Dexiaz Posted July 31, 2018 3 minutes ago, riderr3 said: Also this console switch is absolutely unintuitive. Take into account the fact that official PSX Doom developers never uses that way for switches. Because there is no real "console" flats in PSX Doom. Just change this misapprehension to SW1BMET and you can even save one more sector. +1 3 minutes ago, riderr3 said: Plutonia MAP11 is a tough choice. It probably needs a different approach, rather a way which implemented in Lost Levels. +11 Well...I'm still like my conversion for TLL, so do not dissapoint me :p I wanted to claim this map, btw. But it's ok if somebody else will take it if wanted. 0 Share this post Link to post
CoTeCiO Posted July 31, 2018 I don't know much about the line bug. If it happens just in a specific angle, I'd just let it slide. The way I see it, they are just like slime trails in Vanilla. They are inherent to the engine and most probably they will always be around like it or not. The same issue happens with some original maps in PSX that has misaligned textures that now I know is to avoid texture stretching and objects disappearing when between sectors. Hopefully they should be avoided, but I don't think you have to go to the stretch of making major changes to your map just to get rid of a line. 3 Share this post Link to post
Dragonsbrethren Posted July 31, 2018 (edited) Yeah, I have a couple of those lines in Power Control. I tried to mitigate them, but it seems impossible to eliminate some of them. Unrelated, @Erick194 have you looked into the possibility, not specifically for this project, of speeding up the Revenant a bit? I've actually taken HNTR's approach of using chaingunners in some of Realm's encounters since Revenants are barely a threat in this version. 0 Share this post Link to post
Erick194 Posted July 31, 2018 New maps have been added to the OP, the rejected map of Tom Mustaine's master levels and John Romero's maps. Available in the PSX LEVELS file. Doom2 Map14 Homage (TWM01.WAD) E1M4B: Phobos Mission Control E1M8B: Tech Gone Bad 2 Share this post Link to post
DynamiteKaitorn Posted July 31, 2018 This is probably more obvious than it sounds but, would the original maps be merged with the ones we are converting so that if someone for example wants to do a full run of DooM 2, all of the maps will be there in order. 0 Share this post Link to post
Erick194 Posted July 31, 2018 5 minutes ago, Dragonsbrethren said: Unrelated, @Erick194 have you looked into the possibility, not specifically for this project, of speeding up the Revenant a bit? I've actually taken HNTR's approach of using chaingunners in some of Realm's encounters since Revenants are barely a threat in this version. There is the possibility to modify the speed of the Revenant, but it would affect the synchronization of DEMO01 in Final Doom. 1 Share this post Link to post
Erick194 Posted July 31, 2018 2 minutes ago, DynamiteKaitorn said: Esto es probablemente más obvio de lo que suena, pero, ¿los mapas originales se fusionarían con los que estamos convirtiendo, de modo que si alguien, por ejemplo, quiere hacer una ejecución completa de DooM 2, todos los mapas estarán allí en orden. That is the main idea, to play the original maps and the converted ones in their respective game. 0 Share this post Link to post
Dragonsbrethren Posted July 31, 2018 (edited) I'll take Mustaine's homage as well, I've always liked that map, and try to replicate the prerelease screenshot. 2 Share this post Link to post
Dexiaz Posted July 31, 2018 (edited) 1 hour ago, Erick194 said: Doom2 Map14 Homage (TWM01.WAD) E1M4B: Phobos Mission Control E1M8B: Tech Gone Bad Good news, but Xbox shitty maps are still declined? BTW, what about the NRFTL maps? 0 Share this post Link to post
Erick194 Posted July 31, 2018 (edited) I'll keep it in mind, I have to take a look at them, by the way, here's a video that shows the possible menu. This is a preview of the original result, I decided to hide certain effects so as not to ruin the final result. Edited July 31, 2018 by Erick194 6 Share this post Link to post
Dexiaz Posted July 31, 2018 (edited) 9 hours ago, Erick194 said: I'll keep it in mind, I have to take a look at them I'm also advice to check the TLL versions of those maps for understanding why I'm even start talking about those maps. The menu is totally awesome. It's better than I imagined! But I'm also notice that the "United Fire-Intro Master Edition" logo should be recreated in better way in future. But I don't know yet how should look the better logo. Edited August 1, 2018 by DeXiaZ 0 Share this post Link to post
DynamiteKaitorn Posted August 1, 2018 Anyone got a mini tutorial on how to pull of the fake 3D effect? 0 Share this post Link to post
Dexiaz Posted August 1, 2018 There was the whole video by @Erick194 From 5:01 0 Share this post Link to post
DynamiteKaitorn Posted August 1, 2018 (edited) It was at this moment I knew, I f***ed up. Fixed it! :D (Now you may be asking, why isn't the fence texture used in the original map 11 not present here? Well for some reason PSX Final DooM decided it wanted to throw a hissy fit and not render them (Even when I drastically cut down the amount of textures loaded) so instead this is here). T W O P O I N T F I V E D E E ! ! !... with added 3D-ish effects :3 Oops... wrong exit >_> The map is almost finished, just wanna give it a few more run throughs and touch-ups. 1 Share this post Link to post
riderr3 Posted August 1, 2018 (edited) 27 minutes ago, DynamiteKaitorn said: It was at this moment I knew, I f***ed up. Fixed it! :D (Now you may be asking, why isn't the fence texture used in the original map 11 not present here? Well for some reason PSX Final DooM decided it wanted to throw a hissy fit and not render them (Even when I drastically cut down the amount of textures loaded) so instead this is here). I hope you're not forgot about render midtexture along with clip midtexture flags:https://www.doomworld.com/forum/topic/101161-gec-master-edition-psx-doom-for-the-playstation-community-project-starting-now-mappers-required-add-new-maps-3172018/?do=findComment&comment=1892225 The cosmetic 3D effect is good, until it starts to cause slowdowns. Edited August 1, 2018 by riderr3 1 Share this post Link to post
Dexiaz Posted August 1, 2018 48 minutes ago, DynamiteKaitorn said: Fixed it! :D (Now you may be asking, why isn't the fence texture used in the original map 11 not present here? Well for some reason PSX Final DooM decided it wanted to throw a hissy fit and not render them (Even when I drastically cut down the amount of textures loaded) so instead this is here). As @riderr3 said, you just forgot to check "render the mid-texture" flag 49 minutes ago, DynamiteKaitorn said: The map is almost finished, just wanna give it a few more run throughs and touch-ups. Don't forget that wrong exit also was an exit from the level. The player must have a way to get out of this room even if his health is 1% 0 Share this post Link to post
DynamiteKaitorn Posted August 1, 2018 Awww... I wanted to be a sadistic cunt Sure, I'll happily add a bad exit :) 0 Share this post Link to post
Dexiaz Posted August 1, 2018 (edited) Cyberden. Still W.I.P.: Major difference from the BaronOfStuff' version (TLL) - I've saved the idea of CyberSatan Switch: I've got the idea of this map only yesterday - the map represents as enemies Cybernetic demons. But due to limits I had to cut away pinkies and mancubi. That's why there are a lot of chaingunners: I've also saved the idea of bleeding gargoyle. Hope you will like it: Sometimes I'm getting this LOD issue: But I'm not sure, possibly this is the emulator-only problem. 7 Share this post Link to post
riderr3 Posted August 1, 2018 (edited) 21 minutes ago, DeXiaZ said: Sometimes I'm getting this LOD issue: But I'm not sure, possibly this is the emulator-only problem. It happened when you stand on certain points. I've encountered such issue at MANOR.WAD, and later when I removed/simplified some sectors, it's fixed. Also, noticed many people are removing mancubi from most maps. I've only preserved them on Abattoire. For sure they take up too much space in VRAM, but I hope somebody will save the fatsoes at least on couple of maps! 2 Share this post Link to post
Dragonsbrethren Posted August 1, 2018 Yeah, I've tried to keep Mancubi on every level I've converted so far and always fail... On my custom level set, I've made sure to include the fatso! Anyway, here are some shots of Realm: Plutonia maps tended to be color-light in the original game. I'm not sure if that was a design decision or just a looming deadline, but I've definitely taken a more colorful approach with my conversions. I hope they don't stand out too much when played alongside the original levels. This area originally had a brightness gradient (which didn't even really show in software-rendered Doom, since the increments were so small), I retained that but I also added a color gradient coming off the dark blue water sectors. 7 Share this post Link to post
riderr3 Posted August 2, 2018 @Erick194 I'm back in line again, so you can sign me for Level 24: The Final Frontier and Level 17: Compound 1 Share this post Link to post
Dragonsbrethren Posted August 2, 2018 Optimized the exit area of Realm without losing too much of the cool geometry. Got rid of the wooden columns for the torches, moved four of the torches to the platform with the exit, eliminated the mostly pointless cracks between sectors 33, 38, and 29, and walled off the area with the blue switch with a new door. The framerate is relatively good now, and I was able to leave the banners alone--I considered merging them into a single wall, but I think this is good enough. It still chugs when the Revenants spawn in, but it runs smoother than some of the official conversions, and it's no longer unplayably slow. 2 Share this post Link to post
Erick194 Posted August 2, 2018 I have added these two images , next to the names of the maps in the OP, mostly to verify which maps are already finished and which are in progress. 4 Share this post Link to post
Lila Feuer Posted August 2, 2018 @Dragonsbrethren I like the bluish tint to the gray in PSX Doom, can emulate a similar look in GZDoom with Troo Cullers! 1 Share this post Link to post
Dragonsbrethren Posted August 2, 2018 (edited) I need others' opinion. What texture is being used on the door in this horribly low res scan? The original texture is BIGDOOR1, but the PS1 equivalents (DOOR02, DOOR07) are only 96 pixels wide, padded out to 128 with black space. This means that either the door texture was replaced, or the map geometry was modified. To me, it looks like the UAC logo is still on that door, but I can't say with any certainty. I'm going to try to track down better scans, but I doubt I'll have much luck, these screenshots are tiny in the original article. 1 Share this post Link to post
Erick194 Posted August 2, 2018 (edited) I consider that it maintains the same texture, but due to what you mentioned with the textures of the PS1, I would do the following, divide the line into three and adjust the central texture and add the SILVER1 texture on the sides. If you consider changing the geometry of the doors, it is also understandable. Edited August 2, 2018 by Erick194 2 Share this post Link to post
Dexiaz Posted August 3, 2018 9 hours ago, Dragonsbrethren said: I need others' opinion. What texture is being used on the door in this horribly low res scan? In my opinion it's not the UAC Door. It's a Green Techno Door (DOOR05) 1 Share this post Link to post
DynamiteKaitorn Posted August 3, 2018 (edited) Mind if I give The Omen a try? :) Edit: JESUS! I was not Expecting The Omen to convert so cleanly! I'm done already! This is always fun to do ^_^ And that's why :D I gave the parts under this.... whatever it's meant to be (doesn't even look like foundation >_>) a darker green. I like it :) For being a basic bridge this DOES look pretty cool. I noticed these simefalls don't animate despite other slimefalls on the map actually working... I am confused ._. Edited August 3, 2018 by DynamiteKaitorn : WOW 2 Share this post Link to post