Icon of Sin / Baphomet
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Doom The Way id Did: v1.1 Released!
Pages (9): « First ... « 2 3 4 [5] 6 7 8 » ... Last »  
Author
All times are GMT. The time now is 01:51. Post New Thread    Post A Reply
ellmo
Custom Title


Posts: 1647
Registered: 04-03



Tormentor667 said:
By the way, without having read the whole thread, what was the 10th map guideline about?

Mappers were supposed to imagine that Doom was previously meant to have 10 maps per episode, rather than 9. By acknowledging this we would never try to imitate existing maps, nor we would make homages to them, because we would have to imagine that our map, should it be the real deal in 1993/1994, could be shipped along with other stock maps, so we can't reproduce "existing features from maps already in the episode".

Also - the maps were not supposed to be made for a specific slot, they had to be generic and the mapflow would be decided later, based on layout evolution, and gameplay + difficulty.

We had to make exception for M1 and M8 however, or it would defy the idea of making Doom-ish episodes. These had to be made especially for their slots.

Old Post 12-14-11 13:54 #
ellmo is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
webcider
Newbie


Posts: 9
Registered: 12-11


Hey guys who made this collection,

i just want to say thanks for this amazing gift it is nearly my only reason to register on this forum i really really like this wad pack. The levels are truly stunning a really fresh yet very familiary feeling overwhelms me when i play every level. I am glad its not just a Remake and it has tried to take the features and the ID's way of making secrets in to heart i am really amazed by the creativity and architecture, it doesn't feel like extended levels on old maps it feels literally like familiary yet very different places, as some posters already says feels like a new but familiar doom experience. I only played E1 so far i have always loved E1 and its pretty much my most played episode in doom. as i like the Space Architecture more. anyways this compared with BrutalDoom is really awesome :D so thx guys i can't say it enough, i am truly stunned and happy that people are still seeing the qualities of the doom level making you make me so happy. just so you know.

One thing though would have been pretty good if you could have done the same with the soundtrack, but i am not saying anything more. because i am a very music minded a guy and most games live or die on their music choose. IMO

Old Post 12-14-11 20:14 #
webcider is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
fiend-o-hell
Member


Posts: 329
Registered: 01-06


Finished playing the first episode yesterday, and I got to say I'm impressed. You guys did a good job at re-imagining the levels from the original doom. I experienced a lot of deja vu instances where I felt I could actually be playing a bona fide id map. It could be that it just takes time and a couple of replays, but I felt non the levels stood out for me despite how fun they were to play. Sure, the tid bits that made DOOM 1 so memorable were interspersed here and there, but they were also part of something that was more complex and bigger than the original ever was. On top of that, the lack of texture variance and layout style amongst the maps made it hard to distinguish one from the other. Still, for the modern Doomer all these qualities are appropriate. Plus the monster count ante was upped, which I quite liked.

Old Post 12-14-11 20:19 #
fiend-o-hell is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Hellbent
Forum Bellend


Posts: 4740
Registered: 06-00



fiend-o-hell said:
Finished playing the first episode yesterday, and I got to say I'm impressed. You guys did a good job at re-imagining the levels from the original doom. I experienced a lot of deja vu instances where I felt I could actually be playing a bona fide id map. It could be that it just takes time and a couple of replays, but I felt non the levels stood out for me despite how fun they were to play. Sure, the tid bits that made DOOM 1 so memorable were interspersed here and there, but they were also part of something that was more complex and bigger than the original ever was. On top of that, the lack of texture variance and layout style amongst the maps made it hard to distinguish one from the other. Still, for the modern Doomer all these qualities are appropriate. Plus the monster count ante was upped, which I quite liked.
I've been playing through the episode this week, too. Since I worked on the project and have played through the levels, I am beginning to see how distinct each level is--and how each level has very memorable areas. When I first played doom, I did not like it because all the levels were the same (I'm talking about episode 1 only). The more I played episode 1 (it was all I had for a long time) the more the levels started to have distinct areas to me and the more I started to enjoy the levels and the environments. I honestly feel this project's episode 1 (and the rest of the levels, too) do have enough variety and distinction--and are as good as the originals in this respect--I think it's just a matter of needing to play through the episode a few times.

Old Post 12-14-11 20:48 #
Hellbent is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
ellmo
Custom Title


Posts: 1647
Registered: 04-03



webcider said:
One thing though would have been pretty good if you could have done the same with the soundtrack, but i am not saying anything more. because i am a very music minded a guy and most games live or die on their music choose. IMO


Mr. Freeze made a soundtrack for the project:
https://s3-eu-west-1.amazonaws.com/dtwid/dtwidmus.zip

Most of the team however felt that it didn't fit Doom atmosphere, so the music is treated as a non-canonical resource. Therefore we decided not to include it in the wad, but I link to it on the DTWiD Homepage.

Old Post 12-14-11 21:10 #
ellmo is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Marcaek
Senior Member


Posts: 1189
Registered: 12-10


I personally found the authenticity to be about 50\50 but I'm only up to E2M4 so we'll see. Some of the levels managed provide that magic(E1M8 in particular great job there ellmo).

Old Post 12-14-11 21:11 #
Marcaek is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
fiend-o-hell
Member


Posts: 329
Registered: 01-06



Hellbent said:
I've been playing through the episode this week, too. Since I worked on the project and have played through the levels, I am beginning to see how distinct each level is--and how each level has very memorable areas. When I first played doom, I did not like it because all the levels were the same (I'm talking about episode 1 only). The more I played episode 1 (it was all I had for a long time) the more the levels started to have distinct areas to me and the more I started to enjoy the levels and the environments. I honestly feel this project's episode 1 (and the rest of the levels, too) do have enough variety and distinction--and are as good as the originals in this respect--I think it's just a matter of needing to play through the episode a few times.


I agree with your points. After a quick examination of E2 and E3, I felt that both the original and DTWIDD contain far more maps that have that instant distinction vibe. Congrats on keeping this aspect of E1 intact!

As for the Freeze music, I thought it was decent... just not entirely original. I think they have a lot to measure up considering how good and how nostalgia laden the original tracks are. Even though I support the teams decision to keep the two separate, in the future I'll be playing with the Freeze tracks.

Old Post 12-14-11 23:34 #
fiend-o-hell is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Tormentor667
Senior Member


Posts: 1975
Registered: 10-00


Thanks for clearing that up ellmo

Old Post 12-15-11 11:35 #
Tormentor667 is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Cell
Forum Staple


Posts: 2079
Registered: 08-10


So guys. When will it be time to kickstart UDTWiD? You know, the same WAD with a reattached Thy Flesh Consumed.

Old Post 12-15-11 16:19 #
Cell is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
A Major Doomworld Concern


Posts: 6414
Registered: 01-02



Cell said:
So guys. When will it be time to kickstart UDTWiD? You know, the same WAD with a reattached Thy Flesh Consumed.

Most likely sometime after Doom 2 The Way id Did.

Old Post 12-15-11 19:02 #
esselfortium is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
ellmo
Custom Title


Posts: 1647
Registered: 04-03



esselfortium said:

Most likely sometime after Doom 2 The Way id Did.



Before that there will be DTWiD 1.1 (should actually be called 2.0, considering how tasty the updates are planned to be).

Old Post 12-15-11 20:11 #
ellmo is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Avoozl
Indecisive


Posts: 2254
Registered: 06-09


It would be nice to see an episode 4 addon, however that would be a bit too much to ask for.

Old Post 12-15-11 21:16 #
Avoozl is online now Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Hellbent
Forum Bellend


Posts: 4740
Registered: 06-00



Doomsfall said:
It would be nice to see an episode 4 addon, however that would be a bit too much to ask for.
The addon will come. But like with the original add on, will be a year or two later. :P

Old Post 12-15-11 21:21 #
Hellbent is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
HavoX
Member


Posts: 409
Registered: 12-11


But wouldn't that make it UDTWiD (or v2.0, as ellmo described)? :P

Old Post 12-15-11 21:25 #
HavoX is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Marnetmar
Forum Staple


Posts: 2688
Registered: 09-10


Ehh, TFC was only partially id.

Old Post 12-16-11 01:42 #
Marnetmar is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Use3D
Forum Legend


Posts: 4711
Registered: 04-02


Yeah I'd rather skip episode 4, as it's already a community project.

Old Post 12-16-11 01:54 #
Use3D is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Cell
Forum Staple


Posts: 2079
Registered: 08-10



Marnetmar said:
Ehh, TFC was only partially id.

Like UDTWiD would be only partially "DTWiD", as I would join for that, too!

Old Post 12-17-11 11:49 #
Cell is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Captain Toenail
Member


Posts: 609
Registered: 05-08


I need to know, is episode 4 going to be compiled soon or not? I'm really on the edge of releasing my three ep4 maps and ep3 boss map as my own project right now. I don't want to release them, only for episode 4 to suddenly start development.

Last edited by Captain Toenail on 12-17-11 at 14:51

Old Post 12-17-11 14:40 #
Captain Toenail is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Steve1664
Green Marine


Posts: 32
Registered: 11-11


I really enjoyed the kind of architecture seen in Episode 2 - surprisingly complex yet very natural feeling given the locations. Can't wait to see what kind of crazy stuff Ep. 3 serves up!

Old Post 12-17-11 19:54 #
Steve1664 is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Marnetmar
Forum Staple


Posts: 2688
Registered: 09-10



Captain Toenail said:
I need to know, is episode 4 going to be compiled soon or not? I'm really on the edge of releasing my three ep4 maps and ep3 boss map as my own project right now. I don't want to release them, only for episode 4 to suddenly start development.


Probably a year or so from now.

Old Post 12-18-11 09:48 #
Marnetmar is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
printz
CRAZY DUMB ZEALOT


Posts: 8549
Registered: 06-06


There's one little problem with the WAD: It contains TEXTURE1, but no TEXTURE2. The problem is that it will cause an error at startup if loaded to override another WAD which also modifies texture data. I understand the problem is too minor to make another release, so I'll just modify DTWID.WAD (while trying not to look at other data) to include the vanilla TEXTURE2 in it.

Old Post 12-20-11 14:26 #
printz is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
40oz
Why don't I have a custom title by now?!


Posts: 6247
Registered: 08-07


What does John Romero think of this?

Old Post 12-20-11 17:19 #
40oz is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Pirx
Forum Regular


Posts: 748
Registered: 11-04


im playing DTWID right now and i'm having a blast. it's very faithful to the originals. some maps are a bit too loaded with secrets (e1m3), i don't think the original maps had so many, but they were really fun to explore. gameplay is easy of course for those used with modern wads, but this is a welcome change of pace. thanks to everyone involved, good work.

i also hope that john finds time to play this and comment on it.

Old Post 12-20-11 19:23 #
Pirx is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Mr. Chris
Forum Legend


Posts: 4622
Registered: 07-02



40oz said:
What does John Romero think of this?


Someone should email him the link to the thread.

__________________
Chris's uploads - Link
Brutal Video Vault
Brutal Tumblr

Old Post 12-20-11 19:53 #
Mr. Chris is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Xaser
Forum Staple


Posts: 2535
Registered: 07-03


It's come to my attention that Sig's review of the mod has been helled (that's a really strict interpretation of post-by-proxy, but I don't suppose I can refute that) including the replies, one of which was a 1.1 status report I had no idea vanished until today.

So, this was posted up on the 11th -- not sure how many have read it, although we've since been holding off on v1.1 for certain reasons:

Xaser said:
Also, in regards to small map fixes and DM issues (still can't believe we missed starts on two maps -- guess that's what happens when a whole episode goes untested in DM), we'll be fixing that up over the next few days or so and releasing version 1.1 to /idgames.

Thankfully, the number of reported issues thus far has been surprisingly small. Nothing's ever bug-free, I suppose, but I've released more than one project back in the day that was met with "this wad doesn't work at all!" :P


Well, since it's been brought up, here's a temp. link to Freeze's music:
http://www.mediafire.com/?3pfw8tu1g0xeh48

Also, I haven't the slightest clue how Captain Toenail's name managed to not find its way into the credits. Consider it fixed for 1.1. :P


No real news now, since Freeze's music has since been posted and Essel and Ellmo have both mentioned the planned v1.1 since. I'm just a bit put off that an actual mod-related status-report was helled because of this, moreso because none of us noticed until long after. Would a "hey we split this, cease discussion" be too much to ask for?

Old Post 12-21-11 03:24 #
Xaser is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Processingcontrol
Senior Member


Posts: 1535
Registered: 09-10


Will there be an /idgames link eventually?

Old Post 12-21-11 03:51 #
Processingcontrol is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Marnetmar
Forum Staple


Posts: 2688
Registered: 09-10



Processingcontrol said:
Will there be an /idgames link eventually?


It's in the post directly above yours, dude.

Old Post 12-21-11 04:00 #
Marnetmar is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Processingcontrol
Senior Member


Posts: 1535
Registered: 09-10



Marnetmar said:
It's in the post directly above yours, dude.

-_- *self-facepalm*

Old Post 12-21-11 04:19 #
Processingcontrol is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
esselfortium
A Major Doomworld Concern


Posts: 6414
Registered: 01-02



Marnetmar said:


It's in the post directly above yours, dude.


I..think he means the idgames archive, not just a download link.

The plan is for it to be posted on idgames when 1.1 comes out.

Old Post 12-21-11 04:20 #
esselfortium is online now Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Marnetmar
Forum Staple


Posts: 2688
Registered: 09-10


I know.


and releasing version 1.1 to /idgames.

Old Post 12-21-11 04:27 #
Marnetmar is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 01:51. Post New Thread    Post A Reply
Pages (9): « First ... « 2 3 4 [5] 6 7 8 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Doom The Way id Did: v1.1 Released!

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Message Board Statistics