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_bruce_
Senior Member


Posts: 1347
Registered: 11-07


Great shots - project is shaping up nicely.

Old Post Jun 24 2013 23:14 #
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Pedro VC
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I would like to take Spawned fear (map18) please

Old Post Jun 24 2013 23:34 #
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Marnetmar
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Pedro VC said:
I would like to take Spawned fear (map18) please

This is going to be really, really interesting.

Old Post Jun 24 2013 23:52 #
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Doom64Marine
Junior Member


Posts: 160
Registered: 05-09


Just a quick update : Almost done polishing up my map...It has been a true test trying to emulate Doom 64's pace and feel with Vanilla's classic look. Screenshots to come, I hope all is well with the other maps.

Old Post Jul 3 2013 01:57 #
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_bruce_
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A long overdue first shot of my take on Map20 "Breakdown".

Old Post Jul 8 2013 00:15 #
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C30N9
Senior Member


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Does anyone here want to continue my map "Watch your step"? I lost interest.

Old Post Jul 8 2013 08:08 #
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_bruce_
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C30N9 said:
Does anyone here want to continue my map "Watch your step"? I lost interest.

Yes - always liked the map's style.

Old Post Jul 8 2013 11:35 #
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C30N9
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Sent to _bruce_ so he can finish "Watch your step".

Old Post Jul 8 2013 16:15 #
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Death Egg
Forum Regular


Posts: 868
Registered: 09-10


That's one hell o f asexy screenshot. I need to get around to playing through BaronOfStuff's maps already, too. Damn he's fast at making them.

Old Post Jul 8 2013 22:37 #
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Megalyth
I embrace change


Posts: 718
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@Death Egg

I just noticed a message in my inbox from Sniper109 explaining that he mixed up the map slots and accidentally made Altar of Pain (map12) instead of Dark Entries (map15). His map is already finished, and is pretty top notch, I might add. If need be, I can do a switch and make map15 instead.

Old Post Jul 9 2013 00:37 #
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Glaice
formerly Mr. Chris


Posts: 5270
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Question, how will mappers do all those effects seen in the original Doom 64 version under a Boom/Vanilla standpoint (MAP02's smasher, numerous monster teleporting, room over room in a few maps, etc) ?

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Old Post Jul 9 2013 05:32 #
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Job
Forum Legend


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I know Doom 64 very well (though not as good as Kaiser). Looking for beta testers when the maps are completed?

Old Post Jul 9 2013 07:02 #
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BaronOfStuff
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Posts: 1630
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Mr. Chris said:
Question, how will mappers do all those effects seen in the original Doom 64 version under a Boom/Vanilla standpoint (MAP02's smasher, numerous monster teleporting, room over room in a few maps, etc) ?

However they see fit, and with artistic license. Many of the effects weren't important to gameplay, and merely served as flashy ways to unlock the next portion of the map. Doom64 could never do true room-over-room either, so things like that won't be an issue at all.

Old Post Jul 9 2013 12:00 #
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_bruce_
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c30n9 - thx for your start.
I'm keeping my stuff vanilla compatible as I don't use any enhanced port.

Old Post Jul 9 2013 15:56 #
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BaronOfStuff
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Pretty sure it's a requirement to keep the maps compatible with Doom2.exe.

Old Post Jul 9 2013 16:52 #
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BaronOfStuff
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Blood Keep is out of the way for now. MAP20, blah blah blah, pretty sure it should be accurate enough.

Old Post Jul 9 2013 20:30 #
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Da Werecat
Senior Member


Posts: 1831
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Moon base sky.



Thanks to Mechadon for sharing his PSDs.

Last edited by Da Werecat on Aug 8 2013 at 20:55

Old Post Aug 8 2013 20:30 #
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Katamori
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Aaaaaaaah dat iz amazing *m*

Old Post Aug 8 2013 20:46 #
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Mechadon
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Posts: 2313
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That looks pretty awesome Da Werecat! I love the buildings, though the mountains look odd to me. I can't really put my finger on why though. They probably look just fine i-game :P

In this case however, the sky won't tile vertically. I would consider extending it to 240px tall so it won't have to be stretched in ports like ZDoom (with mouselook on). It should be simple to do since adding more of the spacey sky would take care of it.

Old Post Aug 9 2013 04:23 #
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Dragonsbrethren
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I'm gonna relinquish MAP04, I haven't touched it in weeks and I'm not happy with the texture scheme I chose. Looking forward to what someone else does with it. :)

Old Post Aug 9 2013 09:17 #
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Da Werecat
Senior Member


Posts: 1831
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Why, thanks.

Mechadon said:
I love the buildings, though the mountains look odd to me. I can't really put my finger on why though.

A little organic?

The problem is that I've never drawn mountains before, but I've drawn quite a lot of boney stuff. It shows, I guess.

Mechadon said:
It should be simple to do since adding more of the spacey sky would take care of it.

Well, the full sky is 256 pixels tall. This is the "vanilla" piece. So it won't be hard to assemble another version for source ports that support mouselook and MAPINFO.

Dragonsbrethren said:
MAP04

Maybe I'll take it.

Old Post Aug 9 2013 11:42 #
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Da Werecat
Senior Member


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Holding Area.

http://www.solidfiles.com/d/4c1a33c979/

[EDIT]

If you were annoyed at the view from the balconies, I reshaped the switches. It should be a little easier to operate the pillars now.

Also in the archive is a tweaked version of Research Lab. Changes are barely worth mentioning.

http://www.solidfiles.com/d/04e5aecd7c/

Last edited by Da Werecat on Aug 11 2013 at 22:55

Old Post Aug 11 2013 14:50 #
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Piper Maru
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Posts: 1292
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I'm really looking forward to playing Doom 64 for Doom II, especially Watch Your Step and Spawned Fear.

Old Post Aug 12 2013 01:48 #
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Ragnor
I do see the humour in a mod sneakily changing my title


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Nice sky there

Old Post Aug 12 2013 03:28 #
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_bruce_
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Beautiful pixel art Werecat though it looks too cute.

Another impression.


*cheap ploy*
And a throwaway shot where there was an old .lit file in my folder containing some random color info. Funnily Doom64 was my main inspiration to create a port that adds high quality colored "lighting" to chocolate doom. Don't hold your breath.



Behind schedule big time but some things that held me back have vanished.
Running through Doom64 via the great DoomEX port additionally ignited some fire. Doom64 is truly a cool addition to the cosmos of the original.

Last edited by _bruce_ on Aug 15 2013 at 23:38

Old Post Aug 12 2013 11:21 #
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Da Werecat
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I was Builder-happy, so I've made Final Outpost as well.

http://www.solidfiles.com/d/46936f9420/

Since it's the last techbase before hell, I've tried to make it a little more sinister.

_bruce_ said:
Beautiful pixel art Werecat though it looks too cute.

Thanks. I'll work on it a little more. It's not pixel art, by the way.

Nice bricks.

Old Post Aug 16 2013 20:15 #
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Fisk
Senior Member


Posts: 1039
Registered: 02-07


How do you guys feel about music for this mod? I was going through some of my old songs and I feel like I could pump out a few good tracks for this mod if the interest/desire is high enough. Maybe I could try something different with MIDI to make something a little closer to the Doom 64 soundtrack with enough effort and tweaking and use of weird-ass MIDI instruments.

Old Post Aug 16 2013 20:43 #
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Da Werecat
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I'd say, this mod really needs custom music.

Old Post Aug 16 2013 20:47 #
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Patch93
Junior Member


Posts: 205
Registered: 06-13


I'd like to hear some of the songs that were cut from both Doom and Doom II get revamped and recycled personally. Basically what if this were actually Doom 3 on the PC back in 1997 and Bobby Prince was hired once more to compose the soundtrack.

Old Post Aug 16 2013 21:35 #
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Ragnor
I do see the humour in a mod sneakily changing my title


Posts: 2299
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Da Werecat said:
I was Builder-happy, so I've made Final Outpost as well.

http://www.solidfiles.com/d/46936f9420/

Since it's the last techbase before hell, I've tried to make it a little more sinister.


Thanks. I'll work on it a little more. It's not pixel art, by the way.

Nice bricks.

I picked D64 back up again yesterday and got stuck on Final Outpost. I hate that yellow key >_>

Parts of it were highly unsettling to begin with, I wonder how bad it is now :p

Old Post Aug 17 2013 09:30 #
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