janiform Posted September 1 (edited) Doom 2 Minus Doom IWAD: doom2.wad Format: Limit-removing In honor of Doom 2's 30th anniversary, this community project is Doom 2 without anything from Doom – only Doom 2 textures, only Doom 2 enemies. Let the obsession begin. Again. This is an initial beta release - please give it a shot and tell us what you think! Features: 32 maps with gameplay so virtually realistic, it's unbelievable! Battle mightier, nastier, deadlier demons - only Doom 2 enemies allowed! (Except for enemies spawned by Pain Elementals and Icon of Sin spawners.) Use more powerful weapons! No single-barrel shotgun allowed! Only Doom 2 textures and flats that push the envelope out to the max! (With the exception of a few utilities like liquids and key indicators.) It must be tough to keep reading - what with your hands trembling in sheer anticipation. So we'll stop talking now to let you click this download link: d2md_bv4.zip (If you're playing in GZDoom, please use the "Doom (Strict) preset!) Map List: Spoiler Episode 1: The Space Station MAP01 - Access Point - by @Rorix MAP02 - Toxic Disposal - by @Walter confetti MAP03 - Comm Center - by @Somniac MAP04 - Exit Planet Dust - by @NeedHealth MAP05 - Undertime - by @Kuro_mahoh MAP06 - The Compactor - by @Rorix MAP07 - Triangles of Death - by @riderr3 MAP08 - Traps and Tricks - by @Bri0che MAP09 - Akuji Blood Pit - by @Lorcav MAP10 - Cold Storage - by @EPICALLL MAP11- Dead Battery - by @big smoke Episode 2: The City MAP12 - Suburbs Factory - by @Forgotten Soul MAP13 - Uptown - by @Eon Toad MAP14 - The Inner Sanctum - by @Rorix MAP15 - Bibliophobia - by @RED77 MAP16 - Corrupted Archives - by @janiform MAP17 - Evil Hidden in Plain Sight - by @stridertech MAP18 - Infested District - by @GamingGargoyle MAP19 - The Castle - by @Rorix MAP20 - Neveropolis - by @Quill Episode 3: Hell MAP21 - Polly - by @Bagellio MAP22 - Your Wishes Can't Be Real - by @Forgotten Soul MAP23 - Abyss - by @janiform MAP24 - Not Chasm - by @Sneezy McGlassFace MAP25 - Cavern of Shadows - by @RileyXY1 MAP26 - Rotten Core - by @DankMetal MAP27 - Fortress of Pain - by @PinkFlamingo MAP28 - The Spirit Hub - by @Andrea Rovenski MAP29 - A Dead Start - by @Generic Doomer MAP30 - Sinecure - by @Demonic Meatball Secret MAP31 - Unknown Echo - by @Bochnik Chleba MAP32 - Pustyrnik - by @SilverMiner Music List: Spoiler MAP01: "Running from Doom" by @Demonic Meatball MAP02: "Evil on Parade" by @Alfonzo (.MID the Way ID Did) MAP03: "Commando Central" by @Demonic Meatball MAP04: "The Devil's Riff" by @Crunchynut44 MAP05: "A Fly on Jay's Desk" by @Demonic Meatball MAP06: "Willits Whispers" by @Demonic Meatball MAP07: "Shawn's Got the Shotgun" by Bobby Prince (Doom II) MAP08: "Fuss" by @Demonic Meatball MAP09: "Seasons of Insanity" by @Jimmy² (Plutonia MIDI Pack) MAP10: "Demons n Dem Guns" by @Demonic Meatball MAP11: "Always Watching" by @Lippeth (Plutonia Midi Pack) MAP12: "Two Negative Make an Affirmative" by @Forgotten Soul MAP13: "Funk You Up" by @Demonic Meatball MAP14: "Kevin's Not Done Punching" by @Demonic Meatball MAP15: "Sage Fields" by @dial-up MAP16: WIP MAP17: "Hellevator" by @Demonic Meatball MAP18: "Texas Based Techno-Cryptid" by @Demonic Meatball MAP19: "Shawn Lost the Shotgun" by @Demonic Meatball MAP20: "Chicago Typography" by @Cammy (Alien Vendetta MIDI Pack) MAP21: "I Hope You Hate It" by @Demonic Meatball MAP22: "Hour of Madness" by @Forgotten Soul MAP23: "666 Feet Under" by @Demonic Meatball MAP24: "Exploring Castle Kyrandia" by Frank Klepacki (Legends of Kyrandia) MAP25: "Dark" by Kevin Schilder (Heretic) MAP26: "Submit the Flesh" by @DankMetal MAP27: "Mount Mystery" by @Demonic Meatball MAP28: "Getting Too Tense" by Bobby Prince (Doom II) MAP29: "Mancubus Moshpit" by @Demonic Meatball MAP30: "Watcher of the Damned" by @Demonic Meatball MAP31: "Gloomy" by @leejacksonaudio (Duke Nukem 3D) MAP32: "MAP32E1MIDI" by @Winnkar Title: "Boneless Doom" by @Demonic Meatball Intermission: "Intermission" by @Demonic Meatball Text: "The Sacred Texts" by @Demonic Meatball Other credits:@janiform - Project lead, mapper badgering @Demonic Meatball - Project co-lead, original music, copious playtesting Changelog: V2: Added final versions of maps 01 and 03 V3: Added final versions of maps 21,22, and 24; added UMAPINFO V4: Updated map 13, added map 16 Development thread: Edited September 29 by janiform 20 Share this post Link to post
Sneezy McGlassFace Posted September 1 This was such a fun set of creative limitations to work within! Hope people will have as much fun playing it as was making it 1 Share this post Link to post
Bri0che Posted September 1 Damn I feel like I did my map for this project years ago, but finally it isn't that old ! Glad to see a release candidate for now :) 1 Share this post Link to post
TMMMS Posted September 1 (edited) makes you wish id had introduced a ssg zombieman alongside the ssg eh? anyway seven maps in and im loving it already! Edited September 2 by TMMMS 1 Share this post Link to post
janiform Posted September 3 @TMMMS Thanks for playing! Honestly, I've always wished id had added an SSG zombieman. 1 Share this post Link to post
janiform Posted September 5 I've updated the first post with the music list. Many thanks to @Demonic Meatball for writing 19 awesome original tracks in the Bobby Prince style for this project! I'm sure I speak for everyone who contributed to this project when I encourage people to try it out! There are some great maps and MIDIs here with a uniquely pure Doom 2 vibe. 3 Share this post Link to post
Christopher Brown Posted September 8 Did a quick run through of Maps 1-5, on god mode after I realized that I had no desire to spend time mowing down Revenants with the chaingun. :P Didn't spend time looking for secrets unless I stumbled on them, so I mostly focused on getting through the levels without a problem and keeping an eye out for any glitches. GZDoom (checks version) 4.12.2, freelook/jump off, software mode, Doom (strict) compatibility. Spoiler Map 1: Big HOM on the upper cliffs in the view from the window in the Entryway-type room Map 2 and 3, and I suspect more: Textures for blue water and brown chocolate look weird...is that intentional? The flats are fine Map 3: The Mancubus on the red key platform is stuck and doesn't attack in GZDoom, I'm guessing because of the way the port handles space (see also Cyberdreams and its stuck Cyberdemons) Not a bug report, but I laughed out loud when the SS greeted me in Map 1. Hey, they are a Doom II monster, no one says you can't use them to fill out the roster. Fun stuff. I know it's not very thorough, but I hope it helps. If/when I get to do more this week, I'll post any notes here. Even though I didn't properly engage with the gameplay, I will say there seemed to be some quite clever implementation of the newly limited bestiary here. :) 3 Share this post Link to post
Demonic Meatball Posted September 8 2 hours ago, Christopher Brown said: Big HOM on the upper cliffs in the view from the window in the Entryway-type room 3 hours ago, Christopher Brown said: Map 3: The Mancubus on the red key platform is stuck and doesn't attack in GZDoom, I'm guessing because of the way the port handles space (see also Cyberdreams and its stuck Cyberdemons) @janiform did you put an old version of the map in ? I'm pretty sure those have been patched already 0 Share this post Link to post
janiform Posted September 8 @Demonic Meatball I did - I've updated the OP with a link to a new version of the beta. @Christopher Brown Thanks for testing! It definitely helps. The issues in maps 1 and 3 are my mistake - I put old versions of the maps in the beta. There's an updated download link now. As for the water/brown slime fall textures, this project only uses vanilla textures and those fall textures don't exist in vanilla Doom 2, so mappers have found creative solutions. 3 Share this post Link to post
Demonic Meatball Posted September 9 On 9/1/2024 at 9:39 PM, janiform said: Wait, the image for map29 is from map30 ! 0 Share this post Link to post
Christopher Brown Posted September 10 (edited) Went through maps 6-15 and the secret maps, again focusing on progression rather than secret-hunting. Everything seems to be in good shape, the only mild thing I found was that Map 13's red key building has its door-frame textures pegged, though that might just be a stylistic choice by @Eon Toad. Also strange that Map 16 looks and sounds just like the original- [is dragged offstage with a cane] As someone prone to finding a lot of Doom II's most used textures to be eyesores, I have to say that there's some great-looking levels in here. :) I forgot to mention earlier that I play on HMP as a default - given how horde-y some of these maps get (though not excessively so), I was wondering if all the maps have been difficulty-balanced? EDIT: Just went through 17-18 and found a softlock on 17, there's an impassable line on the ledge in front of the lowering platform at the center of the big hub room past the start. I tried to drop down to the ammo on the counter in front of the ledge as the platform raised up behind me, and got stuck there. Also @stridertech may I suggest Spoiler moving the Hell Knight around the corner from the red key door rather than in plain view? Even being on God Mode, I was able to cheese the fight by SSGing it through the red bars before I raised them. (An addendum to my first post in here, the second time I played through Map 01 I cracked the simple way to get the SSG...sometimes, you just gotta change your perspective.) Edited September 10 by Christopher Brown : Added notes rather than double-post 4 Share this post Link to post
janiform Posted September 10 @Demonic Meatball Fixed!@Christopher Brown Thanks so much for the playtesting and feedback. All the maps have multiple difficulties implemented, but the difficulty of the megawad probably fluctuates a bit from map to map based on individual author's styles and how they use the limited enemy roster. I like that, personally, as long as "easy" difficulty is actually easy, but please let us know if you run into anything egregious! I definitely agree that these maps show Doom 2's textures to their best advantage. I'll just ping @Eon Toad and @stridertech about your notes on their maps. I'm working on CWILV graphics, a UMAPINFO, and also on finishing this map to use for MAP16 in case @Anarkzie isn't able to complete their map. 2 Share this post Link to post
Eon Toad Posted September 11 I'll get on fixing those door textures in the next couple days. 1 Share this post Link to post
Demonic Meatball Posted September 11 Played it throug Crispy Doom up to map08 @Bri0che There's a linedef inside the yellow door that prevents it from opening on most limit-removing engines. Plz fix 0 Share this post Link to post
Christopher Brown Posted September 13 Played maps 19-23. No bugs on Map 19 but I got really turned around trying to find the red key and/or a switch to make the bars on the yellow doors lower, I ended up going into Slade to make sure there wasn't a glitch. This could just be my distracted brain, but perhaps flagging the location of the red key somehow would signal the intended progression to players more @Rorix? Unless you're trying to homage The Citadel in gameplay as well as setting... :P Map 21, the Arachnotrons on the pillars in the exit room are unable to move in GZDoom. 0 Share this post Link to post
Demonic Meatball Posted September 13 @janiform I think maps 21, 24 and maybe 22 use older versions. Also, is DOORSTOP allowed ? I found some in @Andrea Rovenski's map 28. 0 Share this post Link to post
Christopher Brown Posted September 14 (edited) Finished the set! In Map 26, I managed to go around the corner off the Crusher-type elevator down to the giant lava pool in the northeast by the start. As a result, I skipped the linedef that reveals the Archvile and Arachnotrons in the middle of the area and was left baffled how to progress. @DankMetal maybe tag the linedefs by the elevator switch so that they also lower those sectors? Didn't find any problems with Map 24 as far as I could tell, so no idea if it is an older version or not. Great atmosphere. Map 27 is deliciously evil, I love it. Maps 28 and 29 are wild, the former for the sheer excessiveness and the latter for the total speedrunner-bait. @Demonic Meatball, may I suggest that for Map 30 you add Spoiler some SS troops somewhere, to bring the "story" of the wad - which obviously involves neo-Nazis making an incomplete pact with hell that sees them aided by only half of the demon army - full circle? Unless there's some in the three secret areas that I missed. 1 Share this post Link to post
Demonic Meatball Posted September 14 (edited) @Christopher Brown Does GZDoom "fix" ghost monsters ? 'cuz if yes, you missed the most diabolical section of the whole megawad. Also, I know map 24 is an old version because there is an unobtainable secret in it (a random elevated sector that doesn't even contain anything). Concerning my map, Spoiler I don't know if that's what @janiform was preparing for the story, so I'm not doing those changes until he confirms that's the intention. Unrelated, but I did this : D2MD CAST It makes the cast sequence consistant with the enemies met throughout the wad. 2 Share this post Link to post
ax34 Posted September 14 (edited) 7 hours ago, Demonic Meatball said: @Christopher Brown Does GZDoom "fix" ghost monsters ? At least I experienced all ghosts bug in GZDoom not long ago in other wad. 0 Share this post Link to post
Demonic Meatball Posted September 14 That's all ghosts, but what about regular ghost monsters ? 0 Share this post Link to post
PinkFlamingo Posted September 14 In GZDoom, if you put compatibility mode to "Doom (strict)", crushed corpses can be resurrected but they won't be ghosts, just regular monsters. 0 Share this post Link to post
Gez Posted September 14 The Oops! All Ghosts! bug should not happen in GZDoom at all. It's an overflow, and those have all been addressed. 2 hours ago, PinkFlamingo said: In GZDoom, if you put compatibility mode to "Doom (strict)", crushed corpses can be resurrected but they won't be ghosts, just regular monsters. In "Doom (strict)" mode, yes they can. You can check in the "Actor behavior" compatibility options, ghost resurrection is the first item on that list, and it's on if you have set the "Doom (strict)" preset. 2 Share this post Link to post
Christopher Brown Posted September 14 13 hours ago, Demonic Meatball said: @Christopher Brown Does GZDoom "fix" ghost monsters ? 'cuz if yes, you missed the most diabolical section of the whole megawad. Thankfully, I was playing on Doom (strict), so yes - that was my favorite part of the map hahaha :D I'd suggest @janiform put a note into the readme clarifying that ghost monsters needs to be turned on. I made that cheeky narrative up off the top of my head, I think it would be a cool way to bring the megawad full circle to include them but I'd imagine it's entirely up to you. :) 0 Share this post Link to post
Demonic Meatball Posted September 16 @Anarkzie The final deadline is in 2 weeks, how's your map going ? 0 Share this post Link to post
Anarkzie Posted September 16 Very close, as in I should be presenting something in a day or two 1 Share this post Link to post
janiform Posted September 16 @Christopher Brown Thanks so much for playtesting these maps! Good point about advising users to enable ghost monsters - I've added that to the OP. @Demonic Meatball Thanks - I've added a new beta to the OP with final versions of maps 21, 22, and 24, and added a UMAPINFO. I'll add your Dehacked cast to the next beta update, hopefully along with level name graphics. Regarding the "story", I didn't have any intentions for it when I proposed this project, but I like how the resource limitations created a loose implied narrative suggesting a dystopic Nazi-occupied Earth overrun by demons. If you want to add SS enemies to your map It's certainly cool with me, but it's up to you. Regarding DOORSTOP in @Andrea Rovenski's map, at this late date I view it as a utility texture like the exit signs - permissable, but you get "bonus points" if you avoid using it. @Anarkzie Thanks for the update! 1 Share this post Link to post
Christopher Brown Posted September 16 59 minutes ago, janiform said: @Christopher Brown Thanks so much for playtesting these maps! Good point about advising users to enable ghost monsters - I've added that to the OP. It was a pleasure! :) Since Anarkzie's map is on the way, I'm curious if you're planning on making your back-up Map 16 a Map 33? The screenshots looked really cool so it would be great to be able to play it! 0 Share this post Link to post
Eon Toad Posted September 22 So I checked and the red key doorframe textures were lower unpegged, but I switched it to a different texture to make it more obvious. I updated the level in the existing link, but here's that link again for convenience.https://www.mediafire.com/file/y67a08q4cwg1p26/Uptown.wad/file 0 Share this post Link to post
janiform Posted September 29 Sorry for the long absence, everyone! I haven't heard from @Anarkzie, so I've added my map 16 to the project, which now has a full 32 maps! I'm not totally satisfied with my map, but it was made quickly and only resembles an urban environment in the most abstract way, so I think it fits the project's spirit. @Christopher Brown Thanks for the kind words! If @Anarkzie stops in with a map, I'll shift my map to map 33. @Eon Toad Thanks! The new beta has your updated map in it. Tomorrow is Doom 2's 30th birthday, and this project is basically complete! Thanks to everyone who contributed to this project! I'll work on the level name graphics and credits screen now, and will of course update the beta to incorporate any fixes that are contributed. 7 Share this post Link to post
Anarkzie Posted Tuesday at 06:32 PM (edited) I missed the deadline and I want to apologise to everyone, life is a bit mad at the moment. Could people try my map and offer feed back. You might spot things that I missed. https://drive.google.com/file/d/1t3ehYVSDvKAja3mKCZVcUOV82dozhauH/view?usp=drivesdk As I'm typing this I just realised I did not activate the hurt floors. I will update this when I get home. Edited Wednesday at 06:48 PM by Anarkzie 3 Share this post Link to post