Dco16 Posted May 5, 2008 New, underdetailed, e2-style episode for Doom 1, theoretically compatible with doom.exe. All levels are inspired by e2 design, with the exception of Deimos Labs because it is ugly. Seriously, STONGARG used as a tiled wall, all along a whole hallway, 256 tall, EVERYWHERE. Why, god, why? Download: ftp://ftp.gamers.org/pub/idgames/newstuff/nmd2.zip If you don't like it, blame Germany. Edited: The WAD is about 100% done... e2m1 - Gateway e2m2 - Depot e2m3 - Main Engineering e2m4 - Torture Chambers e2m5 - Chemical Labs e2m6 - Leadworks e2m7 - Deimos Reactor e2m8 - Hellbound e2m9 - Marble Yards e2m2 - Depot e2m3 - Main Engineering moar e2m3 0 Share this post Link to post
Dutch Doomer Posted May 5, 2008 Looking great looking forward to this one as well, I liked E1 of NMD perhaps you should do all episodes :p Youre seem to make fast progress with this one. 0 Share this post Link to post
esselfortium Posted May 6, 2008 Nice. Your e2m3 shots look like they should be e2m6 though. o_O 0 Share this post Link to post
Dco16 Posted May 6, 2008 esselfortium said:Nice. Your e2m3 shots look like they should be e2m6 though. o_O I'm not nailing level styles down to map slots. 0 Share this post Link to post
esselfortium Posted May 6, 2008 Ahh, okay. And as for the e2m4 theme, I think Espi and Torn did a really nice job with it for Flashback e2m4, using (iirc) compspan, metal1, stone2/3, gray/stone, compblue/blue carpet, and some techy-looking redwall highlights. You can do it :P 0 Share this post Link to post
Butts Posted May 6, 2008 looks good to me, but instead of disregarding detail completely (im sure you arent) have good texture alignment and flat matching with textures and such. 0 Share this post Link to post
chexwarrior Posted May 7, 2008 Looks great! Can't wait for the release. 0 Share this post Link to post
scwiba Posted May 7, 2008 Very high expectations for this episode, not to put any pressure on you. I agree with esselfortium, though, on the issue of E2M4. STONGARG doesn't even come to mind when I think of the Deimos Lab until someone reminds me. 0 Share this post Link to post
Shanoa Posted May 9, 2008 Looks promising i really enjoyed EP1 im sure ill do the same with EP2 ;) 0 Share this post Link to post
Dco16 Posted May 9, 2008 Testing everything now. Should be done within the next couple of days. 0 Share this post Link to post
GreyGhost Posted May 10, 2008 Seconded. I'm salivating with anticipation - hope my keyboards waterproof. :-) 0 Share this post Link to post
Butts Posted May 11, 2008 nice, 99% done. theoretically this would take a few minutes, seeing how fast you have been mapping. 0 Share this post Link to post
Dco16 Posted May 11, 2008 Butts said:nice, 99% done. theoretically this would take a few minutes, seeing how fast you have been mapping. 99% meant testing. Lots of testing. There's always one more misaligned texture. 0 Share this post Link to post
Snarboo Posted May 12, 2008 At this pace, you'll have NMD 3 out by next week. :) If you do a complete series, will you bundle them together as a megawad? 0 Share this post Link to post
CodenniumRed Posted May 12, 2008 These levels ARE nice! I've played through E2M5 and have reached E2M6, they def. have a strong episode 2 feel, with area that remind u of the original... gameplay is superb and there are some sneaky secrets to watch out for. ;) 0 Share this post Link to post
Lizardcommando Posted May 12, 2008 Ok, I just played this and everything is pretty cool and all, but when I reached E2M6, the game crashed and said that lines 499, 503, 510, and 511 have no front sector and that they needed to be fixed in order for it to be playable. I used R907 of ZDoom while playing. 0 Share this post Link to post
Death-Destiny Posted May 12, 2008 The four linedefs in question are oriented so that their back sides are facing into the room. The room is indeed closed; however, even though the linedefs are solid, textured, one-sided and all that, I believe that the doom engine requires that all linedefs that border the null space outside the map must have their back side facing this area and the front side facing into the map (i.e. such linedefs must unconditionally have a front side.) Flipping these 4 linedefs will make the map playable. 0 Share this post Link to post
Dco16 Posted May 12, 2008 that was the last fucking thing I fixed, putting DOORTRAK on those linedefs, and of course there has to be one wrong fucking keystroke in Doom Builder to make something so simple fuck everything up. FUCK. Uploading new version. EDIT: Re-uploaded, plus: FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK. 0 Share this post Link to post
Csonicgo Posted May 12, 2008 Fiend said:FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK FUCK. I know the feeling. All that will be fixed on DB2. 0 Share this post Link to post
Kira Posted May 12, 2008 I'll play it when I'll have more time, you're fast dude ! 0 Share this post Link to post
TimeOfDeath Posted May 13, 2008 e2m6 works in prboom. Fun maps, I also like the first episode. :) 0 Share this post Link to post
hawkwind2 Posted May 13, 2008 Lizardcommando said:lines 499, 503, 510, and 511 have no front sector This easily fixed error has still not been rectified. Using Risen3D E2M6 will not run unless the nodes are rebuilt. 0 Share this post Link to post
Dco16 Posted May 13, 2008 hawkwind2 said:This easily fixed error has still not been rectified. Using Risen3D E2M6 will not run unless the nodes are rebuilt. It's sitting in /incoming/. It's out of my hands. 0 Share this post Link to post
CodenniumRed Posted May 13, 2008 Yeah still waiting to play E2M6!!!! :( 0 Share this post Link to post
The Lag Posted May 13, 2008 well, i suppose you CAN fix it yourself. it's simple enough, really. 0 Share this post Link to post
scwiba Posted May 13, 2008 I've played through all the levels, even E2M6, which is very simple to fix in an editor. Anyone who hasn't checked this episode out, do so now. I don't know how you could possibly regret it. NMD had some weaker levels in it, I thought, and a few clear flaws. NMD2 is about as perfect as a WAD of this style can be. Every level is spot on. The single letdown that comes to mind is the final battle, which could easily have been more interesting. This was the best time I've had playing Doom in a while. If there is a NMD3, I can't image how you can improve on this installment, but I have a feeling you will. 0 Share this post Link to post
CodenniumRed Posted May 13, 2008 Yeah it was pretty easy to fix. Just search in say DooM Builder, flip the 4 problem lines and check off the correct sides, apply texture and uncheck the now defunct side. Than assign corr3ect sides to correct sectors. Took 2 minutes. :D 0 Share this post Link to post