ShadesMaster Posted April 8, 2019 (edited) Precisley. Episode 1 will have only SOME weapons, like the shotgun, machinegun, pulse rifle (weaker plasma) and, later, the rocket launcher. Episode 2 introduces the proper plasma rifle, and perhaps the nail gun later on. Ep 3, the super shotty. As for monsters, it's very comparable to D1. Lost souls can be in the 2nd half of episode 1, however. Pinky Demons can be as early as e1m2, since hell knights can be in e2m3. DukeOfDoom has the right idea with the enemies seen by e1m8. Arachnotrons can be used sparingly starting in e2, perhaps, as well as introducing caves, pain elementals, barons as normal baddies and the like. Revenants, e3 all the way. If not this, than a similar progression as Maulosiarch suggested. But a gradual progression, for sure! 2 Share this post Link to post
maulosiarch Posted April 9, 2019 (edited) On 4/8/2019 at 3:26 AM, DukeOfDoom said: So, should the enemies of the first episode consist of mostly zombies, imps and lost souls/fleshspawns rather than demons? And what about spectres? What I like about Heretic, is that the ghost versions of already existing enemy types didn't show up until about 2 or 3 levels later - they really did make it seem like it was the "boss of its own type," so one realises that they aren't simply variants, but an actually designated tougher version of the standard version. Hence I think Spectres should turn up towards the latter end of the first episode - and to keep the Heretic homages coming - perhaps have a great big outdoor area swarming with them (Spectres) in the secret level, which is the same as what Heretic did for The Graveyard. As for having only lower tiered enemies used exclusively in the first episode - why not? Both the first episode of Doom and Heretic did this, and most people think these episodes were the best episodes of their respective games. I think that is what made both games so magical (and why I think Doom 2 misses the mark entirely) - they did such a great job with difficulty, without resorting to simply cramming as many strong monsters into a single area to create tension, rather than do it through the atmosphere of the game, which is what the original developers did. Edited April 9, 2019 by maulosiarch 2 Share this post Link to post
ShadesMaster Posted April 9, 2019 Agreed on all accounts! This map pack strives to be clever with the gradual introduction of critters, so keep the ideas coming. These will become almost like Romero's level design rules (change floor texture only with floor height, borders, landmarks)... but also with specifics as you've mentioned above. :) :) 1 Share this post Link to post
DukeOfDoom Posted April 15, 2019 Started doing switched version of E3M1. Some screenshots (classic version, will remaster it later): 3 Share this post Link to post
Doomkid Posted April 15, 2019 I really like the idea here, definitely going to be playing this one when it’s finished. Might I suggest the name “Switcheretic”? Having the “her-her” in the title back to back is kinda weird both visually and phonetically. Keep up the fine work! 6 Share this post Link to post
ShadesMaster Posted April 16, 2019 DukeOfDoom, good work!!!! And Doomkid - you've got it!!!! 2 Share this post Link to post
DukeOfDoom Posted April 20, 2019 Finally finished E3M1. https://drive.google.com/open?id=1dK8hUYIakKpgf6bR_4hfJXpFJHqT7hvz 2 Share this post Link to post
ShadesMaster Posted April 20, 2019 (edited) Nice, gonna give it a whirl! EDIT - played through it, everything one could want in a switched-over remake. Keep up the good work, Duke! Edited April 22, 2019 by ShadesMaster 1 Share this post Link to post
ShadesMaster Posted April 22, 2019 (edited) Well, I decided to give E2M4 'Azure Labs' (E3M3 Azure Fortress) a shot, and it's mostly done! I mainly did the architecture, really, but I'll call it a night and finish it off tomorrow with monsters and such. So no upload, but screenies! 5 Share this post Link to post
ShadesMaster Posted April 22, 2019 And here it is! Give it a whirl, folks! Switcher-heretic_E2M4.zip 2 Share this post Link to post
NiGHTMARE Posted April 24, 2019 (edited) I haven't had as much time to work on this as I'd like (mainly due to an imminent house move), but I'd say E1M2 is around 33% complete with most of the southern and eastern areas of the map done. Here's some current screenshots: EDIT: I noticed one of the new textures seems to be a bit messed up, so I took the liberty of creating an improved version: Edited April 24, 2019 by NiGHTMARE 5 Share this post Link to post
ShadesMaster Posted April 28, 2019 Good work nightmare! I'll put this in the fixed resource pack! Can't wait for the map, as well. 0 Share this post Link to post
ShadesMaster Posted May 12, 2019 Yes, work is still being done on this. If I'm keen on releasing a demo, than I'll simply gather what everyone has and release THAT. :D :D Nightmare's E1M2 is all I need, as far as I know, to do so. 1 Share this post Link to post
NiGHTMARE Posted May 13, 2019 I'm going to be pretty busy with RL stuff for at least the next couple of weeks (finally moving into my new house this Friday!), but once everything settles down I'll make sure this project is a priority. 0 Share this post Link to post
Walter confetti Posted May 14, 2019 I noticed that on 05:03 mark of the video, the door tracks and the ceiling have a wrong name textures, I guess. If the checkboard textures aren't intentional... 0 Share this post Link to post
Tormentor667 Posted May 16, 2019 This idea is simply awesome, I am loving it :) Any estimated date when this is finished? 1 Share this post Link to post
nrofl Posted May 16, 2019 I think I'm a little confused. Are these Heretic map layouts with Doom's textures, enemies & monsters? 1 Share this post Link to post
ShadesMaster Posted May 21, 2019 (edited) "When it's done," though after ppl finish / submit just a few more levels, I can have a 'demo' release. The missing textures are already fixed on my end, too. Yes, Hereric layouts with Doom stuff. Glad ppl like it! 2 Share this post Link to post
nrofl Posted May 21, 2019 (edited) Are there any more spots open? I'd like to take E2M8 and/or E3M7 if so. Edited May 21, 2019 by Rhebiz 0 Share this post Link to post
ShadesMaster Posted May 23, 2019 There are absolutely spots open, I'll put you down! 0 Share this post Link to post
ShadesMaster Posted May 23, 2019 No problem - remember that you're taking the corresponding episode THREE maps from Heretic and putting them into DOOM'S episode TWO. :D 0 Share this post Link to post
nrofl Posted May 23, 2019 So for Babels Keep I use the layout of E3M8? 1 Share this post Link to post
ShadesMaster Posted May 23, 2019 Yep. That's because Heretic and DOOM had their 'hell' episodes reversed. So since Heretic's 'hell' was episode 2, those levels become E3 of DOOM. It's ironic since I find that doing this aligns the levels quite nicely, naming and otherwise. Imagine D'Sparil's Keep, but with the green pillars as found in the cyberdemon level. And the start area has 4 teleporters, not unlike the 4 doors of DOOM'S E2M8! 1 Share this post Link to post
DukeOfDoom Posted June 13, 2019 And with SIGIL officially out, there is a possibility to do an EP5 of Heretic with cryptic drawings everywhere. But we need to finish the original 4 episodes first. 1 Share this post Link to post
ShadesMaster Posted June 13, 2019 Agreed! And if the author givrs me his E1M2, I can put a rebalanced 'demo' pack together for ppl to play sooner! 1 Share this post Link to post
Quin Posted September 8, 2019 Could I possibly do the E1M3 replacement/recreation, even if I have no sort recognition in any doom-related forums? 1 Share this post Link to post
ShadesMaster Posted September 9, 2019 Absolutely! Just give it a shot! 0 Share this post Link to post
NiGHTMARE Posted October 12, 2019 (edited) Hi all, apologies for not posting an update a while. I've been suffering a lack of both free time and inspiration over the last few months, but things have finally calmed down and I now have rough plans in my head for the rest of E1M2. Here's a link to everything that's been done so far. As you can see I haven't started placing any monsters yet, and items have only been added to the central, southern, and eastern areas. Detailing is pretty much complete in the existing areas, with the notable exception of the monster closets in the southeastern area and the big nukage room in the west. http://www.mediafire.com/file/52oautq2vwvx8wh/SHE1M2.WAD/file 3 Share this post Link to post