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Cell

Ultimate DooM mod Project: Five Places.wad by Cell (Applying playtesters!)

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Hello Everyone!

I'm making a MegaWAD for Ultimate DooM, called Five Places.wad. The construction is still in process, but I've already made E1M1-E1M8. The story is 20 years after the end of "TNT: Evilution", when the Marine receives a message that hellspawn attacked a planet called Planet Ossible.

It's E1, a 10-level tribute to the whole Ultimate DooM. It also has a feeling of an 1Monster mod (yeah, I've just explored 1Monster.wad nowadays, I didn't know about it before), because every level contains just one monster of original UD, from Trooper to Spider Mastermind. In order to make E1M10 possible, I've already made a Mapinfo file.

E2 is Planet Mars. It has also a reference to UD, but just because the original E1 and E2 were Phobos and Deimos, the moons of Mars. (First question: I need some lessons or some enenlightenment about coloured sector scripts and the use of them, because I want to make all outdoor sectors red.) Doomguy in this mission has to save the main buildings of UAC from hellspawn invasion and destroy a Cyberdemon. Only red keys will be used in this episode.

E3 will be the North Pole. UACMN.wad also used some scenes referring to this place, but I want to do this one better (I won't have so much trouble about making it! :D). Here the Marine is against another Cyber who wants to kill people by melting all the ice on the pole and cause a very massive flood all over the Globe. Only blue keys will be used in this episode.

E4 is the deserts and the Equalizer Area. While the Marine fought on the Pole, another monster invasion attacked Earth, now in the Equalizer Area, and they also settled into the Egyptian Pyramids and Mezopotamian Zikkurates. First, Doomguy has to fight in the dry and hot deserts, then, he must go underground to kill many monsters in the ancient crypts and make the leader of the group, the Spider Mastermind just a bad history. Only yellow keys will be used in this episode.

E5 (Second question: is it possible to make a launcher text to an Episode Five from the New Game menu???) will be inside PC systems. The Marine had beaten the giant Spider, but it wasn't the real challenge for him, because the Hellspawn made a trap: they had built a shrinker generator in the ceiling of the deepest crypt, where Doomguy fought with the Spider Mastermind. It is now revealed and s*cks him into the Computer Systems, where he is threatened by mini-monsters and Trojan Horses.

The WAD will also contain a Super Secret level, which can be gained from Episode 3. And, every episode will have 2 secret levels.

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I'm assuming you're using ZDoom, in which case there's a very easy way to set launcher text for a fifth episode. When you define the episode you can set an image or text for the selection box. If you're not using ZDoom, you'd probably need to tell us the port you're using.

Also can we see some screens? I'd love to see what your general architecture looks like.

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Yeah, I've forgotten to write if you want to see some pics I'll definitely share them about every level.

About ports: I use ZDoom and the levels are created in ZDoom Doom or Hexen format (Hexen format allows to distinguish keycards and skull keys and about E2M3-E2M6, E3M4-E3M7 and E4M4, I'll use this format, because these levels predict themselves to be a bit larger). I thought about launching consists of just making an image file representing the name of the current episode, but it seemed to be too easy.

Some further info about Ossible World/Planet Ossible: this is a fictive name and ONLY created for because the Imp level (E1M3) receives the name "Impossible". The episode itself contains 3 bossfights, on E1M8, E1M9 and E1M10. Because the real ending of these 3 levels is the first EndGame sequence, I made E1M9 the M8's secretnext and the same with M10 and M9. And if you don't kill the last Spider Mastermind on M10, you can repeat the whole episode from E1M1!

Got 2 go now, I'll make a few screenshots.

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I suggest using UDMF format instead of the old Zdoom In Hexen format. It's superior in quite a few ways, including expanded limits from even the Hexen format. I'm not sure how hard it would be to convert the 8 levels you already have, but you would be well advised to do so. Also, cute thing with the "Impossible" :D. I eagerly await screenshots.

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Now, here the images are:

E1M1:
http://img294.imageshack.us/img294/7619/e1m11.png - Starting area
http://img713.imageshack.us/img713/3554/e1m12.png - Way to the yellow key
http://img230.imageshack.us/img230/2380/e1m13.png - Stairs down to a tech lab
http://img84.imageshack.us/img84/6263/e1m14.png - Exiting area from outside
E1M2:
http://img196.imageshack.us/img196/669/e1m21.png - Central outside
http://img339.imageshack.us/img339/6506/e1m22.png - Computers
http://img838.imageshack.us/img838/7445/e1m23.png - Blue tech columns & yellow door
http://img225.imageshack.us/img225/5108/e1m24.png - "Panel-view"
http://img713.imageshack.us/img713/1162/e1m25.png - Nukage pool
http://img690.imageshack.us/img690/1927/e1m26.png - Near the exit
http://img230.imageshack.us/img230/306/e1m27.png - The blue key
E1M3:
http://img294.imageshack.us/img294/6630/e1m31.png - Initial view + yellow door
http://img251.imageshack.us/img251/6791/e1m32.png - Nukage lake & entrance to the Dens
http://img541.imageshack.us/img541/319/e1m33.png - Inside the Dens
http://img717.imageshack.us/img717/2329/e1m34.png - Switch in the Blue
http://img840.imageshack.us/img840/2650/e1m35.png - Eeerie red key area - a reference to UD E2M4
http://img194.imageshack.us/img194/1894/e1m36.png - The secret area of the (hidden) blue key
http://img413.imageshack.us/img413/5367/e1m37.png - A hard part to get the yellow key
http://img375.imageshack.us/img375/2009/e1m38.png - Flickering lights corridor just before the exit
E1M4:
http://img843.imageshack.us/img843/2034/e1m401.png - Start from the tower
http://img440.imageshack.us/img440/4586/e1m402.png - The tower outside + backyard behind the grate
http://img231.imageshack.us/img231/8445/e1m403.png - Vine & tech
http://img189.imageshack.us/img189/4894/e1m404.png - The backyard itself
http://img824.imageshack.us/img824/6163/e1m405.png - Bloodbath green bricks & firesticks
http://img267.imageshack.us/img267/461/e1m406.png - Green hallway
http://img706.imageshack.us/img706/7728/e1m407.png - The foreyard with 2 facilities
http://img441.imageshack.us/img441/8323/e1m408.png - Brown storage & exit door
http://img338.imageshack.us/img338/7015/e1m409.png - Brown vine columns
http://img299.imageshack.us/img299/7021/e1m410.png - Vine & vine again
http://img408.imageshack.us/img408/9973/e1m411.png - Broken tech room
E1M5:
http://img405.imageshack.us/img405/6209/e1m501.png - Starting & exiting room (2in1)
http://img132.imageshack.us/img132/7712/e1m502.png - Corridor 1: Metal way to the Shotgun
http://img824.imageshack.us/img824/8597/e1m503.png - Corridor 2: The way you make me reddening + red door
http://img576.imageshack.us/img576/7649/e1m504.png - Up & down moving floor madness (E2M3 reference made of wood)
http://img293.imageshack.us/img293/6406/e1m505.png - Bloody pipelines
http://img818.imageshack.us/img818/6668/e1m506.png - Spines & Icon of Sin
http://img833.imageshack.us/img833/6589/e1m507.png - Cement storage look from the slimy bricks (E2M2)
http://img507.imageshack.us/img507/415/e1m508.png - A slight look outside on the way to the red key - entrance to the cave
http://img6.imageshack.us/img6/1406/e1m509.png - After getting the red skull
http://img826.imageshack.us/img826/3256/e1m510.png - Inside the cave
http://img694.imageshack.us/img694/1482/e1m511.png - Missing metal tiles & crusher
E1M6:
http://img23.imageshack.us/img23/4378/e1m601.png - Starting area
http://img138.imageshack.us/img138/6788/e1m602.png - Marble hall
http://img811.imageshack.us/img811/5657/e1m603.png - The Central Scaffold
http://img266.imageshack.us/img266/974/e1m604.png - Green brick corridors
http://img831.imageshack.us/img831/3262/e1m605.png - Waterfalls
http://img839.imageshack.us/img839/2020/e1m606.png - Intestinity makes me vomit
http://img832.imageshack.us/img832/4312/e1m607.png - Peaceful oasis
http://img686.imageshack.us/img686/9227/e1m608.png - Royal place
http://img440.imageshack.us/img440/918/e1m609.png - Prison cells
http://img405.imageshack.us/img405/2055/e1m610.png - Guillotine
E1M7:
http://img153.imageshack.us/img153/2209/e1m701.png - Red hallway
http://img96.imageshack.us/img96/695/e1m702.png - Metal grate & red key
http://img340.imageshack.us/img340/6195/e1m703.png - Dark night outside
http://img706.imageshack.us/img706/3499/e1m704.png - Peeking the Volcano
http://img7.imageshack.us/img7/841/e1m705.png - Woody skin maze
http://img717.imageshack.us/img717/4890/e1m706.png - Stairs & red hot corridors & intestines Teleport
http://img338.imageshack.us/img338/6517/e1m707.png - Red gargoyle fountain
http://img231.imageshack.us/img231/3213/e1m708.png - Metal gate + marble hall
http://img408.imageshack.us/img408/7460/e1m709.png - Inside another cave
http://img508.imageshack.us/img508/1884/e1m710.png - Steptop bridge
http://img696.imageshack.us/img696/8484/e1m711.png - Fallen & broken metal elevator
http://img440.imageshack.us/img440/802/e1m712.png - Extremely hellish backyard (yellow key door)
http://img814.imageshack.us/img814/6954/e1m713.png - Exiting area
http://img704.imageshack.us/img704/4352/doomvolcano.png - The volcano itself, beta-version (no offsets, no sprites, no firestickholders around it)

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I'm liking the designs a lot, but I think it wouldn't hurt to go back and do a detail pass. As it stands those look like fun maps but they also look like 1996 or so maps.

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Yeah nothing wrong with the detail level, especially if it's going for a 'classic' style. Looking good, although I'm not sure I like the 1monster idea, but whatever.

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The maps look kinda interesting but I really don't think you should go with the 1 monster idea. There was already a 1-monster megawad that was released a while back. It was ok for the first few levels, but then it just got really tedious and boring to play.

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Clonehunter said:

I wish I knew how to create slopes like that. Really cool!

It's called "Plane" effect, used on linedefs and works in ZDooM format and "smarter".

ler said:

I'm liking the designs a lot, but I think it wouldn't hurt to go back and do a detail pass. As it stands those look like fun maps but they also look like 1996 or so maps.

The detail pass itself will be in E2-E5, because those episodes are the brand new ideas. E1 is an Ultimate DooM tribute, so it HAS to look like in the middle nineties.

Lizardcommando said:

The maps look kinda interesting but I really don't think you should go with the 1 monster idea. There was already a 1-monster megawad that was released a while back. It was ok for the first few levels, but then it just got really tedious and boring to play.

You probably misunderstood something. The 1monster style will be only the first episode, and, unlike 1Monster, there won't be any repeating of monster levels (though it wasn't their mistake, 'cuz DooM II has only 16 monsters, but they made a 32-lvl Megawad).

I've said:

[...] (yeah, I've just explored 1Monster.wad nowadays, I didn't know about it before), [/B] [...]

The idea wasn't from 1Monster.wad but from 2002ADO E5M1 "The Mighty Green", where only cacodemons were (except of a Cybie).

[...] because every level contains just one monster of original UD, from Trooper to Spider Mastermind.

Another difference from 1Monster. And I don't feel like copying, but this one MUST be the real speciality of the E1.

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Hi again!
E1M8 is already completed (screens after request).
E1M9 is half-completed, but predicts itself to be a huge map.
Distinguishing keycards and skullkeys is not a problem anymore. ZDooM format allows some "Generalized effects", which can make a difference between 'em, or even require all 6 keys to open that fricking door. UDMF or Hexen format won't be used at all, because mapping in those is just a nightmare (see Ragnor's topic about coloured light of the sectors!), and converting Doom format into those makes me disappointed and valinly exhausted. See, there are so many beautiful WADs that didn't need to be that extremely mapped!

Now, about the second Boss level. It's actually a secret map, because the original ending of E1M8 is the first EndGame sequence. I'm making it to be like a secret level: more beautiful and interesting than the others in the episode. Including unique ideas that doesn't make the playthrough a horror. Also including a few new mapping tricks (this one is actually the hydro place which quite looks like an area from E1M1), and, of course, hidden places can gained from another hidden places. All 3 keycards are needed to complete the level, but none of the skull keys: each provides one of the three:
1. Health update & Soulsphere
2. Ammunition update & BFG
3. Secret exit
Continuing I shall go. Have a nice day!

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UDMF or Hexen format won't be used at all, because mapping in those is just a nightmare

Hexen format has its annoyances, but UDMF is pretty much the perfect format.

And though I don't think there are configs made available for it, there is a "ZDoomTranslated" namespace that is exactly like the Doom format (use the same line types), except with less limits and more possibilities.

The problem that Ragnor encountered was that he trusted DB2 to be a map converter. It is not a map converter, just an editor. All the problems he met (with tags and specials disappearing) are because of DB2's conversion, not because of the format.

There are a few converters available but none that have official pages as far as I know. You can look here for a start.

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imp lord2 said:

this looks very nice. can't wait to play it!

May I upload a "trailer version" of the WAD, after "Planet Ossible" is finished? :)

Gez said:

The problem that Ragnor encountered was that he trusted DB2 to be a map converter. It is not a map converter, just an editor. All the problems he met (with tags and specials disappearing) are because of DB2's conversion, not because of the format.

Got it. I've just said because of my very huge lack of experience in those (yet frickin' hard for me) formats.


There are a few converters available but none that have official pages as far as I know. You can look here for a start.

Incredible! Thanks a bunch!

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Looks very solid. The detail is perfect for me. As long as the map look good you don't need to add over nine thousand sectors (what 9000??!??). Keep it up, can't wait to play it. Yet I think it would be better if you drop the "one monster" thing of the first episode as the maps seems to be solid enough for be fun by themselves.

If you want I could try to make some new monsters for you test and see if want to to use as end bosses without using the over used bestiary monsters.

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Vegeta said:

If you want I could try to make some new monsters for you test and see if want to to use as end bosses without using the over used bestiary monsters.

Actually, this one just slipped my mind. I was about to insert DooM II's monsters in the further episodes with a bit of change. The only innovation would be two of them: one is the boss of E4, that meant to be a Spider Mastermind, but bandaged all over, like a mummy. The another is actually the Trojan Horse, the real challenge of E5. If the marine is in a labirynth of the PC World, nothing else makes it more realistic than fighting with some Virus! :D
But these ideas are not everything. I don't want to do halfway job, as my real purpose is making every episode more atmospheric with foes that fit perfectly. E.G. Martial men in E2, Yeti-s in E3, some desert challenges in E4, etc. And making the Cyber of the end of the E3 quite different than the original - I mean an outfit that looks more realistic in the polar areas.

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if you're gonna use the skull key--use it only once and choose where; either as the marine's head or shooting out the cacodemon.

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You might have a point, because it's not called Skull.wad or Skullkeys.wad :D

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Cell said:

You might have a point, because it's not called Skull.wad or Skullkeys.wad :D

Heh, I just meant from an artistic point of view. I think it's kinda cheesy if you use it twice.

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Hellbent said:

Heh, I just meant from an artistic point of view. I think it's kinda cheesy if you use it twice.

It's used thrice. Look at the Baron's right hand...

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This wad looks stuning from what I am seing :)
Also the beta titlepic is quite good and the marine with the yellow skull key as it's head made me LOL.

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http://img155.imageshack.us/f/5placeslogosmaller.png/
I've updated the titlescreen, just to make it sure for people what game this WAD belongs to and runs with. Of course, Ultimate DooM!

E1M9 - Urgh! This over-detailpassed shit takes all my time to build and improve, and it's STILL not finished!

Another updates: my friend Katamori suggested creating more creative level names for E1, so I've quitted the names including "Ossible". Here the name replacements are:

E1M1 - Zombie Zone
E1M2 - Sniper System
E1M3 - Nearly Impossible
E1M4 - Minor Resistance
E1M5 - Realm of Illusions
E1M6 - Skulls Burning Alive
E1M7 - Eve of Horned Raspberries
E1M8 - Major Resistance
E1M9 - Cybernic Apartmen
E1M10 - 8 Iron Legs Stompin'

Also, the plans of episode names:
E1 - Knee-Shores of Inferno Consumed
E2 - Red Alert UAC Rescue
E3 - Stone Cold Hell Twinbro
E4 - Idol Reality
E5 - Midget of the Technics

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The Lag said:

most of those titles sound very funny and might get this project mistaken for a jokewad.

... until you try it.
I take my work absolutely seriously. Well, some hidden jokes would appear (as long as there were a couple of them in Whispers of Satan, see MAP32, MAP33 and MAP35), but I'm still working in the "normal projects" mode.
I know a few examples for maps and entire WADs being all fucked up by immature "jokes" and juvenile "humor". Take Glassyman for example. What's the point of making several WADs with E1M1 "honoring" his goddamn pig wearing size 14 shoes? -.- Also, the progress of being unashamed reached DooMWorld as Mattbratt, who stole several maps from another WADs, then added his rubbish and published here. No, I'm seriously sick of these shitmappers. That's why I follow the examples of serious builders, such as PCorf, Nebula, Dutch Devil & others.

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I suppose this project won't be that "I'm-so-interested-in" here. Never mind...
Let's see some of the new textures:
Red flat Icon Of Sin (teleporter)
Red Alien Skull
These 2 were a bit tiring to make red. The eyes of both and the teeth of the Icon of Sin look more beautiful when they remain their original colour - dunno whether you agree or not.
Also, the update of the Volcano seen on E1M7
The sky texture was changed. I've read somewhere that starry skies are not always good because they make the feeling of a level non-obvious - either night or space-style the map might be. The sky is now the same starry box, but I've imported the mountains of SKY3, made them very dark and put "in front of" the stars.
And the other major purpose is, the long-awaited screens from E1M8!
Starting room
A bit base-like entrance to the...
... collapsed light corridor
A secret room
The further basement
A view from a window
The "storey" (yellow skull in the tekwall box)
Red blocks Blue in the cave
Marble tower 1: the viny bricks
Marble tower 2: the spine teleporter
Flesh 1: the other side of the teleporter & wood way up
Flesh 2: metallica & red switch (opening the red skull "grates" in the cave)
E2M2 Style
Marble backyard (behind the woody door from the previous image)
Wood light walkway
The secret exit

Now what. I've updated almost all levels since then. Fixed bugs and some aesthetics. I've also made some textures that CAN be obtained from SUPPORT3, with splitting it in the middle and giving the right-side part a different offset. The use of METAL16 and DOORMET reduced the size of the WAD, because the splitting vertexes were deleted, and I don't need to split 8 and 16 mappixel doorways anymore to have a normal-looking metal border!
With putting the blue, red and yellow door signs on DOORMET, I've also made some new textures for signing doors and switches. It's also good for the castle levels which has some doors that open with keycards. Original DOOR*COLOR* textures don't really fit in a castlic atmosphere.
That's all! I'm gonna finish E1M9 on this week, and then... I'll start the final level of E1.

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I suppose nobody is interested anymore, as I've written a true novel here and I couldn't read even a single two-words feedback. Never (Spider Master)mind.
I have to admit that I've used some music from illegal (?) sources. Might ask the well-known composer in da minute, just to show some respect about it, not using it without asking. Well, it sounds nasty, and I know it is, but I'm as lame in composing as good in mapping.

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