Baron of Hell
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 > PSX Doom: The Lost Levels - New Pre-Beta Available courtesy of Salahmander2
Pages (52): « First ... « 4 5 6 [7] 8 9 10 » ... Last »  
Author
All times are GMT. The time now is 05:33. Post New Thread    Post A Reply
Nemark
Mini-Member


Posts: 92
Registered: 04-08


Can't wait.

Old Post 01-13-13 08:04 #
Nemark is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Nuxius
Forum Regular


Posts: 746
Registered: 02-05



Nuxius said:
Now that Christmas is over with, hopefully I'll have some time to go through some of the other maps before I start work again.

Ha! *sigh*


Dragonsbrethren said:
I kind of slacked on Caged this week on account of the holiday, but it's nearly done. I did want to get your opinion on what I did with the starting area. I put in some walls to block line of site between each of the four sections. I was actually getting VPO warnings and drawseg HOMs in Chocorenderlimits after adjusting the sector heights in this area, so I figured reducing the amount of geometry visible would be a good idea.

Original
Edit


Ouch. Problem is that with PSX Doom, even if you have something around 64 planes in sight, you're looking at framerates in the lower teens to higher single digits. I figured we would eventually run into problems like this. I'll have to think about this one.



Anyway, I've gotten all of "Odyssey of Noises" down to the height limits, and I'm now working on trying to simplify stuff so it would actually be playable in PSX Doom.

Since Death Egg is dropping out, would anyone mind if I took on "Against Thee Wickedly"? I'd be real interested to take that one on, since it's one of the more complicated maps that was cut from PSX Doom, not to mention it's one of my favorite maps.

Old Post 01-13-13 09:01 #
Nuxius is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
BaronOfStuff
Senior Member


Posts: 1251
Registered: 06-08


Well I've still got my hands full (no major progress since my last post due to my being incredibly lazy over the Christmas/New Year season), so it's all yours as far as I'm concerned.

Should be interesting to see how all the height restrictions cause the map to turn out, go for it.

Old Post 01-13-13 12:22 #
BaronOfStuff is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Holering
Member


Posts: 317
Registered: 01-03


Wow you guys are awesome! Really want to hear those arch vile sounds from Aubrey Hodges.

It's like you guys are putting together some un-released beta version of psx doom that never saw the light of day.

Old Post 02-08-13 05:19 #
Holering is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2107
Registered: 01-08


Let me just say: I am AMAZED nobody has converted Bad Dream yet :p

Old Post 02-08-13 05:35 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Avoozl
Forum Staple


Posts: 2512
Registered: 06-09


I finally managed to upload update 3 of Baron's Den.

Link: http://www.mediafire.com/?0tj7wsac3wl8od5

Old Post 02-09-13 06:56 #
Avoozl is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Dragonsbrethren
Senior Member


Posts: 2408
Registered: 03-09


Added Baron's Den link to the OP.


Nuxius said:

Since Death Egg is dropping out, would anyone mind if I took on "Against Thee Wickedly"? I'd be real interested to take that one on, since it's one of the more complicated maps that was cut from PSX Doom, not to mention it's one of my favorite maps.


Sorry, missed this post before, I put you down for it.

Old Post 02-11-13 22:00 #
Dragonsbrethren is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Avoozl
Forum Staple


Posts: 2512
Registered: 06-09


I have to say that none of my edited maps have any reverb, I just don't honestly know how to add it.

Old Post 02-12-13 13:08 #
Avoozl is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
scalliano
This door is opened elsewhere...


Posts: 1188
Registered: 08-09


http://zdoom.org/wiki/Classes:SoundEnvironment

Old Post 02-12-13 22:51 #
scalliano is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
jayjaythegamer
Newbie


Posts: 2
Registered: 02-13


Is this still ongoing it sounds like an amazing idea, for many years I have dreamed of doom with the ps1 levels, textures and sounds with all the levels of the pc version, and if this is still ongoing then i cannot wait for it to be released fully. Its going to be an addon episode selected from new game in the PS1 Doom TC isnt it cant wait.

Old Post 02-15-13 13:30 #
jayjaythegamer is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
jayjaythegamer
Newbie


Posts: 2
Registered: 02-13


alsoI always thought the PS1 doom was the best atmosphere wise, sure it lacked all the levels but it couldnt be beaten IMO and to have a TC with all these new levels being added its like my dream is coming true haha

Old Post 02-15-13 13:32 #
jayjaythegamer is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Dragonsbrethren
Senior Member


Posts: 2408
Registered: 03-09


Project's still going, I've just myself been working on other, non-Doom stuff lately. This is a collaboration; Avoozl just posted a map a few days ago.

Old Post 02-15-13 19:49 #
Dragonsbrethren is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
ScottGray
Junior Member


Posts: 118
Registered: 04-12


Lost Level Updater Version 1.0
http://www.mediafire.com/download.php?9xj9fzds9gy43su

Here's an idea I had to easily add newly released maps to a new Lost levels episode, it also configures a ZMAPINFO file so they can be played in order. However some of the wads have internal ZMAPINFO lumps which need to be removed with a wad editor like Slade3 or they won't load. It works out of PSXLost.PK3 so no modification is done to the main PSXDoom.PK3

When you download the maps rename them to LOSTXX in order they appear on the map list on the first post.
So Forsaken Keep would be LOST01.WAD and Dis LOST03.WAD etc....
Then Place them in the Map folder provided before running the UpdateLostLevels.bat.

Last edited by ScottGray on 03-15-13 at 22:30

Old Post 03-15-13 22:15 #
ScottGray is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2107
Registered: 01-08


When this is eventually done, I will add all the levels together and play them as a collosal continual game :D

Poor Doomguy, there is indeed, no rest for the living.

Old Post 03-16-13 01:50 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Marnetmar
Forum Staple


Posts: 2813
Registered: 09-10



Ragnor said:
Poor Doomguy, there is indeed, no rest for the living.


Speaking of that, it could be very interesting if one decided to simplify the hell out of the NERVE.WAD levels and include them in this. I can't really imagine the end result, though.

Anyway, can I take the Redemption slot?

Last edited by Marnetmar on 03-31-13 at 15:12

Old Post 03-31-13 12:51 #
Marnetmar is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Dragonsbrethren
Senior Member


Posts: 2408
Registered: 03-09


Sure, put you in the OP.

Old Post 03-31-13 18:37 #
Dragonsbrethren is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2107
Registered: 01-08


I feel this should be brought to the Lost Levels team:

http://www.doomworld.com/vb/showthr...081#post1158081

If your gonna make new levels for the game, you could always enlist the same guy who did said game's audio :D

Old Post 04-07-13 05:26 #
Ragnor is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Eris Falling
Forum Staple


Posts: 2986
Registered: 07-12


I've been thinking about claiming Pharaoh, though I won't be able to work on it until the latter half of June.

Old Post 04-09-13 00:48 #
Eris Falling is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
DeXiaZ
Member


Posts: 345
Registered: 05-13


I thought to try map20. Idea based on "Mt. Erebus" map:
http://i.imgur.com/NL1IiMrl.png

http://i.imgur.com/XS6owvIl.png

But you can see black sectors on my screen, but I thought to not delete them, because ingame you can't see this + it's not PSX and PC can run it without RAM problems.

But of course it should looks like this:
http://i.imgur.com/mpm778wl.png

Also I was changed the height for sectors, where is > 256.
And I was changed Arch Viles into Revenants.
And changed the number of steps in the stairway.

Well, it's W.I.P. map, updates will be soon.

Last edited by DeXiaZ on 05-20-13 at 16:31

Old Post 05-20-13 16:17 #
DeXiaZ is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Eris Falling
Forum Staple


Posts: 2986
Registered: 07-12


Oh good, a bump :D
I still intend to convert Pharaoh, but as stated before, will still be some time before I can work on it. Judging by the high intensity of posting in this thread recently, I doubt that will be a problem :P

Old Post 05-20-13 21:30 #
Eris Falling is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Dragonsbrethren
Senior Member


Posts: 2408
Registered: 03-09


Nice! It's cool to see a big level get some significant changes, it'll definitely feel like something new when we play it. I added you to the OP.

Old Post 05-21-13 00:54 #
Dragonsbrethren is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
DeXiaZ
Member


Posts: 345
Registered: 05-13


Thank you!

Well, I have mini problem - about monster "points".

In list I see some inconsistencies. In PSX Doom (1-2) final level (remaked Icon of Sin) has many barons + 2 Masterminds.

It's over 26 points. Or...you mean that I can use any number monsters of 1 type?

Well, anyway, I should cut the sector with Mastermind and Cyberdemon...or not?

Old Post 05-21-13 12:09 #
DeXiaZ is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
BaronOfStuff
Senior Member


Posts: 1251
Registered: 06-08



DeXiaZ said:
Thank you!

Well, I have mini problem - about monster "points".

In list I see some inconsistencies. In PSX Doom (1-2) final level (remaked Icon of Sin) has many barons + 2 Masterminds.

It's over 26 points. Or...you mean that I can use any number monsters of 1 type?

Well, anyway, I should cut the sector with Mastermind and Cyberdemon...or not?



Points only apply on a 'per species' basis - you can use any number of monsters of one type, but obviously within reason; the PSX probably wouldn't be able to handle even half of what the PC could when it comes to huge clusters of monsters at once.

As for remaking Gotcha, you have to keep the Cyberdemon/Mastermind in! It's the only really memorable aspect of the map!

Old Post 05-21-13 12:40 #
BaronOfStuff is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
DeXiaZ
Member


Posts: 345
Registered: 05-13


I agree. But I want to ask you - for this map I should delete somebody? (I mean, type of monsters).

There are Cyberdemon, Mastermind, Sergeant, Chaingunner, Imp, Cacodemon, Pain Elemental, Lost Sould, Hellknigt, Baron of Hell, Revenant. (Archviles are replaced on Revenants).

Old Post 05-21-13 13:03 #
DeXiaZ is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 11069
Registered: 07-07


You can remove the barons and replace them with hell knights. I'd also suggest removing pain elementals and lost souls; replacing them with cacodemons when appropriate.

On the boss side, replace the spiders by the cyborgs. With the 22 point value, spidey cannot be used unless the map is centered on it and only one or maybe two other monsters with low point values.

Now with cyberdemon and revenants, you've already blown 20 points of budget. You need not to exceed 6 points from the remaining mobs. That is going to be hard:

Sergeant 2
Chaingunner 3.5
Imp 2.5
Cacodemon 3
Hellknight 4

In fact, I'd advise replacing the 8-point revenants with hellknights and imps, as appropriate depending on the spot. But you'd still be two points over budget, having to remove the sergeants.

Alternatively, replace cyberdemons by mobs of smaller monsters to save 12 points. Though you're still one point over budget that way.

Old Post 05-21-13 13:52 #
Gez is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
DeXiaZ
Member


Posts: 345
Registered: 05-13


Well, as I said - it's a problem. Cyberdemon and Mastermind must be in this map, but 12 + 22 = 34.

Old Post 05-21-13 14:03 #
DeXiaZ is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
BaronOfStuff
Senior Member


Posts: 1251
Registered: 06-08


Or we could just say 'sod the budget' for special cases such as this?

Old Post 05-21-13 14:26 #
BaronOfStuff is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 11069
Registered: 07-07



DeXiaZ said:
Well, as I said - it's a problem. Cyberdemon and Mastermind must be in this map, but 12 + 22 = 34.


The first time I played Doom II on the default difficulty (instead of UV), upon getting to The Crusher, I was all "WTF where's the spider?".

You can make the infight differently. It doesn't play such an important role in the rest of the map, and the impact of the novelty of it has long eroded.

Old Post 05-21-13 14:51 #
Gez is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Dragonsbrethren
Senior Member


Posts: 2408
Registered: 03-09



BaronOfStuff said:
Or we could just say 'sod the budget' for special cases such as this?

I suppose, although I've never found the cyber vs. mastermind setpiece to be that big of deal, so I kind of agree with Gez.

Old Post 05-21-13 19:03 #
Dragonsbrethren is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
BlueFireZ88
Junior Member


Posts: 207
Registered: 09-12


So if not Cyber vs. Spider, then what could be a replacement then, if any?

I'm sure this has been mentioned, but since this project has open ended standing, that someone could do PS1 takes on Sewers, Betray, and NRFTL.

You might as well cover all your bases.

Last edited by BlueFireZ88 on 05-21-13 at 20:32

Old Post 05-21-13 20:10 #
BlueFireZ88 is offline Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 05:33. Post New Thread    Post A Reply
Pages (52): « First ... « 4 5 6 [7] 8 9 10 » ... Last »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > PSX Doom: The Lost Levels - New Pre-Beta Available courtesy of Salahmander2

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.