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AtticTelephone

Doom -1: A Doomworld Experiment

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Added to MAP10, added a patch that replaces the Dead Lost Soul object with a green imp that throws baron fireballs. Made regular imps brown.

 

NEGATIVEONE_v1.50.zip

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Fixed some problems in MAP10, replaced MAP08's midi (now actually has the Lambada Core music), Moved MAP08's previous midi to MAP20, and added a midi to MAP23 (Dragonforce- Through the Fire And Flames)

 

NEGATIVEONE_v1.52.zip

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- big overhaul of MAP12! from the start area to the blue(now yellow) key teleport...

- added 3 dragon glass windows and dragon door texture, all from quake!

it was fun to edit this one!

Spoiler

 

MAP12_editarea.png.d19b4ec0aa62807cca81ebb598313717.png

i edited the selected area...

 

NEGATIVEONE_v1.53.zip

Edited by dragon's influence : being more specific + image!

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I decided to give MAP13 some attention this morning.

 

 

 


WODFOh9.png

fZltmBB.png
 

 

 

Changelog:

 

- Tidied up the central corridor

- Aligned most (but still not all) lines to the grid

- Added another unfinished map to the start (this one was going to be a DM map in the long-ago cancelled Surge 3)

- Connected the two areas

 

There are also several new flats and textures used by the new area of the map, including what I call "blended flats" which I think look really nice (check the first screenshot) :).

 

The unfinished map was originally in ZDoom/Hexen format, and used slopes. I think I managed to catch all the oddities that resulted from the conversion, but could easily have missed something.

 

https://www.mediafire.com/file/69y8xtn5nwcmr9o/NEGATIVEONE_v1.54.zip/file

 

EDIT: The flaming barrels need to be recessed into the ground, as in MAP20.

Edited by NiGHTMARE

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Working on MAP10

 

EDIT: Done, also added Imp lords (Dead Lost Soul) to other maps, replaced midi in MAP14 (Castlevania Chronicles- Thrashard), added midis to MAP26 (The Only Thing They Fear is You), MAP29 (Actraiser- Fillmore)

 

NEGATIVEONE_v1.56.zip

Edited by LoneAlpha2401 : spelling error

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MAP 02 updated!

 

Changes:

 

Changed the starting area:

- Added a grill to the lava pit so you can walk over it and it no longer hurts you. This increases the space you have to fight in this otherwise cramped room. I also reduced the number of monsters you fight here. At the moment you fight Revenants, Pinkies and Hell Knights depending on your difficulty setting.

- When flipping the second switch, it no longer opens the door. Instead the wooden platform lowers and two monster-closets open revealing a new switch. The lowered platform again creates more space for the player to run around.

 

Other changes:

- I widened the outdoor area a tiny bit. You get less stuck on the pillars.

- Updated monsters and ammo/health placement a bit. All difficulties are implemented now. Most changes focus on the starting area.

 

 

Spoiler

Screenshot_Doom_20200728_185338.png

 

 

Spoiler

Screenshot_Doom_20200728_193131.png

 

 

 

Here is the file:

 

NEGATIVEONE_v1.57.rar

 

 

Edited by PinkFlamingo

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Here's some more changes from me!

 

Changelog:

 

- Added midi to MAP13 (it's from the unfinished city level that's now part of the map, but unfortunately I've no idea what it is! Anyone?)
- Fixed floor alignments on MAP20

- Added new sprites and sounds for the imp (vulgar sprites by Amuscaria, recoloured green so the imp lord still works - they probably still need tweaking slightly)

- Added new sprites and sounds for the demon (blood fiend sprites by Amuscaria - these are the revised ones from Hell-forged, rather than the version on Realm 667 - I may recolour these closer to the regular demon's pink at some point)

- Added new sprites and sounds for the cacodemon (hades elemental by... you guessed it, Amuscaria)

- Added new sounds for the pain elemental/infernal

 

https://www.mediafire.com/file/k5kzh6ry29vds4o/NEGATIVEONE_v1.58.rar/file

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7 minutes ago, NiGHTMARE said:

Here's some more changes from me!

 

Changelog:

 

- Added midi to MAP13 (it's from the unfinished city level that's now part of the map, but unfortunately I've no idea what it is! Anyone?)
- Fixed floor alignments on MAP20

- Added new sprites and sounds for the imp (vulgar sprites by Amuscaria, recoloured green so the imp lord still works - they probably still need tweaking slightly)

- Added new sprites and sounds for the demon (blood fiend sprites by Amuscaria - these are the revised ones from Hell-forged, rather than the version on Realm 667 - I may recolour these closer to the regular demon's pink at some point)

- Added new sprites and sounds for the cacodemon (hades elemental by... you guessed it, Amuscaria)

- Added new sounds for the pain elemental/infernal

 

https://www.mediafire.com/file/k5kzh6ry29vds4o/NEGATIVEONE_v1.58.rar/file

 

I think you forgot to replace one "pain" sprite of the cacodemon? When you shoot the Hades Elemental, it sometimes turns into a caco :-)

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1 hour ago, PinkFlamingo said:

 

I think you forgot to replace one "pain" sprite of the cacodemon? When you shoot the Hades Elemental, it sometimes turns into a caco :-)

 

I'll have a look and fix it tomorrow :)

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Another morning, another new version :)

 

Changelog:

 

- Fixed the new cacodemon sprites

- Added new sprites for the chaingunner (uber chaingunner sprites by HorrorMovieGuy et al) and new sounds for the zombies

- Added new sprites and sounds for the hell knight (satyr sprites by Vader, with edits by myself to add the green glow back to the attack frames)

 

https://www.mediafire.com/file/8iluwanjamq7sjt/NEGATIVEONE_v1.60.zip/file

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Second update in a row.

 

7DOzY4O.png

 

Changelog:

 

- Further work on reducing the "corridor-itis" in MAP20

- Fixed SUPPORT2

- Replaced N_VENT01 with a better looking texture

 

EDIT: Just noticed the transfer ceiling lights is broken in that shot. I need to replace those with vanilla-compatible shadowcasting anyway :)

 

EDIT 2: I've uploaded v1.16b, which replaces the Boom transfer ceiling lights with shadowcasting, and also adds a little bit more detail. The pic above is updated, too.

 

https://www.mediafire.com/file/z76tvs1f6ufs0c3/NEGATIVEONE_v1.61b.zip/file

 

Edited by NiGHTMARE

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When someone ends Map30, can i edit it a bit? Because yesterday i ended the main quest for The Elder Scrolls III: Morrowind, and the villain was great, so i wanted to add a little Dagoth Ur into the boss fight of the wad in the form of music

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1 minute ago, waciej said:

I reserve Map 03 for a bit

Ok, after someone finishes Map30 (or if the other guy that's working on the wad currently finishes) you'll do your edit, and then i'll make my edit

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1 minute ago, TheStupidestBeing said:

Ok, after someone finishes Map30 (or if the other guy that's working on the wad currently finishes) you'll do your edit, and then i'll make my edit

Someone already working on map 30?

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Why don't we make more animated textures like TNT did, combining multiple textures into 1? That way, it'll be more diverse.

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7 minutes ago, Elio AF said:

Why don't we make more animated textures like TNT did, combining multiple textures into 1? That way, it'll be more diverse.

I suppose that's a good idea, although we can't just turn our wad (that sounded pretty communist to me) into Team TNT's wad, it's our wad, and we decide, but at the same time, we can't make this wad "another one of those TNT wannabes"

Or maybe you can do it to make it look fancier and occupy less space, i'm not stopping you :P

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38 minutes ago, TheStupidestBeing said:

I suppose that's a good idea, although we can't just turn our wad (that sounded pretty communist to me) into Team TNT's wad, it's our wad, and we decide, but at the same time, we can't make this wad "another one of those TNT wannabes"

Or maybe you can do it to make it look fancier and occupy less space, i'm not stopping you :P

It's really not a wannabe. None of the maps are even based off tnt (maybe for the best). Just a suggestion, so we have more animations. Idk if tnt did this w animations, but I remember them doing sth with multiswitch textures

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1 hour ago, Elio AF said:

Why don't we make more animated textures like TNT did, combining multiple textures into 1? That way, it'll be more diverse.

 

We can do this. It may break tiling animated textures in other maps though e.g. waterfalls, and will make aligning them a headache in the future.

 

Edit: I am going to reserve map20 again for a few hours.

 

Edit: I have merged the two previous v1.61s together, so no need to worry about that team.

Edited by Captain Toenail

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