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AtticTelephone

Doom -1: A Doomworld Experiment

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I don't think Russian Doom is Boom compatible, either :). Another port which may have DEHEXTRA support but not Boom compatibility is Doom BFA.

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Posted (edited)
1 minute ago, Captain Toenail said:

Can we give the SS Nazis a grungy zombified look? I really want to have some defending the beach on map28 ;-)

attic said no

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9 minutes ago, Captain Toenail said:

Reserving map28.

 

Can we give the SS Nazis a grungy zombified look? I really want to have some defending the beach on map28 ;-)

There is enough Chaingunners I don't think we need the weaker ones. Although I wouldn't mind changing the SS to zombified ones I think I saw a good spriteset somewhere for Zombie WolfSS.

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4 hours ago, NiGHTMARE said:

I noticed that the patch V_DRGINF is now a .png instead of in Doom graphic format.

nahhhh!!! i hate then i forget these things... >.=.<"

 

1 hour ago, NiGHTMARE said:

No, it's Boom+ compatible. Boom+ is a new-ish cross-port standard comprising things like DEHEXTRA, UMAPINFO, and MBF compatibility. In terms of PRBoom+

ZEN73vr.png

sorry but prboom+ umapinfo fork don't work!

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Posted (edited)
2 hours ago, NiGHTMARE said:

- Rename the existing MAP01 to something like MAP01B.

- Add a new MAP01 which has a wall with a big texture listing the compatible ports.

- Implement a UMAPINFO, so those using a compatible port go to the correct first level. (And possibly an old fashioned MAPINFO for ZDaemon.)

Problem with this plan is that the map lumpnames are still restricted to MAP01, MAP02, etc. for UMAPINFO, so MAP01B being the real map wouldn't work.

What could work however could be making use of UMAPINFO's capability to have bossdeath triggers, by forcibly killing a monster. If the death doesn't trigger anything, show the texture!

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47 minutes ago, dragon's influence said:

nahhhh!!! i hate then i forget these things... >.=.<"

 

sorry but prboom+ umapinfo fork don't work!

 

Are you using the compiled build linked to in the first post of the PrBoom+/UMAPINFO v 2.5.1.7 thread? If so, that version is over a year old - you'll need a more recent one.

 

Not sure where official compiled builds are hosted, but Recca posted a relatively recent one on page 15 of that thread.

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Just now, NiGHTMARE said:

 

Are you using the compiled build linked to in the first post of the PrBoom+/UMAPINFO v 2.5.1.7 thread? If so, that version is over a year old - you'll need a more recent one.

 

Not sure where official compiled builds are hosted, but Recca posted a relatively recent one on page 15 of that thread.

ahhhhh, that explain it! thank you! ^.=.^

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43 minutes ago, Alper002 said:

Problem with this plan is that the map lumpnames are still restricted to MAP01, MAP02, etc. for UMAPINFO, so MAP01B being the real map wouldn't work.

What could work however could be making use of UMAPINFO's capability to have bossdeath triggers, by forcibly killing a monster. If the death doesn't trigger anything, show the texture!

 

Ah, I didn't realise that. However, apparently you're not limited to two numbers so we could make it MAP001 or MAP010.

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Map28 updated.

 

  • Retextured
  • New enemy placement
  • Better geometry
  • New Icon of Sin battle (once you get the yellow skull key, which should be placed at the end of the level, you can then access the chaingunner bunkers. From here the icon is revealed and you can shoot rockets into the Icon's brain.)
Spoiler

xtqHHLM.png

 

https://www.mediafire.com/file/15q4plfxeqtvwbe/NEGATIVEONE_v2.57.wad.7z/file

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I noticed when map 04 was merged with the other hell map that the layout changes I made were not implemented. Were they forgotten or ultimately decided against?

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Posted (edited)

Tiny MAP 03 update

 

There was a design "error": the ceiling of the crate room was much higher than the exterior height of the building it was supposed to contain. I fixed it by raising the entire outdoor area upwards. This also eliminated the awkward lift that led to the yellow key area. Now monsters can walk in and out of the building with ease.

 

https://www.mediafire.com/file/s6144xr6n4zoegv/NEGATIVEONE_v2.58.rar/file

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Posted (edited)

@Athel: There was a version mix up (someone else used the same version number as you), but I thought I added your changes back in later. Maybe there was another mix up? I know some changes I made to MAP20 also got lost somewhere along the way.

 

If you still have your version of MAP04, I'm happy to add the changes in again, or you can do it yourself if you like .

 

 

Edited by NiGHTMARE

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On 8/3/2020 at 5:48 PM, AtticTelephone said:

It's fine to use DeHackEd in any way, just make sure it's Boom/PRBoom compatible.

 

This is the last word from Attic about format, don't listen to that jabroni Obsidian

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Posted (edited)
8 minutes ago, magicsofa said:

 

This is the last word from Attic about format, don't listen to that jabroni Obsidian

that was a million pages ago and Attic doesn't really have any objections to us using DEHEXT so far

 

technically it's PRBoom+ compatible anyway but only with a fork

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1 hour ago, NiGHTMARE said:

@Athel: There was a version mix up (someone else used the same version number as you), but I thought I added your changes back in later. Maybe there was another mix up? I know some changes I made to MAP20 also got lost somewhere along the way.

 

If you still have your version of MAP04, I'm happy to add the changes in again, or you can do it yourself if you like .

 

 

Nah I can add them in eventually, I might continue touching up that map in the coming days. I'm not going to claim it just yet though since I'm trying to work through other things/

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Posted (edited)

I am experimenting with the BIGBRIK recolors of NiGHTMARE and came up with this for the MAP 03 crate room:

 

https://ibb.co/xYrB0CR

 

I may re-texture this room one of the following days (not yet sure about it).

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Alright, when Negative Two becomes a thing, it's going to be restricted to Boom-compatible, because I don't like using GZDoom, and I don't want to download a fork of PRBoom+.

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I'm going to reserve map 24 to add my changes to the map layout back in and maybe add on to it a little more.

 

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2 hours ago, AtticTelephone said:

Alright, when Negative Two becomes a thing, it's going to be restricted to Boom-compatible, because I don't like using GZDoom, and I don't want to download a fork of PRBoom+.


Nooooo don't give in to peer pressure....

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12 minutes ago, magicsofa said:


Nooooo don't give in to peer pressure....

What do you mean? With the way this is going, it's going to become a weird GZDoom gameplay mod and level pack.

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Posted (edited)
7 hours ago, AtticTelephone said:

Alright, when Negative Two becomes a thing, it's going to be restricted to Boom-compatible, because I don't like using GZDoom, and I don't want to download a fork of PRBoom+.

 

The original PRBoom+ is no longer updated, and the UMAPINFO fork is essentially its unofficial continuation (just as GZDoom is the unofficial continuation of ZDoom). Don't forget that PRBoom+ is itself a fork of PRBoom (which is itself a modification of Boom)! I'm sure I read somewhere that they've even been given the blessing of PRBoom+'s creator, entryway.

 

If you *really* don't want to use either the fork or GZDoom, you do have other options: why not give Eternity and Doom Retro a try? The latter in particular is quite similar to PRBoom+.

 

UMAPINFO and DEHEXTRA are only going to become more popular amongst modders, so unless you want to miss out on a lot of future wads you'll need to find a port which supports these features at some point anyway. Installing a new port doesn't mean you have to wipe the old one off your HD, so it will still be there for the classics :).

Edited by NiGHTMARE

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1 hour ago, NiGHTMARE said:

I'm sure I read somewhere that they've even been given the blessing of PRBoom+'s creator, entryway.

I doubt that, but it was given the blessing of Prboom's creator (I suspect that is what you are remembering).

 

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