Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
AtticTelephone

Doom -1: A Doomworld Experiment

Recommended Posts

I would advise against significantly changing any existing textures. Going back through the whole WAD to find what's been broken would be a real pain

Share this post


Link to post

There already are a couple of new textures in the wad which should be animated. I haven't gotten around to adding them to existing textures yet for the reasons Captain Toenail and magicsofa have mentioned - although come to think of it, has anyone used FIREBLU yet? That would be my go-to choice :)

Share this post


Link to post
8 minutes ago, NiGHTMARE said:

There already are a couple of new textures in the wad which should be animated. I haven't gotten around to adding them to existing textures yet for the reasons Captain Toenail and magicsofa have mentioned - although come to think of it, has anyone used FIREBLU yet? That would be my go-to choice :)

Map07 uses fireblu though

Share this post


Link to post

Sorry Elio, but I removed the fireblu from map07 previously. But that does mean it is now free for us to reuse.

 

I have updated map20 some more. Not sure what we will do about the transparent glass textures. Anyone got any vanilla friendly alternatives?

NEGATIVEONE_v1.62.wad.zip

Share this post


Link to post
3 minutes ago, Captain Toenail said:

Sorry Elio, but I removed the fireblu from map07 previously. But that does mean it is now free for us to reuse.

Oh okay. I'm on vacation so I can't really test anything out.

Share this post


Link to post

Another update to MAP03.

 

Changelog:

 

- Started work on merging the rooms and corridors in the bottom part of the map

 

I was thinking that since MAP02 makes heavy use of BIGBRIK1, MAP03 should probably use something else to stand out. Maybe just BIGBRIK2 - IMHO it goes better with TEKGRENx anyway.

 

https://www.mediafire.com/file/nzpj3fk1tp1x4zb/NEGATIVEONE_v1.63.zip/file

Edited by NiGHTMARE

Share this post


Link to post

I feel like map02 belongs in a later slot, while map10 could be earlier. BUT it wouldn't make sense to reorder them until all levels are mostly done. In any case I feel like it might be easier to forget about continuity until later

Share this post


Link to post
17 minutes ago, magicsofa said:

I feel like map02 belongs in a later slot, while map10 could be earlier. BUT it wouldn't make sense to reorder them until all levels are mostly done. In any case I feel like it might be easier to forget about continuity until later

I agree with you and i think we should make all maps first and edit,changin,adding music and other things later

Share this post


Link to post
8 minutes ago, waciej said:

I agree with you and i think we should make all maps first and edit,changin,adding music and other things later

Yeah, there's already a lot of music and titles added already though. But that stuff wouldn't be super hard to deal with as long as we only do it once lol

Share this post


Link to post

Expanded MAP18 somewhat further. Added some functionality to the room at the North-Eastern corner of the start (now contains a switch which allows access to the some other areas.) 

 

The big open area on the further North side needs to be converted into a similar looking area as Plutonia's MAP29: Odyssey of Noises. The whole theme behind this map (in my head at least) is Invasion UAC's MAP01 meets Plutonia's MAP29. Also, this map is supposed to contain a lot of monsters.

 

NEGATIVEONE_v1.64.zip

Share this post


Link to post

Update v1.65!

-Added MAP28. So it's an Icon of Sin fight but its not really one. Is it? You'ill see for yourself.

-Called Bad Time of The Slayer due to the amount of enemies and the theme of the map is Megalodoomia found here https://www.youtube.com/watch?v=-0SxLGxZfGg

This is only a framework, what I suggest is to add more corridors that get revealed after you shoot the Icon and maybe a little bit more room. Just two requests though. Don't change the revealing gimmick or the music.

(Also on one note: Why is there IWAD resources in the WAD? We should get rid of them ASAP else we won't be able to upload it to idgames.)

 

https://www.mediafire.com/file/c8mst9yaw09ozdp/NEGATIVEONE_v1.65.wad/file

Share this post


Link to post

A musical update from me this morning!

 

EDIT: See a few posts down for another update.

 

Changelog:

 

Replaced the previous midis for maps 01, 02, 03, 04, 13, 16, and 20 with midis by Kniggit
Midis for maps 11, 19, 22, 25 also by Kniggit
Moved old map 30 midi to map 21
New MAP30 midi by Fredrik Johansson and yours truly

 

The reasons for replacing the existing midis was varied: some didn't seem fitting for the level, others were simply tracks from Doom 1, 2, or Evilution, and others have already been used in countless previous Doom wads (EDIT: and in MAP13's case, I didn't know who made the original).

 

If the name Kniggit seems familiar, he did a lot of the music for the Darkening E2, and a couple of tracks for Crucified Dreams. At least one of these midis is from the former, but I believe most of it has previously gone unused. I don't think I've used any of these midis for more than one level, apologies if I did!

 

I hope you all like the rather epic MAP30 midi. I know TheStupidestBeing wanted to use a track from Morrowind, but I thought something "new" (made years ago, but never used in anything) would be better :). Fredrik did most of the work; IIRC I was responsible for the bass and heavier guitars, the mournful bit at the end, and sprucing up the drums - the latter was heavily inspired by System of a Down. It was originally going to be closing credits for RTC-3057, before Julian Aubourg came along with his awesome oggs.

Edited by NiGHTMARE

Share this post


Link to post
4 minutes ago, NiGHTMARE said:

Changelog:

 

Replaced the previous midis for maps 01, 02, 03, 04, 13, 16, and 20 with midis by Kniggit
Midis for maps 11, 19, 22, 25 also by Kniggit
Moved old map 30 midi to map 21
New MAP30 midi by Fredrik Johansson and yours truly 

 

The reasons for replacing the existing midis was varied: some didn't seem fitting for the level, others were simply tracks from Doom 1, 2, or Evilution, and others have already been used in countless previous Doom wads.

 

If the name Kniggit seems familiar, he did a lot of the music for the Darkening E2, and a couple of tracks for Crucified Dreams. At least one of these midis is from the former, but I believe most of it has previously gone unused. I don't think I've used any of these midis for more than one level, apologies if I did!

 

I hope you all like the rather epic MAP30 midi. I know TheStupidestBeing wanted to use a track from Morrowind, but I thought something "new" (made years ago, but never used in anything) would be better :). Fredrik did most of the work; IIRC I was responsible for the bass and heavier guitars, the mournful bit at the end, and sprucing up the drums - the latter was heavily inspired by System of a Down. It was originally going to be closing credits for RTC-3057, before Julian Aubourg came along with his awesome oggs.

Listen I'm sorry for sounding ungrateful but wouldn't it be better if you asked before replacing almost 90% of the music other contributors picked? juuuuuust sayin'....

Share this post


Link to post

So far entire areas of maps, sound effects, graphics, etc made or contributed by other people have been replaced, so why should the music be any different? People are free to change or add whatever they like, including bringing back stuff that was removed!

 

EDIT: v1.65 had 29 midis, of which 7 have been replaced. That's not even 25% of the existing music, let alone 90% :) Even if you include the four midis for levels which previously didn't have music at all, that's still 11 out of 33, i.e. 33%.

 

Anyway here are my reasons for each new MIDI:

 

MAP01 and MAP02: Sounded like something from a mid 90's wad, didn't fit the level

MAP03: Wolf 3D music, didn't fit the level

MAP04: ROTT (I think?) music, didn't fit the level

MAP11: Previously didn't have new music

MAP13: Previous music contributed by myself, unsure of the source

MAP16: Sign of Evil from Doom 1

MAP19: Previously didn't have new music

MAP20: Didn't fit the level

MAP21: Waiting for Romero to Play from Doom 2, see MAP30

MAP22: Previously didn't have new music

MAP25: Previously didn't have new music

MAP30: Didn't seem suitable as final map music, so moved to MAP21

Edited by NiGHTMARE

Share this post


Link to post

No prob :)

 

I noticed that the music for map 21 still had its original music used in previous versions (from Doom 2), so I've now replaced it with the old map 30 music as I intended to do previously. I also remembered that I was going to replace map 27's music as it's from Evilution - the new track is again by Kniggit. Here's the new version:

 

https://www.mediafire.com/file/08cnni9a1jvzgcb/NEGATIVEONE_v1.66b.zip/file

Share this post


Link to post

Working on MAP17

 

EDIT: Done, Worked on MAP17, recolored imp fireballs to yellow (to make the different fireball types easier to tell apart) , replaced midi in MAP18 with a midi of In Flames- Moonshield, replaced midi in MAP27 with TNT Revilution- TiN Toker

 

NEGATIVEONE_v1.68.zip

Edited by LoneAlpha2401

Share this post


Link to post

7 hours ago, NiGHTMARE said:

So far entire areas of maps, sound effects, graphics, etc made or contributed by other people have been replaced, so why should the music be any different? People are free to change or add whatever they like, including bringing back stuff that was removed!

 

Yeah that's true but it would be nice if things could start becoming more "established." I know there's no rules but this will never get finished if we keep stepping on each other's work. That said, I didn't like the music that you replaced anyway. But just saying in general, it's okay for stuff to be considered done at some point. Personally I thought map03 was finished and then suddenly the rooms were expanded and a huge empty create maze was added and now it's gonna need more work to either make the new layout not suck, or to reverse the changes (something we should try to avoid)

 

This is an experimental WAD to see what happens, so yeah someone could just troll every map, or it could just turn out totally random and nobody will like it. But if we give ourselves some basic rules, such as declaring certain maps "finished" so they don't get wildly different, this might turn out to be a pretty sweet mapset.

Share this post


Link to post

I made those changes to MAP03 because previously it just felt like three different levels randomly stuck together, and I wanted to interlink them to make them seem more like a cohesive whole.

 

The empty crate area was an old unfinished level that fit the general theme, and was a convenient basis to link the southern and eastern areas of the level. There's still some improvements to be made in this area (making "the new layout not suck" ;)) and I'd like to add in a new link between the northern most area and the rest of the level as well, but after that it will pretty much be finished in my eyes. Of course, other people may have other ideas.

 

I would argue that making it NOT turn out totally random and trying to ensure people DO like it are worthier goals than chucking out something that's been declared to be "finished" just because every room has monsters and every level has an exit switch :). It's not as if this project is going to take forever the way things are going; after all, it was started less than a fortnight ago and look how much has been done already!

Edited by NiGHTMARE

Share this post


Link to post

MAP21 was supposed to have Waiting for Romero To Play since I thought it fitted the level's overall dark theme and made the revenant a little bit more scary. Also I agree MAP03 was perfect before the huge block maze was added and that the room with the chaingunners was redesigned. Also I didn't really enjoy the Archvile maze being replaced with just a battlefield with way too many enemies. Maybe that's just me.

Share this post


Link to post

yeah im back with an update (albeit pretty minor)

Things added/changed:

-New quit message

-Custom skill names

-DBIGFONT by Jimmy

-new WPNUP sound

-Updated credits

-MAP21 now has a name (Bonehead Brawl)

will probably work on the marauder for pain elemental replacement later but not right this second

NEGATIVEONE_V1.70.wad.zip

 

EDIT: Fuck I need to fix language hang on

Share this post


Link to post
1 minute ago, Obsidian Plague said:

Updated credits

thanks!

2 hours ago, Roebloz said:

Also I agree MAP03 was perfect before the huge block maze was added and that the room with the chaingunners was redesigned. Also I didn't really enjoy the Archvile maze being replaced with just a battlefield with way too many enemies. Maybe that's just me.

i liked the early MAP03 more too... it just needed more balance, not more rooms. the battlefield was more open but the arch-vile maze was more unique and fun... "even if is based on plutonia MAP11"

Share this post


Link to post
5 hours ago, dragon's influence said:

thanks!

i liked the early MAP03 more too... it just needed more balance, not more rooms. the battlefield was more open but the arch-vile maze was more unique and fun... "even if is based on plutonia MAP11"

 

Strongly disagree. How many maps in the original ID games are that tiny, or have three or more areas only connected by one single room? Only the boss maps come to mind for the first, and only D2 MAP08, MAP09, and MAP21 for the second (all levels by Sandy "the worst ID mapper" Petersen ;)). I highly recommend reading through this thread: 

 

 

MAP03 is also waaaay too early for an arch vile maze, plus it looked like part of a hell map randomly grafted to a tech base. Also, 64 wide corridors are never fun - the smallest Hunted ever got was 96 wide IIRC. I was planning to move it and to a later map with a few changes before the redesign - I guess I still could still do so by grabbing it from an early version.

 

Edited by NiGHTMARE

Share this post


Link to post
23 minutes ago, NiGHTMARE said:

 

 

ok, this is a really cool read! i learned a lot from this! thank you! ^.=.^ i understand why you changed the map. i will continue MAP03...

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×