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

[Community Project] Doom 2 Minus Doom (development thread)

Recommended Posts

Posted (edited)

It took me a lot of drafts to finally come to one i'm fine with.

Here are some screenshots of map 26, there's still a lot to make, but at least the first area is mostly done.

(You can notice that this was heavily inspired by The Crusher)

 

Spoiler

nugg0033.png.718356528e2992278e85b3e9c2fce466.pngnugg0032.png.bd5ef69626cf14ecae4b8092441fa675.png991426606_Capturadepantalla(116).png.1b0b36def2e1cd4d1a90fd03d1a17f1d.png

 

Share this post


Link to post

@DankMetalLooking good! Nice texture choices.

@AnarkzieAny updates?

 

I'm planning to assemble a first release candidate on September 1, 2024 with whatever is submitted by that time. That way some version of the project will be available in time for Doom 2's 30th anniversary.

Share this post


Link to post
On 7/15/2024 at 6:49 PM, janiform said:

@DankMetalLooking good! Nice texture choices.

@AnarkzieAny updates?

 

I'm planning to assemble a first release candidate on September 1, 2024 with whatever is submitted by that time. That way some version of the project will be available in time for Doom 2's 30th anniversary.

I definitely should be done by then. 

Share this post


Link to post
Posted (edited)

Alright, here's map 26, Rotten Core.

It doesn't have a custom mido yet.

This map is partially inspired by "The Crusher", the first half in particular.

Difficulties and multiplayer stuff is implemented. I do not recommend playing this map on GzDoom, it uses a lot of mikoportals for Voodoo scripting.

 

Edit: i tested this map again with complevel 2 and there were a lot of problems that prevented the player to complete the map. Here's a new, fixed version

Download link

 

Screenshots:

Spoiler

nugg0038.png.78745579befcd5a8c47f84623d53b3c5.png

nugg0040.png.1cac380a2f432915026e161267d96616.pngnugg0039.png.42cda435d07ca1f76a62e5e3239c28e2.png

 

Edited by DankMetal : New version without softlocks

Share this post


Link to post
Posted (edited)

@DankMetalBeautiful map - it captures Doom 2's subterranean vision of Hell perfectly, and even gets into Sigil territory. Well designed combat that kept me moving, fun nested secrets, great lighting. I especially like the drop into the even deeper red key area. Some things I had trouble with when testing in both GZDoom and PRBoom:

Spoiler


  • The barrier in front of the archvile in the red key area didn't lower - I looked at the map in the editor but couldn't figure out what was supposed to trigger there. I saw a switch behind the candle but couldn't figure out how to access it in-game.
  • On the yellow key platform, once I pick up the yellow key it seems like something is supposed to trigger, but I couldn't figure out what was supposed to happen or how to get back to the outer circle.
  • I noclipped back to the outer circle and tried to open the yellow key pillars that block the teleport back to the beginning of the map, but the linedef that was supposed to open them didn't do anything.
  • When I was testing this map again, I happened not to trigger linedef 207, which blocked my progression. I think relying on that linedef to open the earthen pillars is a bit too arbitrary, but maybe I missed something.
  • Regarding your warning about using GZDoom, I'm a little reluctant to have a single map in this project that can't be played in a very popular port, when all the other maps work without issue in the port.

 

  •  

Share this post


Link to post

Thanks for the feedback, Janiform.

Regarding some of the problems you found: i noticed that most of them are caused because GzDoom doesn't support mikoportals, which my map heavily relies on for some scripted sequences, i don't know how PrBoom reacts to them, tho.

The best solution i found for this was making boom conveyor belts. Limit removing ports will ignore them on Complevel 2, and they work properly on GzDoom afaik.

I will fix this problems as soon as possible.

Share this post


Link to post

@DankMetalThanks for checking on this stuff! Honestly, I didn't know until this came up that GZDoom doesn't support mikoportals.

Share this post


Link to post

@Demonic MeatballWhoops. At least it's an easy fix. The floor and ceiling of the rearmost sector needed to be lowered. It should be fine now.     

MAP

Share this post


Link to post
Posted (edited)
On 7/31/2024 at 10:30 PM, Demonic Meatball said:

So I was replaying the maps and uh... @Rorix@SilverMiner you might want to take a look at this

  Reveal hidden contents

1653473785_Capturedcran2024-07-31232722.png.c1a16cd4a1bc01b52e930e4c4cc2d709.png

697798970_Capturedcran2024-07-31232331.png.afdfe486ac1d1097f2c1af42f17b95dd.png

 

btw @Anarkzie how's the map going ?

It's coming together.

 

Should not be much longer.

Share this post


Link to post

We're a little over two weeks away from the first release candidate, everyone! It'll be great to share this project and get some public playtesting.

Share this post


Link to post
Posted (edited)

Here's Map 26, it should work on GzDoom now thanks to some boom actions and conveyor belts. Outside of that, i fixed some other errors like monsters not teleporting after taking the yellow key, and other minor fixes.

 

I also added a custom midi, "Submit The Flesh", made by me (originally made for another map, but it kinda fits this one).

Download link

Edit: i noticed that i didn't fix a softlock in the first room, where there's a hidden switch that lowers the platform where the SSG is. I don't think i'm gonna fox it tho, it's a very minor detail and it's very easy to avoid (just... don't press the switch if the platform hasn't been raised)

Share this post


Link to post

@DankMetalSorry for the late response, and thanks for the update! I tested it in GZDoom and it worked perfectly. This is a really cool map, and nice work on the midi. It complements the subterranean journey vibe of the map well.
 

I'm going to start compiling the first beta of this project to release on September 1st! @Anarkzie your map is the last one left - please try to finish it ASAP.

Share this post


Link to post
17 hours ago, janiform said:

@DankMetalSorry for the late response, and thanks for the update! I tested it in GZDoom and it worked perfectly. This is a really cool map, and nice work on the midi. It complements the subterranean journey vibe of the map well.
 

I'm going to start compiling the first beta of this project to release on September 1st! @Anarkzie your map is the last one left - please try to finish it ASAP.

Sorry, I'm finishing up.

Share this post


Link to post

Hey everyone, I'm working on assembling the first beta now. When it's ready I'll start a new thread, but I'll link back to this development thread for historical purposes.

Share this post


Link to post

The beta is out! Please use this new thread for further discussion. @Anarkzie Please post at the beta thread with your map submission.

 

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

×