Catoptromancy Posted January 15, 2017 Maps were laying around in random postings. Hopefully this helps. All maps have been tested to be exitable and demoed in Chocolate-doom. C3M8 Merged a bunch of vertexes. http://www.geocities.ws/catodemos/freedoom/catoptromancy/c3m8_c1.wad http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd1-e3m8-v1.lmp C4M1 is now vanilla compat. http://www.geocities.ws/catodemos/freedoom/catoptromancy/c4m1_c1.wad http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd1-e4m1-v2.lmp C4M3 fix tutti frutti http://www.geocities.ws/catodemos/freedoom/catoptromancy/c4m3_c1.wad C4M4 only had minor graphic glitch. No demo. http://www.geocities.ws/catodemos/freedoom/catoptromancy/c4m4_c1.wad C4M7 is now Vanilla compatible. Cato wall, Rottking lighting. http://www.geocities.ws/catodemos/freedoom/catoptromancy/c4m7_c1-edit.wad http://www.geocities.ws/catodemos/freedoom/catoptromancy/e4m7-v1.lmp C4M9 removed medusa tex. http://www.geocities.ws/catodemos/freedoom/catoptromancy/c4m9_c1.wad MAP04 is vanilla. Sadly many lights needed to go. Almost all changes were in the start area. http://www.geocities.ws/catodemos/freedoom/catoptromancy/map04_c1.wad http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd2-map04-v2.lmp MAP06 VPOs gone. Boom stuff gone. Managed to replicate the bulletproof windows in vanilla. http://www.geocities.ws/catodemos/freedoom/catoptromancy/map06_c1.wad http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd2-map06-v1.lmp MAP08 works in vanilla. Monster spawners converted, VPO, and small graphic glitches fixed. http://www.geocities.ws/catodemos/freedoom/catoptromancy/map08_c1.wad http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd2-map08-v1.lmp.lmp MAP09 is vanilla. Lots of boom actions converted to vanilla easily. Basic skills implemented. Deathmatch stuff. Various doors and traps can be opened from backside to allow for coop and DM. http://www.geocities.ws/catodemos/freedoom/catoptromancy/map09_c1.wad http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd2-map09-v1.lmp.lmp MAP18 is vanilla. Gameplay is identical. Architecture is also the same or looks extremely similar. Almost everything in middle part needed a lot of vertex massaging. Very many tiny adjustments. Much VPO testing in demo. http://www.geocities.ws/catodemos/freedoom/catoptromancy/map18_c2.wad http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd2-map18-v.lmp Amarande's Maps fixed by him. MAP21 http://www.geocities.ws/catodemos/freedoom/amarande/fdp2-21.wad MAP27 http://www.geocities.ws/catodemos/freedoom/amarande/fdp2-27_.wad MAP29 http://www.geocities.ws/catodemos/freedoom/amarande/fdp2-29.wad Protox's Maps C2M4 http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e2m4_p2.wad 0 Share this post Link to post
Catoptromancy Posted January 21, 2017 These are all Jayextee's maps. Tested and demoed in Choco. Is his name in the credits yet? MAP13: New Map submission. Choco demo. Looks good. http://www.geocities.ws/catodemos/freedoom/jayextee/map13.wad http://www.geocities.ws/catodemos/freedoom/jayextee/fd2-map13-v1.lmp MAP14: New Map submission. Choco demo. http://www.geocities.ws/catodemos/freedoom/jayextee/map14.wad http://www.geocities.ws/catodemos/freedoom/jayextee/fd2-map14-v1.lmp MAP17: New Map submission. Added 1 medikit, 1 stimpack, retagged a medikit to appear in -skill 4. http://www.geocities.ws/c/a/catodemos/freedoom/jayextee/map17_c1.wad http://www.geocities.ws/c/a/catodemos/freedoom/jayextee/fd2-map17-v1.lmp MAP19: New Map submission. http://www.geocities.ws/catodemos/freedoom/jayextee/map19.wad http://www.geocities.ws/catodemos/freedoom/jayextee/fd2-map19-v1.lmp MAP24: New Map submission. Vanilla Compatible. http://www.geocities.ws/catodemos/freedoom/jayextee/map24.wad MAP31. New Map submission. 30 Seconds with only 1 death, will do for now. I like the unique gameplay for secret maps. Made exit into secret exit. http://www.geocities.ws/catodemos/freedoom/jayextee/map31_c1.wad EDIT> Removed MAP22 from top post. Updated MAP22. Vanilla compat. Aligned textures from previous upload. http://www.geocities.ws/catodemos/freedoom/catoptromancy/map22_c8.wad 0 Share this post Link to post
Voros Posted January 22, 2017 Catoptromancy said:These are all Jayextee's maps. Tested and demoed in Choco. Is his name in the credits yet? It is. About map31, what about the secret exit in map31 leading to map32? There might be a good way to add. The exit room contains 2 walkover exits. One of them can be labelled as the secret exit. 0 Share this post Link to post
Graf Zahl Posted January 22, 2017 Haven't you noticed the broken "Exit" sign indicating the trap? 0 Share this post Link to post
Catoptromancy Posted January 22, 2017 Made exit in map31 lead to secret exit, updated wad in list. EDIT> Updated MAP22 yet again. Thanks for all the bug/vpo testing everyone! 0 Share this post Link to post
Catoptromancy Posted January 23, 2017 E1M8: Converted boom teleports into minimaze. At least its vanilla. http://www.geocities.ws/catodemos/freedoom/catoptromancy/c1m8_c1.wad http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd1-c1m8-v1.lmp E3M4: Removed crusher inside wall for sound effect. Removed a few random moving plats that choco complained about. http://www.geocities.ws/catodemos/freedoom/catoptromancy/c3m4_c1.wad http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd1-c3m4-v1.lmp E3M6: Adjusted ceiling in crusher hall. http://www.geocities.ws/catodemos/freedoom/catoptromancy/c3m6_c1.wad http://www.geocities.ws/catodemos/freedoom/catoptromancy/fd1-c3m6-v1.lmp 0 Share this post Link to post
Catoptromancy Posted January 23, 2017 Bump. I am done for awhile. Not sure whats left. EDIT> Forgot a map. E3M7: Convert boom stuff. Simplified lights around lightthings in maze room. The crusher trap had to go. Vanilla apparently cannot crush and lower the same floor at once. Also vanilla hates lots of moving plats. Exit-able with -nomonsters in choco. Map looks good. http://www.geocities.ws/catodemos/freedoom/catoptromancy/c3m7_c1.wad E1M6: Several tutti frutti fixed. HOM is gone. Removed the voodoo dolls. Looks good with -nomonsters, already made a demo with older version. http://www.geocities.ws/catodemos/freedoom/catoptromancy/c1m6_c2.wad E1M7: A lot of boom stuff converted. VPO managed. DM area also tested for VPO. http://www.geocities.ws/catodemos/freedoom/catoptromancy/c1m7_c1.wad 0 Share this post Link to post
Voros Posted January 23, 2017 The crusher room has always irritated me because of the constant sound being played again and again, alongside the other crushers. I'm glad its gone. f you feel like you want to make the ceiling not flat, then you could just lower/raise the ceiling height ofeach sector of the room, to create some variation. 0 Share this post Link to post
Catoptromancy Posted January 25, 2017 E2M2: Vanilla Compatible. Simplified short stairs. Removed lighting on big long stairs. Minor gameplay change: offset entire red key area, lengthened small area inside its door, and offset door. There was massive door induced VPO, moved long stairs from view of door. Details got to stay, the rest of the area could be left untouched. http://www.geocities.ws/catodemos/freedoom/catoptromancy/c2m2_c2.wad 0 Share this post Link to post
Graf Zahl Posted January 25, 2017 You forgot to move the radiation suit in the connecting part in the middle, it's outside the map right now. And some of the monster caches also appear to be a bit broken by only moving some of their vertices. 0 Share this post Link to post
Catoptromancy Posted January 25, 2017 Well that was sloppy, must be working too fast. Link updated. 0 Share this post Link to post
Catoptromancy Posted January 28, 2017 MAP16: Vanilla Compatible. Removed a billion vertexes from dirt foot path, that is all. http://www.geocities.ws/catodemos/freedoom/catoptromancy/map16_c1.wad MAP20: Vanilla Compatible. Managed a time-delay blue key grab. Vanillafied the monster teleports to work almost identical to the boom version. Minor gameplay change. All stairs and teleports in outside area simplified. Midtex bridge is solid. http://www.geocities.ws/catodemos/freedoom/catoptromancy/map20_c6.wad 0 Share this post Link to post
Xindage Posted January 28, 2017 Catoptromancy said:E1M7: A lot of boom stuff converted. VPO managed. DM area also tested for VPO. http://www.geocities.ws/catodemos/freedoom/catoptromancy/c1m7_c1.wad this map conversion behaved very diferent of what i intended for the map, anyway ignoring it, this map still need lot of editing, for exaple you forget to get some floors and they have diferent flats not matching whit theyr surronds and a lift after red key is not working. 0 Share this post Link to post
Catoptromancy Posted January 28, 2017 These are vanilla versions of maps. Not 100% complete maps. I do not expect we completely convert and make perfect maps before next release. Can fix it up later. Anyway, also made a demo. http://www.geocities.ws/catodemos/freedoom/catoptromancy/c1m7_c1-v1.lmp 0 Share this post Link to post
Voros Posted January 30, 2017 All the maps posted here are finally in. 0 Share this post Link to post
RonLivingston Posted February 12, 2017 Very good maps for the second phase on freedoom, but I did like territory loading bay as map10 way better 0 Share this post Link to post