Kronos913 Posted April 23, 2022 (edited) If you love the classics, but already know all the levels by heart, then this file is for you. All maps are combinations of rooms from DooM and DooM 2. Spoiler Map01 = Map01 from D2 + E1M1 from D1 Map02 = Map02 from D2 + E1M2 from D1 ... Map07 = Map07 from D2 + E1M7 from D1 Map08 = Map08 from D2 + E1M9 from D1, Because E1M8 will be used for Map30 Map09 = Map09 from D2 + E2M1 from D1 ... Map15 = Map15 from D2 + E2M7 from D1 Map31 = Map31 from D2 + E2M9 from D1 Map32 = Map32 from D2 + E3M1/E3M9 from D1 Map15 = Map16 from D2 + E3M2 from D1 ... Map28 = Map28 from D2 + E4M7 from D1 Map29 = Map29 from D2 + E4M8, E4M9 from D1 Map30 = Map30 from D2 + E1M8, E2M8, E3M8, E4M8 from D1 Some are built on the basis of one of the parent levels, with the addition of elements from another, some are like a random combination of rooms in which you need to look for where the keys and buttons are hidden. Some changes to monsters have been made for balance reasons. Some levels are easier than the original ones, some are harder. I made the first levels when I was just studying, and then I used a creative approach when combining p.s. As a reference, added some rooms from TNT and Plutonia MDOOM.ZIP Edited April 23, 2022 by Kronos913 26 Share this post Link to post
Tactical Burger (Old acc) Posted April 23, 2022 yooo dude this is a really cool concept! ill check it out 1 Share this post Link to post
Kronos913 Posted April 24, 2022 Re-uploaded the file, correcting one error 0 Share this post Link to post
Shepardus Posted April 25, 2022 Neat set of "remixes." Reminds me of the first Switcheroom with how elements of multiple maps are intertwined. IMO the use of Wolfenstein SS in MAP01 feels quite out of place, though. 1 Share this post Link to post
Korozive Posted April 25, 2022 I thought that with the release of "A long trek back home." Sorta like playing DOOM 2 backwards, all had been done with DOOM and DOOM 2 that could be done. Now we have this mashup of DOOM and DOOM 2 and I think it's a pretty cool idea. Will have to give it a go soon. 1 Share this post Link to post
Kronos913 Posted April 25, 2022 (edited) 6 hours ago, Shepardus said: IMO the use of Wolfenstein SS in MAP01 feels quite out of place, though. In the original, there was a guy with a shotgun. But then the player would have received a shotgun ahead of time, without visiting the yard. So he was replaced by an enemy of about the same strength Edited April 25, 2022 by Kronos913 1 Share this post Link to post
Doomenator Posted April 25, 2022 46 minutes ago, Kronos913 said: But then the player would have received a shotgun ahead of time, without visiting the yard. So he was replaced by an enemy of about the same strength In Doom 1, this wasn't a problem, right? Adding wolfenstein mobs to the regular levels a bad idea. 1 Share this post Link to post
Kronos913 Posted May 5, 2022 On 4/25/2022 at 10:53 AM, Doomenator said: Adding wolfenstein mobs to the regular levels a bad idea. Maybe. Other than that, there are few of them. Minor changes to monsters are made for balance reasons. In some places, on the territory of D1, opponents from D2 were added. 1 Share this post Link to post
slugger Posted May 6, 2022 Wolfenstein monsters in regular levels is a good idea. 1 Share this post Link to post
Doomenator Posted May 6, 2022 10 hours ago, Kronos913 said: Minor changes to monsters are made for balance reasons. In some places, on the territory of D1, opponents from D2 were added. The balance can be changed by zombies and imps. And as Sheppard said earlier Wolfenstein SS in MAP01 feels quite out of place. You're just breaking the classic entourage. Most people perceive Doom as a classic, so this spoils the impression. For those who like variety, there are randomizers, monster packs, other mods and mixes. 0 Share this post Link to post
Kronos913 Posted May 7, 2022 On 5/6/2022 at 11:00 AM, Doomenator said: The balance can be changed by zombies and imps. And as Sheppard said earlier Wolfenstein SS in MAP01 feels quite out of place. You're just breaking the classic entourage. Most people perceive Doom as a classic, so this spoils the impression. For those who like variety, there are randomizers, monster packs, other mods and mixes. Imps have a different shooting mechanic - you can dodge fireballs, unlike a shotgun or machine gun. As I said above, from a zombie with a shotgun, the player could get a weapon before entering the secret area, so the replacement of the enemy was necessary. In doing so, I wanted to save the enemy's danger. In any case, there are very few such things. If I remember correctly, besides the secret levels, Wolfenstein SS is only found in three levels in small quantities 0 Share this post Link to post
Doomenator Posted May 7, 2022 3 hours ago, Kronos913 said: In any case, there are very few such things. It doesn't matter. Presence assume that you do not understand elementary things. And explanations are obviously useless. 0 Share this post Link to post
Kronos913 Posted May 7, 2022 Two maps have locations from TNT and Plutonia. First, it's like a reference, or an easter egg. Secondly, sometimes it just didn’t work out differently to compose the level. Wolfenstein SS in three levels is a small creative digression of the author. Having guys with a shotgun would make a yard with a shotgun useless: why, if a shotgun can be obtained from a monster? It would require a very strong change in the concept of the level... Maybe this is wrong, but it seemed to me the simplest solution to the problem. Second, I had a rough draft alpha. And levels 1-3 were taken from her almost unchanged. I can also note that the 7th map is somewhat roughly made. But in general, starting from level 9, I tried to make maps as "beautifully and aesthetically" 1 Share this post Link to post
The Royal We Posted May 8, 2022 (edited) Pretty trippy. I really liked it! I think some maps could be more mixed up. Also, some backtracking could perhaps have been better planned. Nothing that strangles the experience, however, and nothing that couldn't be improved in the future. I didn't love the use of the SS (perhaps in a room that made direct reference to Wolfenstein it would be more contextualized), but I don't think it's a reason for so much disagreement. It didn't make me think that the author doesn't understand elementary things. Well, the wad goal is to leave everything out of place, isn't it? 0 Share this post Link to post
Kronos913 Posted May 8, 2022 In general, for the most part, I tried to leave everything in its place. Most of the substitutions have a logical justification. As I noted above, Wolf-SS are present on the first map so that visiting the secret in the yard does not lose its relevance. And on 3 and 30 cards - there are only 1-2 of them, just as a small reference. I also note that I had to deal with the limitations of the editor: the free version of the editor has a limit of 800 lines. I tried to compensate for the decrease in the size of large levels by increasing the size of small ones. I hope the text is clear, because I write through a translator 0 Share this post Link to post
Kronos913 Posted May 8, 2022 Please tell me how to upload a file to sites with levels 0 Share this post Link to post
makhauser Posted May 16, 2022 On 5/8/2022 at 3:56 PM, Kronos913 said: Please tell me how to upload a file to sites with levels You can find a short FAQ here: Don't forget, the .txt file is still required to be filled in, luckily there are generators that can help you P.S. Remember testing your WAD almost 10 years ago in an absolutely different world and life, do you still have limitations in your editor of choice? 0 Share this post Link to post
Dexiaz Posted May 16, 2022 (edited) Whoah. This is what I've implied in my Fusion of Realities and Ultimate Final Doom. I'm liking this project from the start. UPD: On 5/8/2022 at 6:56 PM, Kronos913 said: Please tell me how to upload a file to sites with levels Alternatively, you can upload it on Moddb.com in Doom section. But you need to registry here first. 0 Share this post Link to post
Kronos913 Posted May 30, 2022 On 5/16/2022 at 10:39 AM, makhauser said: P.S. Remember testing your WAD almost 10 years ago in an absolutely different world and life, do you still have limitations in your editor of choice? Yes, I use that editor. I remember too =)) And also the comments that the whole university heard =)) 0 Share this post Link to post
Rudolph Posted May 30, 2022 (edited) Extremely cool concept!!! :D I also see that you used Wolfenstein SS outside of the secret levels, which is something I have expressed the desire to see in another thread. Sweet! Suggestion for an alternative title: "Knee-Deep In The Shores of Inferno on Earth Consumed" :P Slight nitpick: in MAP05, in the pools on both sides of the bridge to the exit, the teleporters' texture is misaligned. Edited May 30, 2022 by Rudolph 0 Share this post Link to post
Hitman Posted May 30, 2022 Doom 2 _"Mixed DooM" - MAP01+E1M1 - UVMax 100% Blind Speedrun Smooth Mod Pistol Start. 1 Share this post Link to post
IcarusOfDaggers Posted May 30, 2022 (edited) On 5/6/2022 at 11:00 AM, Doomenator said: The balance can be changed by zombies and imps. And as Sheppard said earlier Wolfenstein SS in MAP01 feels quite out of place. You're just breaking the classic entourage. Most people perceive Doom as a classic, so this spoils the impression. For those who like variety, there are randomizers, monster packs, other mods and mixes. Most people are also not open to change. And that point is just as mute as "most people perceive Doom as a classic." However, I do agree the SS felt a bit out of place at places. Edited May 30, 2022 by IcarusOfDaggers 1 Share this post Link to post
sandwedge Posted May 31, 2022 Had some fun with this lol. It throws your head for a loop, hence the cursed feel. Of course I played with a weird 3D mod to accentuate the discomfort. I will say I agree with folks saying the SS guys are out of place. I wouldn't worry about gameplay balance there, just put in the original enemies as that gives a better effect of mashing levels together. I will say I almost wish this was jumbled up even more, not necessarily just the first level of doom 1 and 2 but just totally random mashups from several levels in one. Actually, I wonder if someone could make a random generator that mashes up all the iwad levels, lol. That would be hilarious. Anyway, good job, the levels are actually kinda interesting, as the progression involves the mashups in interesting ways. 0 Share this post Link to post
Gez Posted May 31, 2022 On samedi 7 mai 2022 at 9:56 PM, Kronos913 said: Having guys with a shotgun would make a yard with a shotgun useless: why, if a shotgun can be obtained from a monster? Have you looked at E1M1? There's a secret with a shotgun in it. Go to the room with the barrel just before the exit, then loop back to the nukage room and the ledge the imps were on has lowered, letting you access a secret room with a shotgun! Except that everyone who plays on Ultra-Violence has met shotgun guys before. (There aren't any shotgun guys on difficulties below UV. It's actually pretty funny: on HNTR, it's two zombies and two imps. On HMP, four zombies and two imps. UV? Nine zombies, four imps, and a whole sixteen shotgunners! Also the PSX version replaces one of the shotgun guys with a chaingunner (and adds a pain elemental!)... 2 Share this post Link to post
Biz! Posted June 1, 2022 That transition from E1M7 into Dead Simple was hilarious and glorious at the same time. 1 Share this post Link to post
Kronos913 Posted June 1, 2022 On 5/30/2022 at 5:56 PM, Hitman said: Doom 2 _"Mixed DooM" - MAP01+E1M1 - UVMax 100% Blind Speedrun Smooth Mod Pistol Start. Oh, you even found a displaced shotgun secret. Good =) 1 Share this post Link to post
Kronos913 Posted June 1, 2022 On 5/31/2022 at 9:29 PM, Gez said: Have you looked at E1M1? There's a secret with a shotgun in it. Go to the room with the barrel just before the exit, then loop back to the nukage room and the ledge the imps were on has lowered, letting you access a secret room with a shotgun! Except that everyone who plays on Ultra-Violence has met shotgun guys before. (There aren't any shotgun guys on difficulties below UV. It's actually pretty funny: on HNTR, it's two zombies and two imps. On HMP, four zombies and two imps. UV? Nine zombies, four imps, and a whole sixteen shotgunners! Also the PSX version replaces one of the shotgun guys with a chaingunner (and adds a pain elemental!)... On E1M1 there is a secret with a shotgun, but in Map01 there is also a secret with a shotgun. To make the caches different, weapons were replaced with E1M1. If the player could get the shotgun before visiting the secret in the yard, then the yard would need to change weapons. And yet, on the original E1M1 in that secret there is a first aid kit, which is usually needed on UV (Written through a translator) 0 Share this post Link to post
Hitman Posted June 1, 2022 1 hour ago, Kronos913 said: Oh, you even found a displaced shotgun secret. Good =) Ty. I really enjoyed the megawad btw. 0 Share this post Link to post
Kronos913 Posted June 5, 2022 On 5/31/2022 at 8:05 PM, sandwedge said: Had some fun with this lol. It throws your head for a loop, hence the cursed feel. Of course I played with a weird 3D mod to accentuate the discomfort. I will say I agree with folks saying the SS guys are out of place. I wouldn't worry about gameplay balance there, just put in the original enemies as that gives a better effect of mashing levels together. I will say I almost wish this was jumbled up even more, not necessarily just the first level of doom 1 and 2 but just totally random mashups from several levels in one. Actually, I wonder if someone could make a random generator that mashes up all the iwad levels, lol. That would be hilarious. Anyway, good job, the levels are actually kinda interesting, as the progression involves the mashups in interesting ways. There is a secret with a rocket launcher! But it's moved! On another video, the player found this I already talked about the SS - guys with a shotgun would make useless a secret in the yard 1 Share this post Link to post
Kronos913 Posted June 23, 2022 If it's interesting, I can make a video of my game on these maps. 0 Share this post Link to post