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RockHardGamer 45

Playstation DOOM Reloaded - Gameplay + Screenshots

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What is PDR (PlayStation DOOM Reloaded)?

 

- PDR is a Trilogy of brand new games inspired by the Doom games on PS1. 

- Currently being worked on by myself & Yikesdude754

- There will be 99 BRAND NEW levels to play inspired by old classic maps (such as Twilight Descends, The Factory, Attack + Much more)

- Each game will have 30 Levels + 3 secret maps.

- PlayStation Textures, sprites, sounds, music and lighting sounds all return along with Dynamic lighting to show a whole new side to hell.

- Levels will now feature glow effects building upon the PS1 atmosphere

- The Nightmare imp from Fall of Triton is back and improved, along with some more new content.

- PlayStation Doom style gameplay and design.

- New twists and content added

 

UPDATE 1st October 2019:

 

- PDR now will be only be playable in GZDoom (Recommended), LZDOOM & QZDoom

- Each Episode will now be released separately (Starting with Uac_fail)

- New Screenshots added to thread

 

 

Some Various Screenshots from Episode 1: Uac_Fail

 

 

Gameplay of Level 34: The Tech Plant

 

Level 63: Canyon Crossover

 

 

Level 55: Tears of The Devil

 

 

Level 29

 

 

Screenshots from my levels in PDR (UPDATED 01/10/19):

 

 

1950706075_gzdoom2018-09-1011-37-52-68.jpg.fc663b58d27790a56e60bba2101a202d.jpg1695841352_gzdoom2018-09-1011-38-14-58.jpg.6d92f5e93ab27c59c9fd3278fce6e308.jpg415561889_gzdoom2018-09-1011-39-23-57.jpg.300d0216c4e139757f33a97911eb3209.jpg1254659737_gzdoom2018-09-1011-40-10-91.jpg.a30d446d33a8f2b31d873947ac3b955f.jpg1069041357_gzdoom2018-09-1011-41-46-31.jpg.c934a6b6ef122dd39b984243c80fbf9c.jpg

 

1277641451_gzdoom2019-09-2621-38-06-59.jpg.b1e4067731cda4bafc0997a1231e6388.jpg930740749_gzdoom2019-09-2621-40-01-28.jpg.4eee819fcaa11478399b21f114f9aeac.jpg1745131484_gzdoom2019-09-2621-40-20-90.jpg.d32ae5d1736e939680b6f462c09d0466.jpg904071550_gzdoom2019-09-2621-38-23-30.jpg.c8749306a7c12787a9d8f09bfabfbcea.jpg

 

gzdoom 2018-09-10 11-39-01-20.jpg

 

 

 

 

 

gzdoom 2019-09-26 21-38-34-16.jpg

 

 

 

gzdoom 2019-09-26 21-40-33-33.jpg

 

 

gzdoom 2019-09-26 21-41-13-08.jpg

 

gzdoom 2019-09-26 21-42-26-94.jpg

gzdoom 2019-09-26 21-42-45-25.jpg

 

gzdoom 2019-09-26 21-39-16-00.jpg

 

 

gzdoom 2019-09-26 21-40-43-20.jpg

gzdoom 2019-09-26 21-41-59-42.jpg

Edited by RockHardGamer 45

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Those levels really need more traps and height variation if Level 34 is any indicative of the rest. At the moment, it's basically like this: enter a room, kill all the enemies inside (you can camp out literally every fight by the door), proceed to the next room, kill all the enemies there, rinse and repeat. Linear progression can be okay if used interestingly enough, but in most cases it gets dull very quickly. Also, just using the PSX lighting + monster sounds does not a good PSX doom sequel/tribute make. ID's level design choices made for some interesting cases, including progression and monster encounters. Didn't mean to be harsh or anything, just hope this was somewhat helpful.

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@Firedust nah this is just an early map. They get longer and tougher as they go along. Including a lot less linear areas and more height variation. This level was created just after the development of Fall of Triton which was my first ever megawad/big project and the best way to describe it was what you said above. So that is why they are "somewhat similar". 

 

Over time, I have improved a lot more and focus a lot more on unilinear and unpredictable gameplay. 

 

Thanks for the advice though.

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As someone who never got a chance to play the Playstation version, I'm kind of interested in this, even if it's not a one-to-one conversion.

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The new levels will not be as flat and monotonous as in "Triton", I hope so. Still can be the author learned mapping and not makes more clumsy locations. Some effects of the port will not be able to mask the low quality.

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22 hours ago, Remul said:

Um. Is this still being worked on?

 

Yes, this project is still currently being worked on. We are getting closer to releasing the first part of the project.

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Posted (edited)
On 9/10/2018 at 5:42 AM, RockHardGamer 45 said:

 

gzdoom 2018-09-10 11-41-46-31.jpg

 

got any tips to improve my WAD? yours looks AMAZING!

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@WORLD_3AT3R Unfortunately, I have not played your wad yet. But I definitely plan to!

 

Thanks for the kind words! Usually when making maps., I try to build on the atmosphere as much as possible. Taking advantage of the sounds, music & lighting from PSX Doom.

 

I recommend playing through the original PS1 Doom & Final Doom for inspiration. Also check out the Threshold of Pain series as those levels have awesome atmosphere.

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Looks on spot, great work and take your time to work on this project, just to make sure that quantity doesn't take over quality

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looks great ! but will I be able to use smooth doom ? it would be a perfect addition to gameplay!

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11 hours ago, elden4 said:

looks great ! but will I be able to use smooth doom ? it would be a perfect addition to gameplay!

No, it contains DECORATE content that could mess with mods if you try to apply them.

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