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Catoptromancy

Vanilla Freedoom

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Freedoom 1 and 2 are fully vanilla now. 

These are my submissions.

 

I know people are already updating or replacing some maps, but this is just to get it done...right now. Any replacement or updated maps can replace my vanilla fixes, dont stop other updates or mapping plans!

 

I focused on removing all visplane overflows using visplane explorer, with open doors setting. Also drastically reduced drawseg overflows. VPOs in areas a vanilla player cannot possibly reach are ignored. Drawseg overflows in small distant areas or windows are also ignored.

 

All/most maps tested to exit using -nomonsters. At least I walked around areas I changed.

 

E1M1 - Fixed massive drawseg overflow on cliff, with doors closed. Only a minor coop issue now.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/e1m1_002.wad

E1M5 - Railings in crate room simplified. Some tweaks in main area near start, mostly visible through doors. Blue key area simplified a good bit. Lighting fixtures in various places simplified. Removed 2 doors at start.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/e1m5_002.wad

E2M2 - Simplified and squared many light fixtures and details.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/e2m2_001.wad

E2M4 - Small VPO in long hallway, removed a border.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/e2m4_001.wad

E2M6 - Drawsegs, light pillars and stairs.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/e2m6_001.wad

E2M9 - Simplify star near end, undetail areas near start.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/e2m9_c4.wad

E3M7 - Move around some vertexes in the secret.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/e3m7_001.wad

E3M9 - Extremely light touch, just combined a few stairs. 

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/e3m9_001.wad

E4M2 - Lowered and joined ceiling sectors right next to start.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/e4m2_001.wad

E4M7 - Ungradient light in one corner.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/e4m7_001.wad

 

MAP02 - Drawsegs not nearly as glaring, no VPO. Mostly light gradients and a few details.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/map02_001.wad

MAP03 - Remove a couple light gradients.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/map03_001.wad

MAP05 - Remove floor crack in lava area. Tiny VPO

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/map05_001.wad

MAP08 - Simplified ceiling lights and gradients.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/map08_001.wad

MAP09 - Simplify small redrock area.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/map09_001.wad

MAP10 - Mostly trim light gradients.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/map10_001.wad

MAP11 - Light fixtures and some detail.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/map11_001.wad

MAP12 - Everything. Still far from finished, but its vanilla now. Gameplay is nearly untouched. I did not focus on texture alignment or good selection, will need lots of work. Lots of HOM, most of it is bearable. Kept railroad tracks and the most basic of factory details. There is tons of very long sight paths, if someone wants to remake areas so you cant see entirely through map. Details can be readded if areas are redesigned without long sight paths. This is vanilla and is a perfect base for someone to redetail and touch up. Playtested with nomonsters to exit, checking on trouble spots. The single archvile that can jump you isnt high enough to VPO...that I know of. Linking resources at bottom of post for research and backup wads of various amounts of progress.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/map12_019.wad

MAP18 - Tiny VPO, modified sky area in corner.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/map18_001.wad

MAP20 - Removed one of the three little rooms with fancy effects after yellow key door.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/map20_001.wad

MAP22 - Remove a good bit of ceiling detail from last room, a few other nice details.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/map22_001.wad

MAP25 - Simplify a few things near start. Adjust 3 key room.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/map25_001.wad

MAP29 - Lots of simplified geometry. Many pillars at start created solidseg overflows, remade into larger but fewer pillars. MAP29 backups in link at bottom of post include VPO free versions with intact pillars...mine are kinda bad, if someone wants to remake them. Tested to exit with -nomonsters, 

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/map29_005.wad

 

Various resources.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/

Edited by Catoptromancy

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Thanks I will see what I can use from this in gzfreedoom

 

I have been forced to fix a ton of misaligned textures in gzfreedoom, currently working on e1m3 bit I have been adding gz things to later levels as well such as 3d bridges, liquids etc

 

I wish Ive had your fixes to base gzfreedoom on a year ago when I started my modern take on freedoom

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My fixes pretty much only remove the fancy stuff, probably not relevant for a gzdoom version that makes them even fancier. I only made things vanilla, those texture alignments are still relevant. Will need to duplicate effort to fix them in the main project. I started to document stuff recently doing a playthrough.

http://www.geocities.ws/catodemos/freedoom/catoptromancy/2021/phase1/phase1-notes.txt

Edited by Catoptromancy

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A few months ago there was a joke posted in the Cacoward 2021 nomination thread that said something along the line of ''what would happend to the cacoward team if Mordeth, Freedoom, BTSX3, and TNT Devilution all finish in the same year?''.

 

Part of that is coming closer to be a thing!
Looking forward to finally play those vanilla maps :)

Thanks for your hard work, @Catoptromancy!

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Spoiler

 

m12_git_121.png

m12_006.png

 

MAP12

How it started, How its going. Still kept gameplay intact for now and running out of options before I need to do something drastic.

Edited by Catoptromancy

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So Freedoom is fully vanilla now. All my submissions are in top post. These maps need playtesting. I played to exit with -nomonsters maps that needed more than a few adjustments, otherwise I checked them out in-game. I also did not play test maps that I did not fix, but looked good in visplane explorer.

 

I focused on speed. I saw more than a few tutti fruttis, bad texture alignments, and other things that should be fixed. Maybe ill do them someday but im tired. Maps that were already fairly finalized or only needed a slight adjustment I took a little effort into making look good and aligning good textures.

 

Lighting is another issue. I removed fancy light gradients from many maps. Maybe making some areas darker than they should be. I did check light levels and try to balance them. Not a huge deal, but balancing light levels may be be needed in some places. 

 

Anyone is free to take a map and touch it up or even redo entire areas, make sure its vanilla. Use visplane explorer and chocolate render limits for testing.

 

MAP12 was a very hasty job. It uses none of the new textures which would fit great. It has lots of crates.

Edited by Catoptromancy

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1 hour ago, Catoptromancy said:

So Freedoom is fully vanilla now. All my submissions are in top post. These maps need playtesting. I played to exit with -nomonsters maps that needed more than a few adjustments, otherwise I checked them out in-game. I also did not play test maps that I did not fix, but looked good in visplane explorer.

 

I focused on speed. I saw more than a few tutti fruttis, bad texture alignments, and other things that should be fixed. Maybe ill do them someday but im tired. Maps that were already fairly finalized or only needed a slight adjustment I took a little effort into making look good and aligning good textures.

 

Anyone is free to take a map and touch it up or even redo entire areas, make sure its vanilla. Use visplane explorer and chocolate render limits for testing.

 

MAP12 was a very hasty job. It uses none of the new textures which would fit great. It has lots of crates.

Thanks for all your hard work, pal!

This surelly will be useful :D
Probably with just a little retexturing and tweak on things placement would do the trick.

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Im going to dig into one of the recent MAP12 backups and redo some stuff. I was a bit hasty and very low on options for the last 2 or 3 backups. I have a lot more time now and can figure out better methods. Will likely start blocking long distant views through maps to save some detail, if gameplay not affect much. The train tracks will stay. 

 

Edited by Catoptromancy

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On 7/23/2021 at 2:58 AM, Catoptromancy said:

I focused on speed. I saw more than a few tutti fruttis, bad texture alignments, and other things that should be fixed.

 

Lighting is another issue. I removed fancy light gradients from many maps. Maybe making some areas darker than they should be. I did check light levels and try to balance them. Not a huge deal, but balancing light levels may be be needed in some places. 

 

oh yes, texture alignments

 

I have been spending a lot of time fixing this in gzfreedoom so far

 

especially computer textures that are willy nilly

 

I am doing all lighting as dynamic lighting in gzfreedoom but its a lot of sectors to remove

 

but yes you may be right about most of your vanilla stuff not being applicable to gzfreedoom

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