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Noiser

DOOM 2 for DOOM 1 (ZDoom\GZDoom) - v1.2

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3 hours ago, Medenutcracka said:

Lost souls into revenants. Dear god.

Fear not, they are rare and can be killed faster. :-)

EDIT: Also, if a particular spot was not right for the revenant, they will not be spawned.
At least that's what I hope for!

Edited by Noiser

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really awesome idea! looks like a lot of care was put into this. thanks for making and sharing Noiser :D

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My pleasure! 8D

There is this curse with randomizers, for being too chaotic or random... so I tried to make something less invasive or at least coherent with the level design of each stage. I don't know if I succeeded, but I'm pretty confident so far. Tell me if you find something gross!

Edited by Noiser

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Pinky and Lost Soul had a baby and didn't feed him?! Cacodemon had twins, but who's father? ...sometimes i run in to Caco's back with chainsaw... oh noooo!

Interesting mod, i will try on ZDoom.

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On 6/2/2019 at 2:51 AM, Doomenator said:

I saw this one, unfortunately it's not for me :-(

It was exactly what I felt with other randomizers, it's too random and lead to a lot of unbalanced scenarios: Pinkies can turn into Arch-Viles, Soulspheres can turn into Megaspheres, Ammo was not properly balanced (For example: Arch-Viles have 700 HP, Hell Knights have 500 and they replace Pinkies with 150). Also, the Super Shotgun is too overpowered in Doom 1... but if you don't find it you will have to deal with D2 monsters that are a chore to kill (due to the high HP). 

Anyway, just not my cup of tea I guess. Take this one as another take of the same idea. 8D

Edited by Noiser

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1 hour ago, Noiser said:

I saw this one, unfortunately I don't like it :-(

How's that for variant? :)

 

Spoiler

actor ZombieReplacer : RandomSpawner 3004
{
    DropItem "ZombieMan", 255, 100
}

actor ShotgunGuyReplacer : RandomSpawner 9
{
    DropItem "ShotgunGuy", 255, 80
    DropItem "ChaingunGuy", 255, 20
}

actor ImpReplacer : RandomSpawner 3001
{
    DropItem "DoomImp", 255, 100
}

actor DemonReplacer : RandomSpawner 3002
{
    DropItem "Demon", 255, 80
    DropItem "Spectre", 255, 20
}

actor InvisDReplacer : RandomSpawner 58
{
    DropItem "Spectre", 255, 100
}

actor BaronReplacer : RandomSpawner 3003
{
    DropItem "BaronOfHell", 255, 40
    DropItem "HellKnight", 255, 20
    DropItem "Revenant", 255, 10
    DropItem "Archvile", 255, 10
    DropItem "Fatso", 255, 10
//    DropItem "Arachnotron", 255, 10
}

actor CacoReplacer : RandomSpawner 3005
{
    DropItem "PainElemental", 255, 20
    DropItem "Cacodemon", 255, 80
}

actor LostSoulReplacer : RandomSpawner 3006
{
    DropItem "LostSoul", 255, 100
}

actor ShotgunReplacer : RandomSpawner 2001
{
    DropItem "SuperShotgun", 255, 80
    DropItem "Shotgun", 255, 20
}

actor SoulsphereReplacer : RandomSpawner 2013
{
    DropItem "Soulsphere", 255, 67
    DropItem "Megasphere", 225, 33
}

 

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2 hours ago, Doomenator said:

How's that for variant? :)

If you want my honest opinion, I'm not sure about all D2 monsters (or almost all of them) replacing the Baron.

But if you like that way, go for it! Just make sure to give the BOSSDEATH attribute to all of them, or E1M8 will break (I think you will need to mess with MAPINFO as well). Also I recommend adjusting the Mancubus\Arachnotron radius so they don't get stuck. :-)

Edited by Noiser

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I think that such things are only for custom maps. Vanilla Doom without any additions itself is good enough.

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NEW VERSION RELEASED! (v1.1)
https://www.dropbox.com/s/pydpc2l5wdhlsrs/D2forD1_v1.1.rar?dl=0

 

  • ADDED A NEW DIFFICULTY: THE ICON OF SIN
     

A bit harder than UV, this difficulty will spawn a few more Revenants, Mancubi and Arachnotrons. If you were missing more Doom 2 monsters coming at once, this one was made for you! Be aware that it can be very hard depending on what map you're playing (for example, the fourth episode of No End in Sight or the second one of The Return of Hadron). Still, I think it's a very fun addition, and fairly balanced with regular maps.

-------------------------------------------------

Also:

  • Improved the Ultra-Violence difficulty to be more engaging than before
  • Baron of Hell spots have some shells, making SIGIL's E5M4 beatable from pistol start when you go to the Archvile guarding the Invencibility Sphere (if you take that route first)
  • Improved the code to avoid stuck Arch-Viles (still may happen, but it will be rare, I hope)
  • Made several tweaks to improve gameplay balance
  • Pain Elementals and Chaingunners will be better spotted from distance
  • Fixed a bug with Revenants and Barons of Hell awekening early on (e.g. Ultimate Doom's E4M2)
  • There will be less hitscanners in harder difficulties to compensate the new, powerful enemies
  • Spots without hitscanners will leave a corpse instead of only a shotgun
  • I put a warning for the poor ones who wanted to see my code lol


-------------------------------------------------


Feel free to give your feedback
Difficulty is alright? Have you seen anything weird?

I will add screenshots and maybe some videos very soon. I just don't wanted to drag this version even further.

Edited by Noiser

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Here we go... My computer doesn't want to record videos yet, I will have to try again with another software.
In the meantime, have some screenshots with some of my favorite WADs:
 

1341379607_DoomTheWayIdDidE3M5.png.d9575ba8b8e6e4f4d9e9945623eae79b.png

Doom The Way Id Did E3M5

1825484455_ConcernedE2M3.png.c4f28d9cefd3ce43f64597e67f4b2e08.png
Concerned E2M3

1054549619_BaseGanymedeE3M1.png.2f91fe1f6295a509bf661aa19151698f.png
Base Ganymede E3M1


332945236_DoubleImpactE!M5.png.c8b4dad47c35f7913b80a4bc97f4284a.png
Double Impact E1M5

57802144_DeathlessE3M7.png.44175a776b56461b5859289f3be128b5.png
Deathless E3M7

114015990_NoEndinSightE3M4.png.c7102ce8f8ff9f80d397d8fbc4db8bcd.png
No End in Sight E3M4
 

1829140_LunarCatastropheE2M7.png.83de482396358905a721da1c5f8eefc3.png

Lunar Catastrophe E2M7

369410638_EternalDamnationE3M1.png.6cd46ecb5d88b99ec9c1019ee555a459.png

Eternal Damnation E3M1
 

938429353_ThyFleshTurnedintoaDraft-ExcluderE4M2.png.14686adc9946e417a8d992739b97949e.png

Thy Flesh Turned into a Draft-Excluder E4M2

 

 

Edited by Noiser

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--- NEW VERSION (v1.2) ---

DOWNLOAD:
https://www.dropbox.com/s/mmi83n78np7sm40/D2forD1_v1.2.rar?dl=0
This is probably the most refined version to date. Have fun!
 

List of features:

  • Fixed the disastrous height value for Arch-Viles, noticeable when played without auto-aim
    (geez, why I didn't test it with freelook before? Thanks to SergeantDiggs for help me out!)
  • Made some changes for the IOS difficulty
  • Improved the Mancubus code (to avoid stuck enemies)
  • STRONGLY improved the Arch-Vile code (still not perfect, but a lot better)
  • Shells will appear correctly on the beginning of No End In Sight E3M3
  • A shotgun will be spawned near to Chainsaws or Berserks, to avoid unfair situations with other D2 monsters
  • Made some other minor tweaks
  • and...

- Added an alternative link compatible with Smooth Doom:
https://www.dropbox.com/s/qmnau807dl3mphw/Smooth_D2forD1_v1.2.rar?dl=0

The file have a new wad called "smooth_D2toD1.wad" and a .bat file.

"smooth_D2toD1.wad" and "SmoothDoom.pk3" should be loaded on the right order, or they will not work. I recommend using the BAT file to avoid any confusion. Just click on it to play Ultimate Doom or drag and drop any custom mapset you want (as you would do with GZDoom.exe). All the files needs to be on the same folder.

Here's the shortcut:

gzdoom.exe -file SmoothDoom.pk3 smooth_D2forD1.wad

This version fixes a lot of bugs that happens when you tried to load both wads, including sprite bugs with the Plasma Rifle, the BFG, Baron of Hell and the Shotgun Guy. 

Tell me if I forgot something or if you find anything weird. 

I'm always open to feedback!


 

Edited by Noiser

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Even after the update, there's still a couple instances of monsters getting stuck. I booted up Episode 2 and saw an Arch-Vile get stuck in the plasma gun staircase secret near the Blue Key on mission 3 "Refinery" (It was very satifying to chainsaw it to death though).

 

Everything else seemed to work in order though.

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3 hours ago, Traysandor said:

Even after the update, there's still a couple instances of monsters getting stuck. I booted up Episode 2 and saw an Arch-Vile get stuck in the plasma gun staircase secret near the Blue Key on mission 3 "Refinery" (It was very satifying to chainsaw it to death though).

 

Everything else seemed to work in order though.


Yes, the E2M3 case is the one I hated the most lol

I tried a lot, but I was not able to make him out of that stair. Even so, that was the only persistent case I found, even testing with other custom wads. Stuck Arch-Viles may still happen, but it will be a lot rarer now.

Edited by Noiser

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Hey, i just blasted through e1 and e2 and i feel like i found the holy grail of mods, i've always liked the original doom levels layout and music a lot more than doom 2's, and with this i get the best of both games! the only thing i miss is the super shotgun, perphas you could re-balance its stats and find a way to implement it? But this is one godlike gameplay enhancement nonetheless, you have my respect.

 

On a sidenote, does anyone know how to make this little file i have work with this mod? I got a simple .wad that corrects blood color on all monsters but for some reason it doesn't work with D2forD1 and they all bleed red, if anyone with more modding abilities can take a look at it i'd be very grateful.

BloodFixer.zip

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Man, this doesn't get as much attention as it deserves.

Interestingly enough, some DOOM II monsters were actually meant to be included in the original DOOM (hence the arch-vile texture). Talk about improvement mod!

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