Spider Mastermind
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: The Lost Episodes [v1.5]
Pages (4): [1] 2 3 4 »  
Author
All times are GMT. The time now is 06:45. Post New Thread    Post A Reply
Xaser
Forum Staple


Posts: 2841
Registered: 07-03



DTWID: The Lost Episodes - download v1.5

Surprise! Kinda! As a happy 21st to Doom, we're unveiling verison 1.5 of the Lost Episodes of DTWID: A massive (6-episode!) vanilla-compatible collection of map submissions to Doom the Way Id Did. Don't think of this as just an "overflow pack" -- there are tons of super-solid maps here that may have not be the most id-like but still stand on their own as great maps. If you enjoyed DTWID and are itching for more, or if you like Classic Doom in the slightest, look no further!





The maps arearranged in episodic form similar to DTWID, with E1, E2, and E3 once again serving as alternate-universe versions of Doom's original episodes. E4 is a bit of a mix, with some dedicated E4-style maps (thanks Cap'n Toenail!) intermingled with some hellish efforts to round out the roster.

Users of ZDoom or Eternity will find two additional episodes, "Base Instinct" and "The Final Gate", added to the roster. The former is a Phobos-Deimos hybrid episode that's also distributed as a separate wad (DTWID-E5.wad) replacing E1 for vanilla and other ports. The latter episode is a "Boss rush", showcasing the tons of submissions for boss maps that DTWID recieved (good golly gosh!). In its current state it will not work outside of ZDoom/Eternity since MAPINFO is required to make the boss specials work, though extracting the wads as individual maps will make 'em work in vanilla just fine provided the right map slot is assigned.

This will likely not be the final release, since 1.5 is a big enough update that there's likely to be something wonky. The next update will be the big /idgames upload, so if there's anything strange, let us know so it can be fixicated!

Enjoy, folks!

Last edited by Xaser on Dec 11 2014 at 05:36

Old Post Dec 11 2012 05:46 #
Xaser is offline Twitter account || Blog || PM || Post History || Add Buddy IP || Edit || Quote
myk
volveré y seré millones


Posts: 15290
Registered: 04-02


ZMAPINFO has info on E4M8, saying it ends with the cyberdemon death trigger (as per episode 2), but EMAPINFO doesn't say that, so it would apply the spiderdemon sector lowering trigger, if applicable. What's the map mean to use? Assuming it's a vanilla episode, there must be an error in ZMAPINFO.

Old Post Dec 11 2012 06:10 #
myk is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Shadow Hog
Forum Regular


Posts: 841
Registered: 07-09


I think E6M3 is supposed to be toggled as Cyberdemon death trigger in ZDoom, but isn't.

Other than that, lol @ the E6 ending spiel

Old Post Dec 11 2012 06:34 #
Shadow Hog is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Xaser
Forum Staple


Posts: 2841
Registered: 07-03


Whoops! That's an inconsistency for sure. Fixed -- thanks for the catch.

I meant to document this, but E4M8 is an odd case because it's a cyberdemon boss map in a spiderdemon slot. Trouble is, just dropping a spider in doesn't really work, but it's the most E4-y boss map available in terms of style n' such, so I made the odd decision.

Long story short, you technically can't exit the map in vanilla, which is a to-fix for v1.1. Didn't want to hold up the wad release for now, since the map's going to need some editing if it's going to work in that slot. I guess I could swap it out for an E6 map, but it wouldn't feel right somehow. :P

There ideally shouldn't be any other things that don't work in vanilla (aside from E6 and E5M0), but something's bound to come up. ;)

[EDIT] Fark! Fixed E6M3 too. It was a Baron map originally -- seems I forgot to change the special. :(

Old Post Dec 11 2012 06:36 #
Xaser is offline Twitter account || Blog || PM || Post History || Add Buddy IP || Edit || Quote
myk
volveré y seré millones


Posts: 15290
Registered: 04-02


One way to fix E4 for vanilla is to provide a special DeHackEd patch for it that swaps the spiderdemon and the cyberdemon infos, which I attached below.

Edit: Oh wait, I was thinking the cyberdemon was using the spiderdemon's E4 end trigger for some reason. So this hack won't work! The real fix is to extract and rename all the maps to E2Mx, changing the sky to SKY4 (ideally through DeHackEd or by editing TEXTURE2.)

Attachment: e4-cyb.zip
This has been downloaded 68 time(s).

Old Post Dec 11 2012 08:29 #
myk is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
MajorRawne
Senior Member


Posts: 1513
Registered: 04-10


This is an excellent idea. Not only is the Doom Community effectively "re-making" and porting the original Dooms, we're now releasing our own expansion packs!

Thanks to everyone involved.

Old Post Dec 11 2012 11:28 #
MajorRawne is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
BaronOfStuff
Senior Member


Posts: 1636
Registered: 06-08


Well this is a nice surprise. Halfway through E1 now, after having to see what the 'Boss Rush' was like first -- E6 really is pretty fun to blast through in one go.

Old Post Dec 11 2012 11:36 #
BaronOfStuff is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Sokoro
Member


Posts: 419
Registered: 10-10


Is E5 of this megawad same as PhobosDemios Anomaly ?
I suppose it is not, cause one episode is usualy nine maps and PDA contain twelve maps.

Old Post Dec 11 2012 11:47 #
Sokoro is offline Twitch || Blog || PM || Post History || Add Buddy IP || Edit || Quote
kmxexii
Senior Member


Posts: 1364
Registered: 06-10


Finally! I've been looking forward to this since the runners-up were leaked.

Old Post Dec 11 2012 12:16 #
kmxexii is offline Tumblr || Blog || PM || Post History || Add Buddy IP || Edit || Quote
General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 2841
Registered: 01-10


Well. Awesome! I thought this wasn't going to happen.

Old Post Dec 11 2012 13:12 #
General Rainbow Bacon is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Memfis
Honestly, semen doesn't taste that bad.


Posts: 7033
Registered: 04-07



Xaser said:
Users of ZDoom or Eternity will find two additional episodes...

Strange decision, why make them port specific? I would divide the wad in two instead.

Old Post Dec 11 2012 14:05 #
Memfis is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Gez
Why don't I have a custom title by now?!


Posts: 12398
Registered: 07-07


E5 is already available as E1 in a separate PWAD. E6 would have to be split into one ExM8 map per level. Feel free to do so if you really want.

MAPINFO just allows to make it more convenient for people who do use ports. I suppose a DD_DEFNS could be added for Doomsday.

Text file bug: Apparently, E1M1 is followed by E4M2. :p

Last edited by Gez on Dec 11 2012 at 14:42

Old Post Dec 11 2012 14:18 #
Gez is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
walter confalonieri
Forum Staple


Posts: 2546
Registered: 07-09


lots of cool stuff here, i've just noticed that Episode 3 and 4 don't have a Secret Level, is it intentional?

EDIT: Also, i think you did something like in the phobosdeimos memorial episodes (only 2 episode to select in the main menu even in boom-compatible) with ALL the episodes playable even in not-zdoom engines...

Last edited by walter confalonieri on Dec 11 2012 at 20:35

Old Post Dec 11 2012 20:21 #
walter confalonieri is offline Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Vermil
Senior Member


Posts: 1796
Registered: 03-04



Gez said:
MAPINFO just allows to make it more convenient for people who do use ports. I suppose a DD_DEFNS could be added for Doomsday.

In Doomsday, the boss specials would be re-created via XG line types and then placed on the map. Given that even Vanilla Doom can tolerate unknown line types, they wouldn't cause any issue with other ports.

That said, as of writting, Dday doesn't support ExMx map numbers outside of the original games numbers (it supports Mapxx map numbers outside of the original games numbers however) or custom menu's.

The below XG approximates the boss specials; I haven't timed how long the Episode 2 and 3 specials wait after the death of the last boss mobj for, hence stuck 5 seconds in the below definitions.
code:
# EPISODE 1 Line Type { ID = 10000 Count = 1 Class = plane_move Type = timed_off Flags = mobj_gone | ticker Flags2 = when_act | any Time = 1 Thing type = "BRUISER" Ip0 = "lsref_tagged" Ip1 = 666 Ip2 = "spref_lowest_floor" Ip5 = "pstop"; Ip6 = "stnmov"; Fp0 = 1 Fp1= 1 Fp2 = 0 Fp3 = .1 } # EPISODE 2 + 3 Line Type { ID = 10001 Class = chain_sequence Count = 1 Type = timed_off Flags = mobj_gone | ticker Flags2 = when_act | any Time = -1 Thing type = "CYBORG" Ip0 = done_d Ip1 = 10003 Fp1 = 5 } Line Type { ID = 10002 Class = chain_sequence Count = 1 Type = timed_off Flags = mobj_gone | ticker Flags2 = when_act | any Time = -1 Thing type = "SPIDER" Ip0 = done_d Ip1 = 10003 Fp1 = 5 } Line Type { ID = 10003; Flags2 = when_act | any Class = end_level Count = 1 Time = -1 Ip5 = 0 } # EPISODE 4 Line Type { ID = 10004 Count = 1 Class = plane_move Type = timed_off Flags = mobj_gone | ticker Flags2 = when_act | any Time = 1 Thing type = "SPIDER" Ip0 = "lsref_tagged" Ip1 = 666 Ip2 = "spref_lowest_floor" Ip5 = "pstop"; Ip6 = "stnmov"; Fp0 = 1 Fp1= 1 Fp2 = 0 Fp3 = .1 }
EDIT: This forum really needs something like code tags.

Last edited by Vermil on Dec 12 2012 at 09:43

Old Post Dec 11 2012 20:36 #
Vermil is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 2841
Registered: 01-10


I had another level that isn't in this pack, you can toss it in the e3m9 slot if you want. Here's a link: http://www.mediafire.com/?k63ixy9y8txzdb5

E: Someone please make one more good map for this so we can complete episode 4 too.

Last edited by General Rainbow Bacon on Dec 11 2012 at 20:48

Old Post Dec 11 2012 20:41 #
General Rainbow Bacon is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Marcaek
Senior Member


Posts: 1603
Registered: 12-10



General Rainbow Bacon said:
E: Someone please make one more good map for this so we can complete episode 4 too.

That kinda defeats the purpose of it being an outtakes pack.

Old Post Dec 11 2012 21:27 #
Marcaek is online now || Blog || PM || Post History || Add Buddy IP || Edit || Quote
General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 2841
Registered: 01-10


Well, okay, but Xaser's math is wrong if that's going to be the case. There are 53 maps right now. 54 is correct if he adds in my other one.

Old Post Dec 11 2012 21:31 #
General Rainbow Bacon is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Marcaek
Senior Member


Posts: 1603
Registered: 12-10


Or, he could just edit his post.

Was that map being developed for DTWID before it came out?

Old Post Dec 11 2012 21:37 #
Marcaek is online now || Blog || PM || Post History || Add Buddy IP || Edit || Quote
General Rainbow Bacon
may have been DoomHero85 at some point


Posts: 2841
Registered: 01-10


The map I linked to?: Yes.

Old Post Dec 11 2012 21:44 #
General Rainbow Bacon is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Gez
Why don't I have a custom title by now?!


Posts: 12398
Registered: 07-07



Vermil said:
EDIT: This forum really needs something like code tags.

code:
You mean like this? [code]blah[/code]

Old Post Dec 11 2012 21:48 #
Gez is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Vermil
Senior Member


Posts: 1796
Registered: 03-04


Yes, but on Doomworld, if the content within the code tags get's too long, it isn't turned into a scrollable window like other forums.

Like it is on this Tech Support post on the Doomsday forums:
http://dengine.net/forums/viewtopic...=7&t=1224#p8028

Last edited by Vermil on Dec 11 2012 at 22:01

Old Post Dec 11 2012 21:55 #
Vermil is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
myk
volveré y seré millones


Posts: 15290
Registered: 04-02


I've attached a vanilla DeHackEd patch for episodes 1-3. Episode 4 needs to be played on the second episode because of the last level, so I excluded it for now. WINULL.lmp replaces all the WIA***** lumps through the patch.

Vermil said:
Yes, but on Doomworld, if the content within the code tags get's too long, it isn't turned into a scrollable window like other forums.
I don't see why you'd want to use the bold tag instead, when it's just as long and non-scrollable with normal text but even less readable due to the lost indentations :p

General Rainbow Bacon said:
E: Someone please make one more good map for this so we can complete episode 4 too.
I think it's cool that it only has eight so that vanilla players (including PrBoom+ speed runners) and advanced port users get the same levels.

Attachment: dtwid-le-deh.zip
This has been downloaded 68 time(s).

Old Post Dec 12 2012 07:52 #
myk is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Vermil
Senior Member


Posts: 1796
Registered: 03-04


At the time I was unaware that Doomworld had code tags.

Given that Doomworld doesn't change code tagged sections to scrollable windows if they get too long, I didn't bother to change it once I found out Doomworld did have code tags; the length wouldn't change if they were bolded or in code tags.

Old Post Dec 12 2012 09:37 #
Vermil is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
NaturalTvventy
Forum Regular


Posts: 832
Registered: 06-09


Cool! Thanks for putting this together Xas! Glad you used a fixed version of e1m8. I really don't like the sinking floor at the start any more (sinking floors are e2), but ah well.

Old Post Dec 12 2012 15:58 #
NaturalTvventy is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
cacomonkey
Green Marine


Posts: 41
Registered: 03-10


Been playing a bit of this and have been enjoying it very much. I'm up to near the end of the first episode. The problem is trying to make it challenging using just the limited Doom 1 bestiary without resorting to hordes & hordes of monsters. So far this wad has succeeded. Good work, guys. I'm playing it with the Particle Fire Enhancer mod. Just love watching those flaming Lost Souls exploding into firey gibbets :D

Old Post Dec 12 2012 16:05 #
cacomonkey is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
BaronOfStuff
Senior Member


Posts: 1636
Registered: 06-08


Something I missed earlier; E1M3 can't decide what it wants to be! The Automap says it's a Recycling Plant, but the intermission insists that it's a Nukage Dump.

Old Post Dec 12 2012 16:51 #
BaronOfStuff is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Shadow Hog
Forum Regular


Posts: 841
Registered: 07-09



BaronOfStuff said:
Something I missed earlier; E1M3 can't decide what it wants to be! The Automap says it's a Recycling Plant, but the intermission insists that it's a Nukage Dump.

Secretly, it's really "'O' of Destruction!"

Old Post Dec 12 2012 16:58 #
Shadow Hog is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Gez
Why don't I have a custom title by now?!


Posts: 12398
Registered: 07-07



myk said:
I think it's cool that it only has eight so that vanilla players (including PrBoom+ speed runners) and advanced port users get the same levels.

A ninth, "secret" map wouldn't change that.

Old Post Dec 12 2012 17:09 #
Gez is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
BilboHicks
Member


Posts: 542
Registered: 11-07


very cool, and what a surprise. Love the "Boss Rush" episode idea too.

Old Post Dec 13 2012 02:08 #
BilboHicks is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
myk
volveré y seré millones


Posts: 15290
Registered: 04-02



Gez said:
A ninth, "secret" map wouldn't change that.
The issue is that on one the secret map is reached from E4M2 and the other from E2M5. The level will likely be too tough for one or too weak for the other. At least new weapon placement tends to be an issue there. But now that you say that (or maybe this is what you implied), since ZDoom and Eternity are very customizable, it should be easy to make the secret level work from E4M5!

Old Post Dec 13 2012 20:37 #
myk is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 06:45. Post New Thread    Post A Reply
Pages (4): [1] 2 3 4 »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > WADs & Mods > Doom the Way Id Did: The Lost Episodes [v1.5]

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.