Roebloz Posted July 22, 2020 2 minutes ago, RiviTheWarlock said: NO THEY"VE HUNG LUIGI That's actually my OC the dark blue is supposed to be light blue but y'know. Doom doesn't have light blue. 0 Share this post Link to post
NiGHTMARE Posted July 22, 2020 (edited) 4 hours ago, AtticTelephone said: I’m not exactly ok with the idea of making it only Boom compatible, the WAD actually worked best in Crispy Doom. Why not play it with Doom Retro instead? Other than DR being Boom-compatible, the two ports are very similar. (Yes Doom Community, you are allowed to have more than one port installed!) 3 Share this post Link to post
AtticTelephone Posted July 22, 2020 23 minutes ago, NiGHTMARE said: Why not play it with Doom Retro instead? Other than DR being Boom-compatible, the two ports are very similar. (Yes Doom Community, you are allowed to have more than one port installed!) I have many source ports, the old ZDoom, GZDoom, PRBoom+, Crispy, and even Chocolate. 0 Share this post Link to post
MLGari Posted July 22, 2020 I added a music track to map 3 because I saw that there wasn't any and if you are wondering the track used is Zero Hour from Wolf3D NEGATIVEONE_V0.68.zip 0 Share this post Link to post
Rosh Fragger Posted July 22, 2020 (edited) Added more rooms (caves) to MAP12. NEGATIVEONE_V0.69.zip Edited July 22, 2020 by Rosh Fragger 2 Share this post Link to post
CBM Posted July 22, 2020 (edited) map 13 has begun https://ufile.io/xo95w8xr negativeone_v0.7 pics its a map I made, waaaaaay back in 1997, using EdMap on an old 80386 running DOS 6.22... back when I was just a wee lad Someone needs to fix the issues such as difficulties, textures etc Edited July 22, 2020 by CBM 0 Share this post Link to post
TheNoob_Gamer Posted July 22, 2020 10 hours ago, AtticTelephone said: I’m not exactly ok with the idea of making it only Boom compatible, the WAD actually worked best in Crispy Doom Reverting Boom changes are hard now considering Boom linedef actions have existed in the project since version 0.05, my version which made use of generalized linedefs. 0 Share this post Link to post
waciej Posted July 22, 2020 I add something to map 12 (somebody must fill it with monsters :( ) NEGATIVEONE_v0.72.rar 0 Share this post Link to post
waciej Posted July 22, 2020 3 hours ago, CBM said: map 13 has begun https://ufile.io/xo95w8xr negativeone_v0.7 pics its a map I made, waaaaaay back in 1997, using EdMap on an old 80386 running DOS 6.22... back when I was just a wee lad Someone needs to fix the issues such as difficulties, textures etc This level is cursed 1 Share this post Link to post
Higo Doragon Posted July 22, 2020 11 hours ago, CBM said: map 13 has begun https://ufile.io/xo95w8xr negativeone_v0.7 pics its a map I made, waaaaaay back in 1997, using EdMap on an old 80386 running DOS 6.22... back when I was just a wee lad Someone needs to fix the issues such as difficulties, textures etc be sure will play around with this map! 1 Share this post Link to post
magicsofa Posted July 22, 2020 20 hours ago, AtticTelephone said: I’m not exactly ok with the idea of making it only Boom compatible, the WAD actually worked best in Crispy Doom. I wanted this project to be available to all ports. However, if vanilla compatibility is added back, along with compatibility to other WADs, I will set the deadline to February 1st, 2021. Well to be fair, you said "mostly vanilla" not "strictly vanilla". At any rate, I doubt people are paying attention to vanilla engine limits. But the boom actions might not be so hard to rework, if "limit-removing" was an acceptable compromise 0 Share this post Link to post
Higo Doragon Posted July 22, 2020 3 minutes ago, magicsofa said: Well to be fair, you said "mostly vanilla" not "strictly vanilla". At any rate, I doubt people are paying attention to vanilla engine limits. But the boom actions might not be so hard to rework, if "limit-removing" was an acceptable compromise we not using boom that much any way... and limits can lead to creativity! i agree that we should work with limit-removing only. 1 Share this post Link to post
Higo Doragon Posted July 22, 2020 7 minutes ago, dragon's influence said: we not using boom that much any way... and limits can lead to creativity! i agree that we should work with limit-removing only. the irony. 0 Share this post Link to post
Higo Doragon Posted July 22, 2020 - moved the berserk secret in MAP01 - changed the lift in the shotgun room to go down with "use", MAP01 NEGATIVEONE_v0.73.zip 1 Share this post Link to post
magicsofa Posted July 23, 2020 (edited) Edited map08 and map10 NEGATIVEONE_v0.74.zip Edited July 23, 2020 by magicsofa 0 Share this post Link to post
DarnedEnd57 Posted July 23, 2020 This idea is amazing dude. It's really taking off, and I bet at the end of this, it'll be the best wad ever made. This is history being made here! 4 Share this post Link to post
Lone2401 Posted July 23, 2020 Added a MIDI to MAP09 (Jimmy- "Nine Feet Under" for Flashback to Hell), replaced WFALL, LFALL, VINES1, and CRAT_N1 with cleaner versions, added to final boss arena. NEGATIVEONE_v0.75.zip 1 Share this post Link to post
NiGHTMARE Posted July 23, 2020 (edited) I've made a substantial update to MAP09, by pasting in an old unfished map of mine. (Don't worry, the original part of MAP09 is still there!) The map is quite suitable for this project, as it's a mash up of three even older levels: one inspired by the work of Dr. Sleep, one by Evilution, and one by Plutonia - you'll probably be able to tell which is which :). Fun fact: Virgil the Doom Poet submitted a heavily modified version of this level for Plutonia 2 MAP06, but it didn't make it into the finished project (the MAP06 in the finished project does bear some similarities layout-wise, but that may just be co-incidence). I plan to add in some of Virgil's changes at some point. I've included the one new texture (A-MOSROK from Plutonia) and three new flats (FLOOR01 and FMETAL2 from Requiem, and NFWOOD05 by myself) used by the map. Some notes: - It's my intention to have more parts of the level lead into the watery pit at the beginning. - There are plenty of dead ends for people to expand upon. - It's currently impossible to escape from the area where you grab the red key. - There are 2 red key doors (one from the original part of MAP09, and one from my contribution), both with nothing behind them. I deliberately placed the connection between the two levels so they can easily be connected with a new area. I'm going to see what other unused bits'n'pieces I can contribute to this project - probably a fair bit! https://www.mediafire.com/file/4g1w8s7ymtn6jpe/NEGATIVEONE_v0.76.zip/file Edited July 23, 2020 by NiGHTMARE 4 Share this post Link to post
printz Posted July 23, 2020 What happens if two people take the same version and publish their separate updates? Will the project branch off? 0 Share this post Link to post
Surreily Posted July 23, 2020 11 minutes ago, printz said: What happens if two people take the same version and publish their separate updates? Will the project branch off? I think we're merging them as best we can. It's already happened a few times. 2 Share this post Link to post
PinkFlamingo Posted July 23, 2020 1 hour ago, NiGHTMARE said: I've made a substantial update to MAP09, by pasting in an old unfished map of mine. (Don't worry, the original part of MAP09 is still there!) The map is quite suitable for this project, as it's a mash up of three even older levels: one inspired by the work of Dr. Sleep, one by Evilution, and one by Plutonia - you'll probably be able to tell which is which :). Fun fact: Virgil the Doom Poet submitted a heavily modified version of this level for Plutonia 2 MAP06, but it didn't make it into the finished project (the MAP06 in the finished project does bear some similarities layout-wise, but that may just be co-incidence). I plan to add in some of Virgil's changes at some point. I've included the one new texture (A-MOSROK from Plutonia) and three new flats (FLOOR01 and FMETAL2 from Requiem, and NFWOOD05 by myself) used by the map. Some notes: - It's my intention to have more parts of the level lead into the watery pit at the beginning. - There are plenty of dead ends for people to expand upon. - It's currently impossible to escape from the area where you grab the red key. - There are 2 red key doors (one from the original part of MAP09, and one from my contribution), both with nothing behind them. I deliberately placed the connection between the two levels so they can easily be connected with a new area. I'm going to see what other unused bits'n'pieces I can contribute to this project - probably a fair bit! https://www.mediafire.com/file/4g1w8s7ymtn6jpe/NEGATIVEONE_v0.76.zip/file I couldn't find your update. I think you uploaded the old version (0.75) of MAP09. 0 Share this post Link to post
NiGHTMARE Posted July 23, 2020 (edited) You're right, I renamed the 0.75 zip file and added the 0.76 wad to it, but then accidentally removed 0.76 from it when I meant to remove 0.75. Now fixed :) 0 Share this post Link to post
PinkFlamingo Posted July 23, 2020 Working on MAP02 now. Will update within an hour. 0 Share this post Link to post
waciej Posted July 23, 2020 1 minute ago, PinkFlamingo said: Working on MAP02 now. Will update within an hour. If you can, wait 5-10 min becasuse i ending my edit please 0 Share this post Link to post
waciej Posted July 23, 2020 Sorry for waiting but i forgot about screens xD Overall - Layout working but needs improve (i do that so dont touch it) - And yeah its map 08 NEGATIVEONE_v0.77.rar 0 Share this post Link to post
PinkFlamingo Posted July 23, 2020 MAP02 update - small cosmetic changes here and there (see screenshots) - big change in the southern crate room. I made it bigger and more arena-like NEGATIVEONE_v0.78.rar 2 Share this post Link to post
PinkFlamingo Posted July 23, 2020 I noticed NiGHTMARE's contribution (MAP09, version 0.76) got lost in the last two updates. I suggest he/she uploads it again, merged with the current version... 0 Share this post Link to post
waciej Posted July 23, 2020 37 minutes ago, Elio AF said: Can I- can I take it? YeS 1 Share this post Link to post