lump.

Just to add , The wiki states that Risen3D uses the ded format that Doomsday uses. Just as zdoom MAPINFO has changed over time, so has Doomsday's ded format. But Risen3D retains the method from DoomsDay 1.7.8. As such there may be compatibility issues between the "old" and the "new" ded file system.

Last edited by hawkwind on 11-25-11 at 05:04

Old Post 11-25-11 04:55 #
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Chris Hansen
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I have made good progress on E3M5 and I hope to bring you a nice screenshot or two in near future. And I know there are fans of the original 2002ADO E3M5 and I can understand that. I just hope you won't be too disappointed with the new level as it is totally different. I have tried to create a level that looks and feels like it was made in 2002 with slight similarities also to the original episode. It's a fine balance and I feel a great deal of responsibility, so I will try my best not to f*ck it up :)

Old Post 11-25-11 10:19 #
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pcorf
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Chris Hansen said:
I have made good progress on E3M5 and I hope to bring you a nice screenshot or two in near future. And I know there are fans of the original 2002ADO E3M5 and I can understand that. I just hope you won't be too disappointed with the new level as it is totally different. I have tried to create a level that looks and feels like it was made in 2002 with slight similarities also to the original episode. It's a fine balance and I feel a great deal of responsibility, so I will try my best not to f*ck it up :)


Yeah no problems. Looking forward to it.

E4M1 is pretty much done.

The original E3M5 will still be retained but moved into the E4M9 slot to replace that Wolfenstein level and it looks good with the orange sky.

Old Post 11-25-11 16:19 #
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Woolie Wool
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I kind of like the old skies. In fact I think V1 was the best looking version just because of details like the night sky over E1M8--much more atmospheric than the lighter one and gave an incredibly creepy atmosphere. And E3M5 without the dark sky would just be...wrong. The darkness made that map.

Old Post 11-28-11 01:59 #
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NoobBait
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Well since it seems you can't leave well enough alone, I thought I would point out a few things you may want to consider, since this is my favorite U-Doom wad:

1. Consider adding a berserk pack to E1M8, this wouldn't change the difficulty of the map, but some people like punching barons ;)

2. In E2M3, you cannot reenter the baron room after the door closes, which presents some occasional gameplay difficulties

3. As you may have heard, it is not considered humanly possible to get 100% kills on E3M3, due to a lack of ammo and the last area being closed off. This level would really benefit from a berserk pack and a possible redesign of the last room or at least a caco-nerfing.

4. In E3M5, you may want to consider changing the teleporting imp cage, which just becomes tedious and potentially demo-ruining for the player.

5. In E4M4, 100% kills is not possible because two imps are stuck together and cannot teleport in.

6. In E4M7, consider removing the imp at the top of the elevator just before the red key. He is placed in such a way that he often scratches the player to death from above as the player waits for the elevator to rise.

7. For the love of freaking God don't remove E4M9! This is by far the best wolfenstein-based map I have ever played in any Doom wad period! You say it doesn't fit it, but I think not fitting in is a liberty secret levels are SUPPOSED to take.

Old Post 01-01-12 02:37 #
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pcorf
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The 2002ado Soundtrack for Youtube is getting closer to completion. I only have to get a few more songs remastered. The soundtrack will consist of 28 songs from the levels.

I am also planning on adding a 5th Episode to 2002ADO which will be 8 hand picked rejects from DTWID and the secret Wolfenstein level as E5M9 and The Mighty Green as E5M0 which is accessed from E2M4. The 5th episode is playable to people who use source ports with the MAPINFO lump.

http://dtwid.herokuapp.com/submissi...p_slot_id&d=ASC

Episode 5 will contain E2, E3 and E4 themed levels and each author will be credited in the text file amongst the list of maps.

Old Post 01-10-12 07:18 #
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pcorf
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NoobBait said:
Well since it seems you can't leave well enough alone, I thought I would point out a few things you may want to consider, since this is my favorite U-Doom wad:

1. Consider adding a berserk pack to E1M8, this wouldn't change the difficulty of the map, but some people like punching barons ;)

2. In E2M3, you cannot reenter the baron room after the door closes, which presents some occasional gameplay difficulties

3. As you may have heard, it is not considered humanly possible to get 100% kills on E3M3, due to a lack of ammo and the last area being closed off. This level would really benefit from a berserk pack and a possible redesign of the last room or at least a caco-nerfing.

4. In E3M5, you may want to consider changing the teleporting imp cage, which just becomes tedious and potentially demo-ruining for the player.

5. In E4M4, 100% kills is not possible because two imps are stuck together and cannot teleport in.

6. In E4M7, consider removing the imp at the top of the elevator just before the red key. He is placed in such a way that he often scratches the player to death from above as the player waits for the elevator to rise.

7. For the love of freaking God don't remove E4M9! This is by far the best wolfenstein-based map I have ever played in any Doom wad period! You say it doesn't fit it, but I think not fitting in is a liberty secret levels are SUPPOSED to take.



Thanks and I will fix these.

Old Post 01-10-12 07:21 #
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pcorf
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The youtube soundtrack for 2002ADO has been released.

http://www.youtube.com/playlist?lis...eature=view_all

Fully remastered in the studio for your enjoyment.

Old Post 01-12-12 11:36 #
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NightFright
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Hope no one kills me for the bump, but would it be possible to actually get all your tracks as a download pack, maybe even in OGG format so it can be used with ZDoom & Co. directly? Then you could actually play your wad with those tracks as MIDI replacements.

And otherwise, how's progress on the remastered 2002ADO release?

Old Post 03-16-12 13:09 #
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pcorf
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NightFright said:
Hope no one kills me for the bump, but would it be possible to actually get all your tracks as a download pack, maybe even in OGG format so it can be used with ZDoom & Co. directly? Then you could actually play your wad with those tracks as MIDI replacements.

And otherwise, how's progress on the remastered 2002ADO release?



All songs were recorded in a studio.

I've been busy but I will soon get back to work on the remastered 2002ADO. Next up I have to create the new E3M5. All levels up to E3M4 are fixed and aligned. Its fairly unchanged but the extra skies are gone, the midi soundtrack is better. Just wanna make it more Doom like.

Old Post 03-16-12 17:30 #
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NightFright
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Well, the quality of those tracks is definitely amazing, and it's great listening to them even without actually playing the game. Wished the original Doom soundtracks would get recreated with that kind of quality (I guess Per Kristian's efforts currently come closest to that, but unfortunately he is still not finished with all the tracks).

Anyway, I am looking forward to the new release. This wad was great to begin with, and even though it's hard to believe it can be improved further, it's more than OK to be proven wrong in this case. :)

BTW, I also think you should keep the Wolfenstein level. Your secret levels all were really special, and it should stay that way. At least you should move it into an optional Ep.5 slot if you really want to replace it, but cutting it would be a shame.

Old Post 03-16-12 23:11 #
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T-Rex
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Pcorf, I'm looking forward to your update on 2002ADO, it's by far the best full 4-episode megawad I've played. Can I also suggest realigning the textures in your Selfish episode? In Boom, some of the textures are misaligned for some reason. Also, please make WOS compatible with any version of ZDoom, because my 2.0.63 version crashes when I try to play WOS. It looks good since I played it in Boom, but I would like to play the full thing, counting the extra maps beyond Map32. You and Kristian are by far one of the best modern Doom mappers.

Last edited by T-Rex on 03-17-12 at 11:07

Old Post 03-17-12 04:06 #
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pcorf
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Progress has been slow since I have been busy with life but all of Episode 3 is out of the way. Up to E4M3 .... have aligned lotsa textures and done some minor adjustments and fixed a few bugs along the way. Once all of E4 is done work on the new E3M5 will begin. I think I will also come up with new episode names, esp change the name for Episode 4.

I might have mentioned this before but 2002ADO will have a new filename 2002AD10.WAD. This will not overwrite the original release from 10 years ago since the new version is for Boom/Zdoom and plus the music soundtrack will be just midis, not mus.

Old Post 05-08-12 02:01 #
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MegaZzZeux
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I'm surprised I haven't noticed this yet. I'm excited to see the finished project Paul.

Old Post 05-08-12 20:49 #
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Cell
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PCorf, I would also suggest implementing difficulty settings a bit more. For example, E2 has tons of barons on even the lowest difficulty and it results in the game getting irrationally tough from E2M4 ongoing.

Old Post 05-08-12 23:52 #
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pcorf
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Texture alignment and touchups all done. Soon work on the new E3M5 will begin and will be a hellish map for sure with lava, red bricks, rockred, firewall and marble .... something like that!

I'm also thinking of a new episode name for E4 as I think "The Search For Stephanie" seems a bit odd and out of order. Still Stephanie awaits for her rescue at the end of E4M8.

The secret Wolfenstein level will be retained and playable in Zdoom with Wolf SS enemies ..... but will be in the E5M2 slot and will be accessible in the new E3M5. The original E3M5 is now in E4M9 and I think the outdoor area looks nice with the orange sky.

Secret exits ....

E1M3 > E1M9 > E1M4
E2M4 > E5M1 > E2M5
E2M5 > E2M9 > E2M6
E3M5 > E5M2 > E3M6
E3M6 > E3M9 > E3M7
E4M2 > E4M9 > E4M3

All 4 original Doom 1 skies are now used with all additional skies removed.

Old Post 05-12-12 14:39 #
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Graf Zahl
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Concerning the ZDoom-specific secret levels, wouldn't it make more sense to name them E2M10 and E3M10 instead of E5M?. Such names are no problem for ZDoom at all.

Old Post 05-12-12 15:15 #
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pcorf
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Graf Zahl said:
Concerning the ZDoom-specific secret levels, wouldn't it make more sense to name them E2M10 and E3M10 instead of E5M?. Such names are no problem for ZDoom at all.


Who knows?

Old Post 05-12-12 18:24 #
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