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DooMAD

NDCP 2 Released

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After well over 3 years, NewDoom Community Project II is finally officially released. It contains 32 Maps by various members of the community, along with new music, graphics and two new enemies.

Primarily single player, limit removing Boom compatible port required.


Screenshots

DOWNLOAD


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==========================================================================
LEVEL INFORMATION
==========================================================================
Level 		 : Map01
Level name 	 : The Hive
Author(s)  	 : Dutch Devil
Build time 	 : An very long time, its probably one of the few maps
that I spend loads of time on making it better and better.
Editor(s) used 	 : Doom Builder
Authors comments : An short tech map full of radioactive waste, easy gameplay for the most part.
==========================================================================
Level 		 : Map02
Level name 	 : Not Applicable
Author(s) 	 : Macro11_1
Build time 	 : 1 hour on a render farm :P
Editor(s) used 	 : Doom Builder//XWE
Authors comments : I dont drop pounds, I drop frames!
==========================================================================
Level 		 : Map03
Level name 	 : Voiced Silence
Author		 : The Marlboro Man / Danimetal (whoever you like the most)
Build time 	 : 1 month (I can't really remember).
Editor(s) used 	 : Doom Builder
Authors comments : Long, long long, much too long and long again.
Thanks NewDoom people for pointing out its bugs while I was out.
==========================================================================
Level 		 : Map04
Level name 	 : Infestations
Author(s) 	 : Mr.Rocket
Build time 	 : A big chunk was done in about 5 hours, the rest was
done with-in a few weeks.
Editor(s) used 	 : Doom Builder
Authors comments : Mint Chocolate Chip icecream is teh bomb!
==========================================================================
Level 		 : Map05
Level name 	 : Wasted!
Author(s) 	 : Falci
Build time 	 : Beats me. I don't actually remember, but it wasn't 
too much.
Editor(s) used 	 : Doom Builder
Authors comments : I gotta stop doing Waste tunnels themed maps...
==========================================================================
Level 		 : Map06
Level name 	 : AMADEUS
Author(s) 	 : jetflock
Build time 	 : ages.
Editor(s) used 	 : Doom Builder/Photoshop/wintex
Authors comments : I was going for a "clean" feeling map with lots 
of "3d" texture effects (this particular level uses only jetflock 
textures). I tried to match the music to the tone of the map. I 
wanted to put some things into DooM that I hadn't really scene in 
other wads. These maps for NDCP2 are probably the finest maps I 
ever made.
==========================================================================
Level 		 : Map07
Level name 	 : NotsoSimple
Author(s) 	 : Logan MTM
Build time 	 : 33 Days
Editor(s) used 	 : Doom Builder/Slade/SLumpEd
Authors comments : Mix of my old Maps 07-08. Playable!
==========================================================================
Level 		 : Map08
Level name 	 : ShootDown
Author(s) 	 : Logan MTM
Build time 	 : 21 Days
Editor(s) used 	 : Doom Builder/Slade/SLumpEd
Authors comments : I did this Map look like Doom 3 as that was 
possible. Hope you like it!
==========================================================================
Level 		 : Map09
Level name 	 : Pistons
Author 		 : ace
Build time 	 : 2 months' worth work spanned over 2 years' time 
with endless changes.
Editor(s) used 	 : DoomBuilder, XWE
Authors comments : Cheese is DELICIOUS.
==========================================================================
Level 		 : Map10
Level name 	 : Graystar
Author		 : Nuxius
Build time 	 : 5 minutes
Editor(s) used 	 : Slade and Doom Builder
Authors comments : Looks like I'm the rotten egg. Darn.
==========================================================================
Level 		 : Map11
Level name 	 : Painkiller
Author(s) 	 : Dutch Devil
Build time 	 : Too long, but my guess is about three weeks.
Editor(s) used 	 : Doom Builder
Authors comments : An medium sized tech map, its uses 90% stock doom 
textures.Gameplay is pretty tough at some points, but nothing really 
challenging I think.
=========================================================================
Level		 : MAP12
Level name       : Something Died
Author           : Exl
Build time       : Months and months
Editor used      : Doom Builder
Authors comments : Pretty easy
=========================================================================
Level 		 : Map13
Level name 	 : Plutonic Dawn
Author		 : Joshy "ghost" Sealy
Build time 	 : 3-4 months off and on
Editor(s) used 	 : Doom Builder, Slumped
Authors comments : Fun and quick map inspired by Plutonia. I'm pleased
with the result, considering the amount of times it has been changed 
(a lot times a gazillion).
==========================================================================
Level 		 : Map14
Level name 	 : COMRADE
Author(s) 	 : jetflock
Build time 	 : ages.
Editor(s) used 	 : Doom Builder/Photoshop/wintex
Authors comments : This map started out as an original "ATMOSPHERE" 
map. After deciding to abandon it, I retooled and re-textured it for 
NDCP2.
==========================================================================
Level		 : Map15
Level name	 : Halfway Between
Author		 : Osiris Kalev, Ghost, CrazedImp
Build time	 : 2.5 years (For Osiris :P), 2 weeks on and off (For Ghost)
Editor used	 : Doom Builder
Authors comments : Osiris - Geez, took me long enough to make the 
portion of the map I made and that's small. Seriously, huge thanks to 
Ghost for finishing the map (including keeping the concept of the map 
the same =D) and CrazedImp for those small extra details that make it 
look all the shinier.
==========================================================================
Level 		 : Map16
Level name 	 : Conglomerate Complex
Author		 : Various
Build time 	 : Less than the rest of the maps
Editor(s) used 	 : Doom Builder and maybe others
Authors comments : Which part did I work on again?
==========================================================================
Level 		 : Map17
Level name 	 : HEADACHE
Author(s) 	 : jetflock
Build time	 : ages.
Editor(s) used	 : Doom Builder/Photoshop/wintex
Authors comments : This map is named Headache for 2 reasons. At first 
I wanted to make a classic, somewhat under-detailed doom map with a 
more rustic tone than Amadeus. It didn't really fit in around the 
surrounding maps so I completely re-tooled it and remade most of the 
map. That was a headache. The other headache would be when you have to
deactivate power from the reactor core rooms to one of the 
forcefields....save often!
==========================================================================
Level		 : Map18
Level name	 : Ominous Core
Author		 : Doom_Dude
Build time	 : I lost track of time on this one....
Editor(s) used	 : Doom Builder
Authors comments : I always take a millennium to put a weeks work into
a single map.... or something. Annoying much.
==========================================================================
Level		 : Map19
Level name	 : DARKSEED
Author(s)	 : jetflock
Build time	 : ages.
Editor(s) used	 : Doom Builder/Photoshop/wintex
Authors comments : Another concept map slightly inspired by the PC 
game DARKSEED. Walk carefully.
==========================================================================
Level		 : Map20
Level name	 : Caverns
Author(s)	 : PumpkinSmasher
Build time	 : Many Hours
Editor(s) used	 : Doom Builder
Authors comments : Yes I know that texture is mis-aligned!
==========================================================================
Level		 : Map21
Level name	 : Second Attention.
Author		 : The Marlboro Man / Danimetal (whoever you like the most)
Build time	 : 1 month and some days (I can't really remember either).
Editor(s) used	 : Doom Builder
Authors comments : It was longer before I cut it to the 32k linedefs 
but still I am satisfied with the result. Worst deathmatch ever seen.
==========================================================================
Level		 : Map22
Level name	 : Evil Eye
Author		 : Fatal
Build time 	 : 15 minutes
Editor used	 : Doom Builder
Authors comments : Classic Fatal quality since 2004
Additional credits: Thanks to Kingston for making the music
========================================================================== 
Level		 : Map23
Level name	 : Magma
Author		 : ace
Build time	 : Roughly 7 weeks, mostly nonstop
Editor(s) used	 : DoomBuilder, XWE, MSPaint
Authors comments : FINLAND HAS NUKES, FATAL TOLD ME SO
==========================================================================
Level		 : Map24
Level name	 : Dimension Palace
Author(s)	 : CrazedImp
Build time	 : Some amount of time
Editor(s) used	 : Doom Builder
Authors comments : I need to stop trying to make big maps all the time.
==========================================================================
Level		 : Map25
Level name	 : BRIMSTONE
Author(s)	 : jetflock
Build time	 : ages.
Editor(s) used	 : Doom Builder/Photoshop/wintex
Authors comments : I had to completely redo this map from scratch 
because it didn't reach the visual level I was aiming for. I am 
pleased with the results. Another concept map trying to add some 
variety to your typical hell themed .wad.
==========================================================================
Level		 : Map26
Level name	 : The ArchVile's Temple
Author(s)	 : Logan MTM
Build time	 : More than 3 months.
Editor(s) used	 : Doom Builder/SLumpEd
Authors comments : (!) http://www.doomwadstation.com/2006/102/
==========================================================================
Level		 : Map27
Level name	 : Wastelands
Author		 : Joshy "ghost" Sealy
Build time	 : 3-4 months off and on
Editor(s) used	 : Doom Builder, Slumped
Authors comments : A nice and big and long and hard map. I would love 
to see a demo of this monster!
==========================================================================
Level		 : Map28
Level name	 : Rusted Turmoil
Author		 : DooMAD
Build time	 : Made over a period of 15 months
Editor(s) used	 : WadAuthor, Wintex, Doom Builder
Authors comments : Took far too long, but I'm very pleased with the result.
Additional Credits: DooMGoaT, iori, Hobbs and Logan_MTM for 
playtesting. Exl for his Map Compression tool.
==========================================================================
Level		 : Map29
Level name	 : Absolute Evil
Author(s)	 : g6672d, Dutch Devil, Mr.Rocket
Build time	 : Not that the map would have taken this long but I'm
guessing between the 3 of us about 3 months.
Editor(s) used	 : Doom Builder; etc?
Authors comments : Your in Hell bitch
==========================================================================
Level		 : Map30
Level name	 : Icon of Chaos
Author(s)	 : Logan MTM
Build time	 : 41 Days
Editor(s) used	 : Doom Builder/Slade/SLumpEd
Authors comments : Say you!
==========================================================================
Level            : MAP31
Level name       : Die like you Mean it
Author           : Exl
Build time       : A couple of months, on and off
Editor used      : Doom Builder
Authors comments : Inspired by fornicating hamsters
==========================================================================
Level		 : Map32
Level name	 : Cyber-Rinth
Author(s)	 : Raptor Jesus and ghost
==========================================================================

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I got stuck on MAP02 in the courtyard with the lava and where the second cyberdemon was. After wasting him, the door I came through was still closed and didn't know where the switch to open it was, thus NOCLIPping through..now confused on what to do to exit that level.

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Why is a DOOMDEFS lump in there that's practically a copy of the one that comes in GZDoom's lights.pk3?

Is it really necessary to force the dynamic lights upon unsuspecting customers even if they don't want it? There's a reason why lights.pk3 is an optional component for GZDoom but WADs like this nullify this option.

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Anything related to coronas is probably something to do with jetflock, heh. I've been playing it in software, so I have no idea.

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Graf Zahl said:

Why is a DOOMDEFS lump in there that's practically a copy of the one that comes in GZDoom's lights.pk3?

Is it really necessary to force the dynamic lights upon unsuspecting customers even if they don't want it? There's a reason why lights.pk3 is an optional component for GZDoom but WADs like this nullify this option.


hehe, dynlights too slow?

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Based on the first seven maps, some nice moments, some confusing maps, too many original Doom 2 songs, horrible idiot suicidal cacos die die die >=(, unpegging doortraks isn't rocket science (missing a few by accident isn't so bad, but map03 has probably no unpegged doortraks at all). Map02 had some really nice areas gameplay-wise and "Amadeus" had some pretty epic looking areas; too bad they didn't have epic fights though. :(

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This just got released now? I think I dowloaded a leaked version from IDE.exe a couple weeks ago.

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I'm actually quite enjoying this. Good job New Doom!

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I haven't quite played this yet, but here's a word of warning: MAP02, MAP06, MAP24, and MAP27 all have Doom Builder 3D Mode Starts left inside of them. This will cause "Unknown thing 32000" errors in source ports other than ZDoom.

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The Green Herring said:

I haven't quite played this yet, but here's a word of warning: MAP02, MAP06, MAP24, and MAP27 all have Doom Builder 3D Mode Starts left inside of them. This will cause "Unknown thing 32000" errors in source ports other than ZDoom.


Ah, crap. That was fixed earlier, but then we found bugs and went back to fix some things. It seems that in testing to make sure those bugs were gone, we've added some new ones by leaving 3D mode starts again, heh.

Also some CWILVXX graphics are wrong, so expect a small update soon.

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Map19 is going to give me NIGHTMARES

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rf` said:

Map19 is going to give me NIGHTMARES

It's also impossible outside of ZDoom, as the voodoo dolls move too fast to properly register some of the linedefs, causing scripted events to not go off properly -- including one which is required to progress through the level.

Also, the following happens when you try to run the WAD in Boom:

R_GenerateLookup: Column 255 is without a patch in texture JF_REACT
R_GenerateLookup: Column 254 is without a patch in texture JF_REACT
R_GenerateLookup: Column 253 is without a patch in texture JF_REACT
R_GenerateLookup: Column 252 is without a patch in texture JF_REACT
R_GenerateLookup: Column 251 is without a patch in texture JF_REACT
R_GenerateLookup: Column 250 is without a patch in texture JF_REACT
R_GenerateLookup: Column 249 is without a patch in texture JF_REACT
R_GenerateLookup: Column 248 is without a patch in texture JF_REACT
R_GenerateLookup: Column 247 is without a patch in texture JF_REACT
R_GenerateLookup: Column 246 is without a patch in texture JF_REACT
R_GenerateLookup: Column 245 is without a patch in texture JF_REACT
R_GenerateLookup: Column 244 is without a patch in texture JF_REACT
R_GenerateLookup: Column 243 is without a patch in texture JF_REACT
R_GenerateLookup: Column 242 is without a patch in texture JF_REACT
R_GenerateLookup: Column 241 is without a patch in texture JF_REACT
R_GenerateLookup: Column 240 is without a patch in texture JF_REACT
R_GenerateLookup: Column 239 is without a patch in texture JF_REACT
R_GenerateLookup: Column 238 is without a patch in texture JF_REACT
R_GenerateLookup: Column 237 is without a patch in texture JF_REACT
R_GenerateLookup: Column 236 is without a patch in texture JF_REACT
R_GenerateLookup: Column 235 is without a patch in texture JF_REACT
R_GenerateLookup: Column 234 is without a patch in texture JF_REACT
R_GenerateLookup: Column 233 is without a patch in texture JF_REACT
R_GenerateLookup: Column 232 is without a patch in texture JF_REACT
R_GenerateLookup: Column 231 is without a patch in texture JF_REACT
R_GenerateLookup: Column 230 is without a patch in texture JF_REACT
R_GenerateLookup: Column 229 is without a patch in texture JF_REACT
R_GenerateLookup: Column 228 is without a patch in texture JF_REACT
R_GenerateLookup: Column 227 is without a patch in texture JF_REACT
R_GenerateLookup: Column 226 is without a patch in texture JF_REACT
R_GenerateLookup: Column 127 is without a patch in texture JF_ND8
R_GenerateLookup: Column 126 is without a patch in texture JF_ND8
R_GenerateLookup: Column 125 is without a patch in texture JF_ND8
R_GenerateLookup: Column 124 is without a patch in texture JF_ND8
R_GenerateLookup: Column 123 is without a patch in texture JF_ND8
R_GenerateLookup: Column 122 is without a patch in texture JF_ND8
And then Boom quits. These same texture errors mean you can't run the WAD in MBF or the Eternity Engine, either.

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Great. :/

Something's clearly gone a bit wrong in the bugtesting phase.

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What likely went wrong is that every single playtester involved with NDCP2 only used ZDoom.

Also, MAP02, MAP06, MAP14, MAP19, MAP21, MAP27, and MAP29 all have over 32,767 entries in their SEGS lumps, so even if the texture errors were fixed, neither of those levels can be played in Boom or MBF.

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Yeah, looks like we're going for ZDoom only now. It was supposed to be Boom compatible from the start, but people have been a little too adventurous and gone over some limits. Cheers for finding these bugs for us, we'll give you a call if there's ever an NDCP3, heh.

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Level : Map02
Author(s) : Macro11_1
Authors comments : I dont drop pounds, I drop frames!

You drop brain. Learn how action 254 works instead of creating 35000 wall scrollers. Linedefs 7900 and 7901 with action #254 (Scroll Wall according to Line Vector) have no tag and engine will create scroller for each line with zero tag.

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esselfortium said:

FFFFFFFFFFFFFFFF. Seriously?!

It's not the ideal solution, but due to the amount of work involved in bringing all the maps under 32k SEGS and the issues with map19, it seems unlikely that's going to happen. Not all the authors are still paying attention to the NDCP forum and I think we just want it over and done with really.

Feel free to play the working maps in Boom if you want though, heh.

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... and I thought thar PrBoom was capable of handling >32k segs.

According to the logic here I must have been wrong... ;)

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esselfortium said:

FFFFFFFFFFFFFFFF. Seriously?!

Even ZDoom can't fix all faults of mappers. ZDoom also creates zillion T_Scroll thinkers on map02. I have 190 fps on my powerful computer and 2100 fps after fixing of that ^ bug with zero tag scrollers.

Also author of map02 should learn DoomBuild manual to know how to create 3d-camera more correctly or remove it before release. Also he should learn about "Deaf" flag instead of making 10000 lines with "BlockSound" flag

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btw, if you want to play map02 without lags with prboom-plus you can download the latest beta and play with interpolation_maxobjects config variable (1024 should be good) or switch on "LINEDEFS W/O TAGS APPLY LOCALLY" compatibility option and restart prboom

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Graf Zahl said:

... and I thought thar PrBoom was capable of handling >32k segs.

According to the logic here I must have been wrong... ;)

PrBoom-Plus had support for big big levels in 2005. PrBoom got it in 2.4.4 (30th July 2006)

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entryway said:

You drop brain. Learn how action 254 works instead of creating 35000 wall scrollers. Linedefs 7900 and 7901 with action #254 (Scroll Wall according to Line Vector) have no tag and engine will create scroller for each line with zero tag.


Thank you for letting me know why my map's fps suddenly and inexplicable drop... It was a mistake, and now it will be fixed.

How come you sound so angry?

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Remain calm, folks. There will be an update so at least the big issues regarding playability (MAP02 in particular) and so on will be fixed.

As far as compatibility goes, I've already expressed my opinion back over on ND that we ought to test it right--meaning proper PrBoom+ (given the limit-removing requirement) testing and everything, because I guess as we got a bit more lax on the limits people slacked off with Boom testing (I am guilty of this myself with my second map, though a quick runthrough shows no problems).

I'm surprised that in spite of all the testing--and we were quite picky--things still screwed up, but then again when you only have two or three participants regularly coming on it's hard to coordinate things anymore. For now, though, it runs fine in ZDoom, so I guess I'd just say that if you can't wait longer, use that in the meantime.

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"Thank you for letting me know why my map's fps suddenly and inexplicable drop... It was a mistake, and now it will be fixed." -macro


so are you fixing this in your map02 for the next release?
as it is now your map is unplayable for me.

EDIT

looks like my question was just answering as i was typing this up

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