DooMAD Posted April 29, 2009 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 ________________________ | | |____ ____ ____| | | | | __ _ _____ _ |___|___ |___|_ _____ __ ___ | \ | | ___| | | | ___ \| _ | _ | \ / | | \ | | |__ | | /\ | | | \ | | | | | | | . \/ . | | . \| | __|| |/ \| | | / | \_/ | \_/ | |\ /| | | |\ ' | |___| /\ | | / /|\ / \ /| | \/ | | | | \ |_____|\_/ \_/| `' / | \_/ \_/ \_| | | \_| \_| Community | |___/ | | Project \_| | | | | _____| |____| |_____ | | |______________________| ========================================================================== 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 ========================================================================== 0 Share this post Link to post
Joshy Posted April 29, 2009 FP! Yay, finally my good maps are released at last! :P Good stuff. 0 Share this post Link to post
Reisal Posted April 29, 2009 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. 0 Share this post Link to post
Graf Zahl Posted April 29, 2009 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. 0 Share this post Link to post
DooMAD Posted April 29, 2009 Anything related to coronas is probably something to do with jetflock, heh. I've been playing it in software, so I have no idea. 0 Share this post Link to post
Csonicgo Posted April 29, 2009 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? 0 Share this post Link to post
Graf Zahl Posted April 29, 2009 What? I just don't like them in 'classic' WADs. 0 Share this post Link to post
BilboHicks Posted April 30, 2009 good stuff. Glad to hear the site is still going too. 0 Share this post Link to post
Jodwin Posted April 30, 2009 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. :( 0 Share this post Link to post
chexwarrior Posted April 30, 2009 Waited a long time for this one... So far a lot of fun though I agree with Jodwin that Amadeus didn't live up to its epic feel. 0 Share this post Link to post
40oz Posted April 30, 2009 This just got released now? I think I dowloaded a leaked version from IDE.exe a couple weeks ago. 0 Share this post Link to post
Patrick Posted April 30, 2009 I'm actually quite enjoying this. Good job New Doom! 0 Share this post Link to post
The Green Herring Posted April 30, 2009 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. 0 Share this post Link to post
DooMAD Posted April 30, 2009 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. 0 Share this post Link to post
The Green Herring Posted April 30, 2009 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_ND8And then Boom quits. These same texture errors mean you can't run the WAD in MBF or the Eternity Engine, either. 0 Share this post Link to post
DooMAD Posted April 30, 2009 Great. :/ Something's clearly gone a bit wrong in the bugtesting phase. 0 Share this post Link to post
The Green Herring Posted April 30, 2009 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. 0 Share this post Link to post
DooMAD Posted April 30, 2009 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. 0 Share this post Link to post
entryway Posted April 30, 2009 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. 0 Share this post Link to post
esselfortium Posted April 30, 2009 DooMAD said:Yeah, looks like we're going for ZDoom only now. FFFFFFFFFFFFFFFF. Seriously?! 0 Share this post Link to post
DooMAD Posted April 30, 2009 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. 0 Share this post Link to post
Dutch Doomer Posted April 30, 2009 [bullshit]Doesn't matter nobody uses Boom anyway[/bullshit] 0 Share this post Link to post
Graf Zahl Posted April 30, 2009 ... and I thought thar PrBoom was capable of handling >32k segs. According to the logic here I must have been wrong... ;) 0 Share this post Link to post
entryway Posted April 30, 2009 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 0 Share this post Link to post
entryway Posted April 30, 2009 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 0 Share this post Link to post
entryway Posted April 30, 2009 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) 0 Share this post Link to post
Macro11_1 Posted May 1, 2009 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? 0 Share this post Link to post
newt Posted May 1, 2009 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. 0 Share this post Link to post
The Lag Posted May 1, 2009 "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 0 Share this post Link to post