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Engired

Try to recreate Doom 2 from memory! (Finished)

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On 8/10/2021 at 4:50 PM, Blast_Brothers said:

MAP09: Sandy's Sand Pit

Difficulty: Yes, but I made up HNTR and UV

Co-op: Spawn points placed, but that's it

Deathmatch: No

Tested in DSDA-Doom and Crispy Doom

 

This was a lot more fun than I expected! I recreated the progression pretty well, but I was surprised at how different the monster placement and especially the texturing ended up being. I also accidentally straightened out most of the weird angles that I had never previously noticed were present.

 

Comparison shots (old on left, new on right):

  Reveal hidden contents

comp2.png.ba7b01bb9e12dfb1ae3946752b3bf6b5.pngcomp3.png.79f22f7d3f2fa83ca6db066101949793.pngcomp4.png.6af887151d6f631bc9e2f0b9cc3284a3.pngcomp5.png.b66f18dd9aecc72a66a0724ddbc2f3cd.pngremake.png.f05f6086ad7bd7a3c7f4b530270bbfa9.png

 

Hey look, same sector count!

 

 

Blast_Brothers MAP09 RC1.zip

 

Very faithful remake of the Pit. Well done. It's weird how some of these maps play at pistol start, but having never pistol started most of these in original doom, I never realized this map doesn't have a SSG or Plasma. Glad to see you did include the RL trap and the weird elevator bit. Some of Sandy's designs are weird. 

Tested in Crispy, no bugs found. Some rooms have a lot more monsters than the original, but in most area's, there are less. Which is fine. Like most of these, the start is difficult but once you have some weapons and armor, the difficulty becomes trivial. ll

 

 

 

Some suggestions:

  • You didn't include the secret BFG at the island-column. There is not much reason to come here now
  • Monster placement at the central island-column is very tight

 

 

image.png.495c805cfc5d088c25c6eaeee07bbe71.png

This texture alignment could be better

 

 


image.png.6271b9915db11aeda139e2680885dbce.png

This texture work is ugly. Mis-aligned, too much repetition, etc.

 

 

 

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i don't really understand everything , i think i can do MAP08 (i dont know if the Not completed maps can be chosen)

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4 hours ago, Pistoolkip said:

 

It's Entryway, yet slightly different. All the set pieces, enemies, items, etc were pretty spot on.

 

However, your texture work is a little sloppy and could use some improvement. And you forgot to set a linedef in the imp closet to impassable

 

Screenshot_Doom_20210818_125730.png.c3c66134603023f9706ce46936e82959.png

Ugly repeating pipes

Screenshot_Doom_20210818_125848.png.202ff93e15c772da52fdd50d61f3d433.png
Romero would add a support texture to separate these two

Screenshot_Doom_20210818_125909.png.473229662291c3843c8c325353e3e4b7.png
This should be set to Impassable

 

Hey there, Pistoolkip !

 

I'm the first one surprised by those screenshots, especially the first one since I was sure I had checked most textures 😱

 

My internet connection is jank, but I'll make sure to update my submission with some of your advices, thankfully 😶

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33 minutes ago, Origamyde said:

Hey there, Pistoolkip !

 

I'm the first one surprised by those screenshots, especially the first one since I was sure I had checked most textures 😱

 

My internet connection is jank, but I'll make sure to update my submission with some of your advices, thankfully 😶

 

This could be an older version of your map? I played the first post, and didn't notice the update until later. Try to update your old post otherwise people get confused.

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7 hours ago, Pistoolkip said:



Just tried the map in Crispy. 
-No major bugs found

-While there are some differences, I think you did very well building this level from memory.

Cons:
-Starting area is way too dark. Also the blinking lights make it so you barely can see anything
- Strafe jump needed as mentioned by Engired
-Two of the pinkies at the BFG are stuck 
-I died instantly when entering the left teleporter at the BFG
-You really upped the monster count, even at lower difficulties. The amount of pain elementals is just brutal

-Some of the barrels are really close together, making it very difficult to navigate through them in time. I don't know if this is on purpose.


 

Thanks for the feedback. Here's the new version to fix some of the mentioned issues.

Barrels_o_Fun_v2.zip

I realize there are a couple of enemies I added that probably weren't in the original, but they do add some variety to the map. I'm tempted to keep them unless asked otherwise. The two stuck pinkies were a deliberate homage to Sandy.

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MAP06: Big Crush

Difficulty: Yes

Co-op: Spawn points + some extra items

Deathmatch: Spawn points

Tested in Zdoom,Prboom+ and Crispy Doom

 

MAP06_fix.rar - fixed version based on Pistoolkip feedback.

 

 

Screenshot_Doom_20210818_202427.png.c48c694529d012c2fa34f5ffea983404.pngScreenshot_Doom_20210818_202413.png.3cf83790883808030bc9d3a05feef7ce.pngScreenshot_Doom_20210818_202400.png.d610024518bda60a3b2c90b6d7bfd0a4.pngScreenshot_Doom_20210818_202347.png.ed538de38a9a84601465255b779b8a1f.png

 

 

 

 

Edited by Kloki38

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1 hour ago, T.Will said:

unless asked otherwise. The two stuck pinkies were a deliberate homage to Sandy.

 

Of course! I should have realized

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8 hours ago, Pistoolkip said:

 

It's Entryway, yet slightly different. All the set pieces, enemies, items, etc were pretty spot on.

 

However, your texture work is a little sloppy and could use some improvement. And you forgot to set a linedef in the imp closet to impassable

 

Screenshot_Doom_20210818_125730.png.c3c66134603023f9706ce46936e82959.png

Ugly repeating pipes

Screenshot_Doom_20210818_125848.png.202ff93e15c772da52fdd50d61f3d433.png
Romero would add a support texture to separate these two

Screenshot_Doom_20210818_125909.png.473229662291c3843c8c325353e3e4b7.png
This should be set to Impassable

 

Wanted to mention real quick that this is a sandy petersen map, and the second screenshot is accurate to the original. There is no support texture that separates the two textures here.

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43 minutes ago, Kloki38 said:

MAP06: Big Crush

Difficulty: Yes

Co-op: Spawn points + some extra items

Deathmatch: Spawn points

Tested in Zdoom,Prboom+ and Crispy Doom

 

MAP06.rar

 

Screenshot_Doom_20210818_202427.png.c48c694529d012c2fa34f5ffea983404.pngScreenshot_Doom_20210818_202413.png.3cf83790883808030bc9d3a05feef7ce.pngScreenshot_Doom_20210818_202400.png.d610024518bda60a3b2c90b6d7bfd0a4.pngScreenshot_Doom_20210818_202347.png.ed538de38a9a84601465255b779b8a1f.png

 

 

 

 



Cool map! Very nice texturework and lighting. Reminiscent of the original but different enough to be surprising. The toxic room is a little barren though.

Improvements:
If you stand on the platform with the Megapshere while it raises, you get stuck
Likewise, you can get stuck in the toxic sludge in two different rooms
Monster count seems a little low on UV. 

The texture alignment on the big lift in the crusher room seems off


Otherwise, excellent work!
 

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3 minutes ago, Egg Boy said:

Wanted to mention real quick that this is a sandy petersen map, and the second screenshot is accurate to the original. There is no support texture that separates the two textures here.


I mean, we're not supposed to peek at the original, but:

 

Spoiler

image.png.82c83675d1106c8e2a81e984be222d40.png

 

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9 hours ago, Pistoolkip said:

Edit: Forgot to mention a bug. If you walk over the raising bridge too quickly you can't get to the other side.

 

Yes, the "buggy" bridge is what it is because there's not much to work with in vanilla change texture specials to get what I was going for, which is to keep the pit inescapable if you screw up the bridge, since iirc in the original map you never had to do the bridge puzzle in perfect order to reach the switch and go back, which is one thing I never liked about it. I put a warning on the floor as hint, and sort of humor I guess, though if no one really knows what the word means I could change that...

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42 minutes ago, Pistoolkip said:


I mean, we're not supposed to peek at the original, but:

 

  Hide contents

image.png.82c83675d1106c8e2a81e984be222d40.png

 

You know you’re right, I never thought of it as those being like a border

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46 minutes ago, Pistoolkip said:



Cool map! Very nice texturework and lighting. Reminiscent of the original but different enough to be surprising. The toxic room is a little barren though.

Improvements:
If you stand on the platform with the Megapshere while it raises, you get stuck
Likewise, you can get stuck in the toxic sludge in two different rooms
Monster count seems a little low on UV. 

The texture alignment on the big lift in the crusher room seems off


Otherwise, excellent work!
 

Thanks.

 

About the improvements:

#1. Fixed.

#2. Actually, the original map has these inescapable pits too, so I dunno... I can get rid of them if it´s a problem.

#3. Added a couple more monsters.

#4. Fixed.

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Map17 has proven to me of being the mapping equivalent of "on the tip of my tongue". I got most of the basic layout before deciding to replay the map since i knew i forget decently large areas of the map. Glad i did as i forgot a lot of the major traps and side paths. I'll keep my map mostly as i remembered it but i want the major structure and gameplay to be about consistently the same.

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I'm aiming for both a limit-removing and vanilla compatible release, don't worry too much if your map isn't vanilla compatible right now, we can always fix it. Same thing that Sigil did.

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i don't really understand everything , i think i can do MAP08 (i dont know if the Not completed maps can be chosen)

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21 minutes ago, Beans said:

i don't really understand everything , i think i can do MAP08 (i dont know if the Not completed maps can be chosen)

 

All map slots have been claimed already, "not completed" means the mapper has yet to release a candidate of their map(s).

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25 minutes ago, galileo31dos01 said:

 

All map slots have been claimed already, "not completed" means the mapper has yet to release a candidate of their map(s).

got it

 

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I've done a lot of playtesting already, could somebody return the favour and test my entry? (MAP26)

 

Here's also a reminder to playtest your map at least once in Crispy Doom

mine had two bugs that are automatically 'fixed' in GZDoom but still should be fixed regardless.

 

 

My entry:

 

Spoiler
On 8/18/2021 at 1:07 AM, Pistoolkip said:

Map slot:       26
Map name:    Lonely Me
Author:         Pistoolkip
Difficulty set: Yes
Coop:            Yes
Deathmatch:  Sure
Tested in:      GZDoom, Crispy, PRBoom+

 

Description:     The abandoned, forgettable mines. Lots of caco's and chaingunners, pretty much unbeatable without the secrets

 

 

Method:
I played through the level once, closed DOOM, then made as many notes as I could remember and immediatly started
mapping the general layout and most important items, adding more details later.


End Result:
Texture work and general layout are pretty spot on, though my version is a lot darker. I couldn't remember most of the item and monster placement. I also forgot about a room and had a lot of difficulty getting the first secret to circle back to the start. I decided to solve it best I could without reopening the map and it works well. 
This version of the map also seems to be more challenging, with a lot less health and slightly more enemies.


Deliberate Changes:
Increased the difficulty somewhat
Added some additional lighting details
Made switches and doorways more apparent
Made the last trap more difficult
Enhanced the visuals of the exit room
 

 

Screenshots:

  Reveal hidden contents

Screenshot_Doom_20210818_002720.png.1fa3bbec1de14f1be7116b8c46e53202.png

 

Screenshot_Doom_20210818_002748.png.e0d4226cab74047afb4e4d10ce043384.png

 

Screenshot_Doom_20210818_002811.png.af4dc95db4fd2d59c3a5155ee6457c9f.png

 

Screenshot_Doom_20210818_010640.png.9e9cb444bfb7267677fdb96bd2349818.png

 

824957401_26Comparison.png.473c42b40fb2d4aa64487182b3b7f858.png

 

 

 

 

26 Lonely Me.zip

 

 

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EDIT: New version in later post

 

Blast_Brothers MAP09 RC2.zip

 

  • UV monster placement is more like UV
  • Small texture changes, especially in yellow key room
  • Added BFG secret inside hexagon platform (didn't know there ever was one, so I made it up completely)
Edited by Blast_Brothers

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Since the slots are open I could do The ultimate challenge, intermission and text screen midis. 

Those I believe are the only ones I could do by memory.

 

EDIT: Well I've finished them. I've completely blanked what the rest of text screen was so I tried my best to fill that gap.

 

EDIT 2: What the fuck happened to endgame.

 

mideez.7z

Edited by Matacrat

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10 hours ago, galileo31dos01 said:

@Pistoolkip Played your map in crispy. I didn't notice anything game-breaking, and the smallest thing was no lower unpegged on the metal sides of this door, which are lines 398 and 955. Aside from that, all solid stuff!

 

Awesome! Thanks for checking out the WAD. I'll fix the bug you found. 

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38 minutes ago, Fiendish said:

I'm not happy with my map22 because it's too faithful, and at this point, I'm not really able to forget the map. Since it seems like there are still people who would like to map for this, I'll give my slot for someone else to make map22.

It's alright, having some almost perfect maps will fit in with the rest of the project.

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Alright, I think i'm finished with map 17. When making it, it definitely felt rather scuffed, but I think I got most of the general outline down decently well. Combat might be a bit tougher and maybe could use some more health, but I can always apply fixes later.

Map17: Tentative Remodel

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