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printz

TOO EVIL - Open to the community!

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I have this megawad under progress that I have been keeping for years. However, since I don't really do mapping, it would be foolish to sit on it like this, doing nothing, so I present to you Too Evil, an ultimate difficulty Doom 1 MBF project where all monsters are extremely deadly.

The aim was to have 27 levels, but it's obviously impossible for me to make that many levels. Since it uses heavy Dehacked, it has (link removed by author) (REQUIRES DOOM.WAD AKA DOOM 1).

Make sure you read (link removed by author) to know the intended structure and what monsters are available.

(link removed by author) . Copy them into the Configurations subfolder of where you copied GZDoom Builder.

LEVEL WADS I HAVE:
(link removed by author) : complete
(link removed by author) : in progress
(link removed by author) : stub

SCREENSHOTS (E1M2):
https://dl.dropboxusercontent.com/u/5103936/tooevil/etrn07.png
https://dl.dropboxusercontent.com/u/5103936/tooevil/etrn08.png
https://dl.dropboxusercontent.com/u/5103936/tooevil/etrn09.png
https://dl.dropboxusercontent.com/u/5103936/tooevil/etrn10.png

SLIGHTLY OLD BUT STILL RELEVANT YOUTUBE RECORDINGS (some weapons are faster now):
https://www.youtube.com/watch?v=aZjG59oWPLc
https://www.youtube.com/watch?v=QN5JrL3g2oQ
https://www.youtube.com/watch?v=FQbdYbPHv1E
https://www.youtube.com/watch?v=2GbLDwEIzPI
https://www.youtube.com/watch?v=p2PvTy0LPoE
https://www.youtube.com/watch?v=1I8mLdkGLO8
https://www.youtube.com/watch?v=DblUehz_r1g
https://www.youtube.com/watch?v=atdwaYZPMeM
https://www.youtube.com/watch?v=LXIAN4Z3jE8

Again, I'm posting all this because I want someone else, more interested on mapping, to take over. Or you can all take over. Maybe even form a community project. So here goes! (I'll manage the list). Let's start with a single Doom episode. Let's take E4 because it has everything: a cyberboss AND a spiderboss.

E4M1:
E4M2:
E4M9 (secret):
E4M3:
E4M4:
E4M5:
E4M6 (cyber boss):
E4M7:
E4M8 (spider boss):

Or if anyone's interested, you can just start mapping, submit the WAD to me, and I'll put a link to it here if it's OK (so you can get feedback quickly). If/when enough maps get collected, I'll assemble them into a megawad. I may contribute as well should I have the time.

Edited by printz

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Those bouncy imps are just adorable. :3 Looks pretty interesting, although MBF is a bit out of my field of expertise.

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looks interesting...

EDIT: played e1m1, very cool layout but why there's no textures?

A texture pack will be appreciated...

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walter confalonieri said:

looks interesting...

EDIT: played e1m1, very cool layout but why there's no textures?

A texture pack will be appreciated...

The texture pack is in the central resource WAD I linked to. Also, it's for Doom 1.

Obsidian said:

Those bouncy imps are just adorable. :3 Looks pretty interesting, although MBF is a bit out of my field of expertise.

MBF is basically PrBoom+ nowadays. I'd recommend Eternity however.

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The texture edits are pretty weird, but okay.

If you have a custom config for a map editor, it would be more convenient for mappers than merely a list of objects.

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Two of the secrets in E1M1 don't seem to have any way to open them.

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Obsidian said:

Those bouncy imps are just adorable. :3 Looks pretty interesting, although MBF is a bit out of my field of expertise.


it would probably take you like 10 minutes to learn all the extra stuff MBF has to offer :p really a shame MBF didn't add some more essential things like custom fireballs or even make some of the stuff it did add more usable.

looks neat though printz :D I always love seeing custom stuff like this

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Da Werecat said:

The texture edits are pretty weird, but okay.

If you have a custom config for a map editor, it would be more convenient for mappers than merely a list of objects.

I'll get on with it, but… Doom Builder or GZDoom Builder?

Gez Two of the secrets in E1M1 don't seem to have any way to open them.

Actually they're just too damn hidden. Or did you even check the editor and find a bug? :P

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printz said:

Doom Builder or GZDoom Builder?

I dunno, probably the latter. Which one is more common nowadays?

Memfis said:

The jumping imps are too funny for a serious project I think. :D

It's not serious, it's EVIL. :)

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printz said:

Actually they're just too damn hidden. Or did you even check the editor and find a bug? :P


I did check in an editor and found nothing connecting to them.

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Tango said:

it would probably take you like 10 minutes to learn all the extra stuff MBF has to offer :p really a shame MBF didn't add some more essential things like custom fireballs or even make some of the stuff it did add more usable.


Y'all wants Fusion, which is MBF with added codepointers (and jumping) that let you do weird stuff like boomerang fireballs:

http://s91291220.onlinehome.us/doom/fusion.htm

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Da Werecat said:

If you have a custom config for a map editor, it would be more convenient for mappers than merely a list of objects.

Alright, I've added GZDoom Builder configs for it. Check the OP.

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Da Werecat said:

MBF has a serious advantage: it's fully supported by PrBoom+.


No reason PrBoom+ can't add Fusion support, right? or just steal our bloody codepointers, we'd be happy to share 'em!

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Da Werecat said:

MBF has a serious advantage: it's fully supported by PrBoom+.

And Eternity, GZDoom, and ZDoom.


(But not Zandronum, heh.)

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Gez said:

GZDoom, and ZDoom.

ZDoom support for MBF doesn't render this mod faithfully. For example, the SSG fires just one shot, probably because it replaces the plain shotgun. There also used to be problems with the bouncing imps (they would just overcome the gravity and fly) but I think Randy fixed them.

Regarding the SSG problem: do you think it's a bug that needs to be reported, or is it ZDoom's own interpretation on how the weapon should be modded, and it's mod's responsibility to provide custom DECORATE or other settings?

PrBoom+ doesn't support the OPTIONS lump, does it? Without it, I have no control on user settings that affect gameplay, such as sector thinker behaviour or adaptable friend AI (i.e. they can become useless for focusing on an inaccessible target). This means this mod can easily break on anyone's settings.

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printz said:

ZDoom support for MBF doesn't render this mod faithfully. For example, the SSG fires just one shot, probably because it replaces the plain shotgun.

Are you sure that's still the case? Ammo use is definitely two per shot.

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What about weapon 7? Does it still attack the player? I can't test it right now.

Is the player treated as a "friend" in ZDoom? Does anything spawned by him become a friend (including projectiles, which is something MBF does NOT do: they don't inherit friendliness in MBF)?

I'm asking because I explicitly marked the BFG shot as friend, so it can subsequently spawn friendly actors, but in ZDoom when I tested, those actors would attack me instead, as if the projectile was spawned as a non-friend anyway.

Or maybe that was skulltag/zandronum, which is irrelevant...

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I tested in ZDoom 2.7.1 and yes, weapon 7 kills the player in a horrible way, and again and again when he resurrects. Also, the flying lady demon spawns floor fire which keeps chasing the player and never goes off, not even when the player died and resurrects, or when he noclips away and then returns.

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