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Everything posted by KevvyLava

  1. The Shores of Hell REDUX

    Hi all, been a while. I finally finished my 2.0/REDUX version of The Shores of Hell. See my version of Knee-Deep In The Dead REDUX here: https://www.dropbox.com/s/rfmbt7qy2vlqnq8/KDITD2.zip?dl=0 Requirements: GZDoom (with mouselook turned on for a few switches that require aiming) is the only engine that this will work properly in because of 3D floors. Others requested a PrBoom+ ports, but it's not happening...sorry folks! * Make sure to add doom1tex.wad (included) when you play. Changes: - MAP09 - MAP15 - Added Doom 2 monsters (sparingly at times, unsparingly at others) - Added Super Shotgun - Streamlined the level design * Most levels require more/all keys * All levels have new secrets included * Some levels' original architecture reworked to create better or more interesting flow * Some 3D floors and special lindefs, but nothing too crazy (if your port doesn't do Legacy-style 3D floors, it will not work) - Play-tested this a lot, but it should be 99% bug-free - No difficulty settings, so it'll feel like UV regardless - All levels are beatable with pistol start - Music selected from Doom 1 and 2 I really think anyone would like this, as it feels like a thicker version of classic Doom with some additional surprises. Have fun, guys. The Shores of Hell REDUX https://www.dropbox.com/s/biadv54chc85iy0/TSOH2.zip?dl=0
  2. The Shores of Hell REDUX

    Thanks Megalyth. I felt I did the original levels justice. I'm a couple of levels into Inferno, where I'm attempting to mix it up a bit more to make it a bit more hellish/unpredictable. Glaice: I wanted to pick music that suited the levels and, if possible, had a similar feel to the original songs. When all is said and done and I will make a megawad and include one with standard tunes and one with the ones I selected.
  3. The Shores of Hell REDUX

  4. The Shores of Hell REDUX

    GarrettChan: Map-merging was only done in a couple of situations. I always thought E2M9 was useless as its own level...I think it works a lot better the way I did it but I'm obviously biased. Nirvana: Not sure how far you got...some of these are radically different from the original as far as what you have to do just to complete the level, in addition to the weapons you're given to defeat the monsters that are new to the map. I don't post on /idgames so I'm not sure what you mean. I recommend you check out MAP06 from KDITD2.wad and MAP09, MAP11, MAP13, and especially MAP15 from TSOH2.wad. MAP15 in TSOH2.wad will fit what you're talking about for sure. You'll find it less "lazy" anyways.
  5. Knee-Deep In The Dead 2.0

    Hi all. I spent a bunch of time thoughtfully editing Doom: Knee-Deep In The Dead to include: - Monsters from the rest of Doom 1 - Some monsters from Doom 2 - Weapons from the rest of Doom 1/2 - Some new secrets - A less plentiful disbursement of weaponry - Some slightly re-imagined sections in the spirit of the original - Some silent teleporting monsters so you always have to watch your back - Some minor usage of new linedefs - A few minor uses of 3D floors to create some new effecst - Different music selections from Doom 1/2 - Most rocket launchers and plasma rifles are hidden - DON'T HATE ON ME IF YOU DON'T LIKE WHAT I ATTEMPTED ON MAP08. I PROMISE I'M A NICE GUY. Keep a close eye out for new secrets. It's all mostly the same, but I've play-tested it a lot and there are some fun new challenges. Also, the levels tend to be set up so that you have to actually check out the whole map to get everything. I hope it brings a few of you that original feeling we got when we didn't know what was around the corner like when we were kids. Every level is beatable starting with a pistol. Hope you like the original shotgun, because you're about to be re-acquainted with it while fighting tougher enemies. :D P.S. I still don't know how to integrate Doom 1 textures into a Doom 2 PWAD using XWE, so you have to load both of the WAD's I included. Sorry for the inconvenience. RE: RE: Fixed download link. Thanks to all who helped. This one removes the SS guys I randomly included for fun. https://www.mediafire.com/file/65p3f33m4p8mt1n/KDITD2.zip
  6. Knee-Deep In The Dead 2.0

    As far as the elevator and being low on ammunition, that is a thought...The thing is that I needed some way to make it so the doors would open to reveal the switch that would activate it. I had a few options but went with whatever would best preserve the structure of the original room.
  7. Knee-Deep In The Dead 2.0

    Appreciate the praise. I was thinking about making it a secret level in order to do a proper 2.0 of Halls of the Damned and Spawning Vats closer to the styles of the original. Since I already incorporated Fortress of Mystery into another level, and since this hybrid map is so unique, maybe it'd just be a good secret level. I wish I knew how to program scripts in maps still. Back in the day I could do FraggleScript and I could string together actions a bit, like making it so when the Cyberdemons were all dead, that huge tower would lower. I dunno. I guess it's mostly fine as is...tower should probably just not be as tall so it doesn't take as long to come down, maybe. A little tweaking is still needed on MAP14, though.
  8. Knee-Deep In The Dead 2.0

    Did you guys try MAP14 in TSOH2? https://www.mediafire.com/file/412ko79gyo87ay2/TSOH2.zip I think it'll end up being a secret level, but there are some cool things going on with it, I think.
  9. Knee-Deep In The Dead 2.0

    My thought when creating it is that you'd just run away from them. Or use the rocket launcher that you can find outside. Or....run away? ha. Maybe I should just change it to 1 Arch-Vile.
  10. Knee-Deep In The Dead 2.0

    Oh, I didn't finish responding...Pegleg, I'm definitely interested in any of the ideas you have. I'm really good at editing things together and improving them, but sometimes I'm not as good with the starting points. I am rock-solid at 3D floors, though. At least the Legacy style. lol.
  11. Knee-Deep In The Dead 2.0

    OK so I actually went ahead and made my own concept of what I thought might be similar to your idea...but upon further description, it sounds sorta different. I guess it doesn't really matter that much anyway. Here's my version...currently MAP14 (but will be switched to the secret level in a further WAD probably). Let me know what y'all think. https://www.mediafire.com/file/412ko79gyo87ay2/TSOH2.zip
  12. Knee-Deep In The Dead 2.0

    I decided to finish the map and use it as a secret level because it's kind of all over the place in comparison to the others but is still fun. I'm going to redo HOTD / SV / TOB separately in some capacity, though. Shouldn't take too long...will have them done by the end of the week maybe.
  13. Knee-Deep In The Dead 2.0

    The problem is that I'm not sure if I should finish it at all. That's why I need you to try it now.
  14. Knee-Deep In The Dead 2.0

    https://www.mediafire.com/file/89njq27chebl8vb/tsoh2.wad MAP14. The player start just gets to the meaningful part. I recommend God mode and IDFA. :D
  15. Knee-Deep In The Dead 2.0

    I've attempted to do parts...trying to make an actual tower you have to work your way up through using pieces of those other two levels as interior portions of the tower. Lots of 3D floor usage. So far, it's interesting. Could end up really cool. But might not quite be in the spirit of a "Redux" version. Might just be a separate map idea or something. When I upload it later, you can give it a look and see what you think so far. NINJA EDIT: The biggest challenge I run into is that I don't know how to make enemies spawn at a certain Z-coordinate, so I have to be creative with item/monster placement, or they all end up on the very bottom floor.
  16. Knee-Deep In The Dead 2.0

    I started taking the other guy's idea and am attempting to turn Tower of Babel into an actual tower using pieces of Spawning Vats and Halls of the Damned. It's pretty interesting so far but I don't know if it quite fits the rest of my maps to justify inclusion. I'll upload what I have so far when I get home.
  17. Knee-Deep In The Dead 2.0

    OK thanks for the feedback! I fixed all of the issues, I believe. Will be in the next release. I'm trying to decide what to do with the next 3 maps. Might do some sort of combination. MAP09: I changed the way the stairs worked, which is probably why the glitch went away. MAP10: I checked and I think I misspoke before...the pillars aren't supposed to lower...just run and grab the backpack right away and no prob. MAP11: I'm not sure what those unkillable spectres are...I checked both maps you mentioned and the only spectres showing are within the regular playable area. Maybe it's a GZDoom glitch overall or something. MAP12: Not sure what was happening with the D1 Yellow door...might have had somethign to do with the other side being DR (also monsters) that made it so you could only trigger it once or something? Should be fixed. Fixed the texture glitch under the secret door by the bridge. It was a 3D-floor overlap issue. SS guy is for my own amusement. May or may not make it to the final version. MAP13: Made some texture changes that look better. And attempted to fix the issue with the 3D floors. I think depending on your rendering settings, it can look different. Unsure, though. And it wouldn't be a post by me if I didn't say: I'm really despising the idea of editing "Halls of the Damned", though. What a terrible level.
  18. Knee-Deep In The Dead 2.0

    Pegleg...wanna join forces maybe? We could take pieces of "Halls of the Damned" and "Spawning Vats" and stack them on top of one another vertically so you have to work your way though it. Not sure if you saw but I've gotten pretty adept at using Legacy-style 3D floors to create complex room-over-room stuff. If you play my TSOH2 wad and get to the end of MAP13 where I put Fortress of Mystery underneath the slime pit, you'll see what I mean. The only hard part about this is you can't spawn enemies in 3D space (that I know of)....they always automatically appear on the lowest possible floor, so to circumvent that, you have to think about the shape of the tower. In my head I'm thinking that the level should start out like Spawning Vats (the underground-looking parts) and then ease into one super level between the 3, with the Cyberdemon battle being at the top, of course. ^ All that being said, if you have your own vision, I wouldn't be remotely offended if you made something similar. Maybe people like it more/less but either way, it's more classic Doom. Anyway, let me know what you're thinking.
  19. Knee-Deep In The Dead 2.0

    https://www.mediafire.com/file/412ko79gyo87ay2/TSOH2.zip Here's the latest. I think my mapping skills are getting quite good. I've been more imaginative with these ones. MAP09 - Deimos Anomaly MAP10 - Containment Area MAP11 - Refinery [total overhaul] MAP12 - Deimos Lab MAP13 - Command Center Next up is the dreaded "Halls of the Damned". (shudder) I'm thinking about some combination of Halls and Spawning Vats that leads into Tower of Babel. We'll see. Hope you enjoy it, Johnny. And I think at the end of this, I'm going to call these episodes "Doom Redux". I'll probably do Inferno at some point in the future, but I don't really think Thy Flesh Consumed needs to be redone because it's already very refined and plenty challenging as is.
  20. Knee-Deep In The Dead 2.0

    I edited it so the 3D floors don't overlap with the texture underneath, so it should be fixed. The 3D floor overlapped with the space that the actual floor was occupying, hence the problem. I'm also adding more ammo in some spots to make it more reasonable. Took out or switched a few enemies, etc. I'm probably going to start up with E2M5 tonight. And then, eventually, the dreaded E2M6. If I survive E2M6.
  21. Knee-Deep In The Dead 2.0

    JohnnyTheWolf: I'm not sure why yours is having that texture issue and mine isn't. Any ideas? As you can see in my screenshot above, it leaves only the step texture and then shows the rock texture underneath it. The purpose of MAP11 having the backtracking is to introduce more monsters. I have an idea that will work better and be more fun. Shouldn't take long to do, either. I'm not going to offer support for other ports, though, because it would require redesigning too many parts. Lingyan203: Yeah, since PrBoom+ doesn't allow 3D floors, the mapset won't play correctly in some parts anyway. In the case of TSOH MAP12, it won't work at all because 3D floors are required for bridges.
  22. Knee-Deep In The Dead 2.0

    Thanks for the feedback. Not sure why the staircase in 09 looks funny to you, as it looks perfect to me on my end. On 10, the three pillars always lower for me. Not sure how they don't for you because they have 100% of the time I've play-tested the level. Also, on 10 I think you're right about the Baron in that secret area only being able to be lowered once. I'm going to keep it as once-lower but without the Baron. 11 was actually a very time-consuming map to get right. I had to set it up so all of the monsters would go to the right spot and the purpose of the level is to introduce the Arachnotron, in addition to forcing you to find the other 3 keys and fight tougher monsters. There's no really much one can do with the level because it's so tightly made. I could totally fabricate new areas, but there weren't any areas that I thought really justified that. It took just as much time to do as the others, maybe more (in the case of 09). I suppose that one way to make the backtracking more worthwhile in 11 is by having new sections of the map be visible. I actually have a new idea that I think might work better and achieve the same thing. More on this as it develops! :) Glad you liked 12. I thought those bridges were a fun idea and I always thought that map had some potential but the original has so many useless areas that you just don't need. The 3D floors present some fun ways to mix it up. As far as all of the levels go, the difficulty is definitely too hard, and will need either more ammo, less monsters, or more health in some areas. But part of the goal is to make you have to conserve ammo and use Berzerker. I don't like the chainsaw that much but Berserk is fun sometimes. Thanks for the feedback. The next level, I'm kind of dreading because it's another one of those sort of maze levels with a bunch of pointless rooms. I may nix some of them in favor of some different ideas. ...And then of course we get to my second-least favorite map in the entire game: Halls of the Damned. (Absolute least-favorite is definitely E3M7: Limbo). But for E2M6, I think I can come up with a way to make it more fun.
  23. Knee-Deep In The Dead 2.0

    Some adjustments have been made to make the maps easier. Still working on TSOH2. Here's where I'm at so far: https://www.mediafire.com/file/412ko79gyo87ay2/TSOH2.zip Deimos Anomaly Containment Area Refinery Deimos Lab MAP09-MAP12. Can make it easier if need be. But you're supposed to rely on the Berserkers more on some maps.
  24. Hi all...I like to work with the full suite of options when using textures for Doom 2 pwads. So I set up GZDoom Builder to use doom2.wad and doom1tex.wad as resources. Naturally, when I'm play-testing wads from within the Builder, they work great. The problem I run into is when I try to load them separately...the Doom 1 textures do not load unless I drag both pwads over at the same time. I have also attempted to use XWE in order to add the textures to the pwad but I must be doing it wrong because I've never been able to get it to work. Maybe there is a specific spot you are supposed to drag it? If anyone can give me some help on how to make this happen, that'd be awesome. Thanks.
  25. Add Doom1 textures to a Doom2 PWAD

    So I'm not used to using Slade, but I will try.