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KevvyLava

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Everything posted by KevvyLava

  1. KevvyLava

    Ultimate Doom Redux v1.0 [GZDoom]

    Many of you have tried my redone versions of Knee-Deep In the Dead and The Shores of Hell. I have finally finished Inferno (including some of the most creative mapping tricks I have ever come up with) and I combined all of the maps into a single megawad. Required: - GZDoom (hardware and software rendering should work fine) - Single player ONLY - No jumping (unless you use the jump button to swim, which could occasionally be used) - No crouching - Free look required to shoot a few switches There are a lot of surprises and tricks I learned as I worked on this project, hence why my skills improved as I went. A few of them have been so reworked that they basically feel like new maps. Knee-Deep In the Dead starts on MAP01. The Shores of Hell starts on MAP09. Inferno (and a few pieces of Thy Flesh Consumed) starts on MAP31. The purpose of this wad is to utilize source port features while mostly maintaining the feel of the original episodes. There are new secrets, parts of entire levels are rearranged, and pretty much all Doom 2 enemies/items/weapons/etc. are utilized in the original Ultimate Doom maps. Looking back, if I had to pick some highlights, I'd say the most creative work was done on these: MAP06 [E1M6] - A major section near the different has been entirely redesigned. MAP09 [E2M1] - Instead of pointless teleporting, the map all flows together as a single entity here. MAP14 [E2M6/7] - I despise the original version of this map, so it was fun to "fix" it. Less mazes, more action. Surprise at the end! MAP15 [E2M7/8] - This is a complete and total redesign. Really outside the box thinking here with many multi-floor rooms. MAP16 [E3M3] - Try to find all 3 skull keys. And also, The room-sized elevator in the Haunted Mansion at Disney World inspired me on this one. MAP17 [E3M4] - "Wait, I was just here....How is this totally different???" MAP19 [E3M6/7] - I've never seen anyone use the flooding effect in a Doom level and it really works on this one. MAP20 [E3M8/E4M5-8] - This one should feel really satisfying to play through. https://www.dropbox.com/s/62tafepaszyfz7w/UltDmRdx.zip?dl=0 It is unlikely that this will work with any other source ports because of ZDoom, Doom Legacy, and Edge linedefs/sectors, so please consider this a final release (with the exception of any bugs I may have missed). Have fun, everyone! It's definitely a challenge and episode 3 especially has some really fun changes. -Kevin
  2. KevvyLava

    Ultimate Doom Redux v1.0 [GZDoom]

    I thought it was my one chance to use Commander Keen since it was MAP32 but then later learned that any level with sectors tagged 999 will open if all the Keens are dead. But I wanted it to be a little bonus idea. Ah well. :) I started implementing skill levels. It won't be perfect, but there'll definitely be there.
  3. KevvyLava

    Ultimate Doom Redux v1.0 [GZDoom]

    It appears to work just fine for me. Names are correct and everything. Both exits operate correctly. They're right next to each other.
  4. KevvyLava

    Ultimate Doom Redux v1.0 [GZDoom]

    I wanted it to feel like you had to tiptoe from part to part like a bunch of catwalks. Also, there should be enough health to help you survive, especially if you have the BFG. Also.......you didn't play MAP32? The secret exit on Hell Keep takes a few steps to find. But nothing too out of the way.
  5. KevvyLava

    Ultimate Doom Redux v1.0 [GZDoom]

    Welp, I changed the tags to 135 for anything previously marked 0 and achieved the same thing. Here's a video of me testing the flooding portion. I think you'll like the level a lot more having seen this. Forgive me on the upload quality. I'm new to screen capturing and still need to tweak things a bit.
  6. KevvyLava

    Ultimate Doom Redux v1.0 [GZDoom]

    I'm not sure what happened on Mt. Erubus! I've never run into the situation you see there and I'm not sure how it could have happened. Did you jump a wall or something once you teleported up to the red tower the first time? I've tested it a lot. One thing that might be the issue is which source port you are using. GZDoom handles a 0 tag like a real tag as far as Legacy 3D floors, so it might be something like that. Feel free to plug through with -nomonsters and see if it works this time? Buuuuut I need to run through with -fast to see how bad I get my ass kicked.
  7. KevvyLava

    Ultimate Doom Redux v1.0 [GZDoom]

    Thanks again for the feedback. As far as MAP07, I know the part you're talking about now. I had thought that you needed all the keys to get that far. I'll fix it. As for Pandemonium, if you find all 3 skulls, your life is a LOT easier at the end. See if you can find them all. Also, the Arch-Viles barely have any HP because I rigged a room to injure them before they are released. Chaingun should get 'em easily. The elevator ride of death isn't too bad if you just keep moving and plug the guys randomly as you keep moving. Maybe I just have a lot of practice after testing it. Then again, I never tried it with -fast. There's some non-linearity in Pandemonium to find those keys. Have at them! I could probably do difficulty levels. As I understand, it's pretty much 3 levels, so that shouldn't be too bad. And redoing episode 1? Maaaaaybeeee. haha.
  8. KevvyLava

    Ultimate Doom Redux v1.0 [GZDoom]

    Yup, that'll be fixed on the next version. :D
  9. KevvyLava

    Ultimate Doom Redux v1.0 [GZDoom]

    Can't figure out which part you are talking about. There's only one outside part, and that's the secret lift by the red key to get the supercharge.
  10. KevvyLava

    Ultimate Doom Redux v1.0 [GZDoom]

    Thanks for the mentions on the missing tags/textures, all.
  11. KevvyLava

    Ultimate Doom Redux v1.0 [GZDoom]

    That's an understatement! Every tutorial I ever saw on MAPINFO was garbage and I learned more just looking at the file you sent than anything I've ever seen. No joke. And if previous reviews are any indicator, I think you'll find The Shores of Hell and Inferno/Thy Flesh Consumed to be significantly better than my edits of Knee-Deep In the Dead. In my opinion, my versions of Mt. Erubus/Limbo, Pandemonium, and Tower of Babel are really awesome.
  12. KevvyLava

    Ultimate Doom Redux v1.0 [GZDoom]

    I actually built it in [G]ZDoom format, but used Doom Legacy sectors and linedefs for 3D floors or water, etc. I used Eternity (I think?) for one 3D floor in MAP20. Didn't use UDMF because I couldn't figure out how to get it working. Yeah, it was a reeeeeal doozy! Stuffed a lot of stuff in there! Glad you liked it. Can't wait to see your review of Inferno.
  13. KevvyLava

    Ultimate Doom Redux v1.0 [GZDoom]

    I'm really happy that you're enjoying these maps more than the KDITD. Like I was saying...looking back, I would do some of them differently. A lot of those are too long and feel extended simply for the sake of having more enemies teleporting in and stuff. Later on, I was more creative with the traps. Especially using GZDoom/Legacy tricks. I think you'll be even happier with what I did on parts of Inferno. Tower of Babel took FOREVER because of all of the 3D floors I had to do. Check the map out in an editor and see if you can make sense of it. At one point I was originally going to try and make the top floor of the tower a giant 3D floor over the whole thing and instead I opted for teleporting to a duplicate. would have been pointless madness otherwise. :D As for the yellow skull, my thought was that if you wandered around and saw that room was randomly full again, it'd make you curious and you might look and see it. I guess unless a monster happened to be dead right on that particular spot.
  14. KevvyLava

    Ultimate Doom Redux v1.0 [GZDoom]

    Cool, man. And yeah, I juuuuust checked the mapinfo lump and used Slade for the first time because it was so easy. Done and done. Here's the file: https://www.dropbox.com/s/62tafepaszyfz7w/UltDmRdx.zip?dl=0 ^ NightFright really did a bang-up job on that mapinfo lump, btw. What a lad! Also, Aquila, I think the pic you showed above, where it appears you are trying to kill the Mancubuseseses (Mancubii???) was not how I envisioned it. I figured people would just throw the switch and be lowered into the next area and go fight them up close with a rocket launcher or plasma gun. The swarms of Cacodemons are supposed to be intense enough where you opt NOT to kill them. That was my thought anyway...but of course, what matters most is what other players think. I didn't do Thy Flesh in its entirety, though, just so you are aware. MAP20 (final level) has the whole lot of pieces from it, though. It's a pretty epic final level in what it tries to accomplish, so hopefully you find it fun.
  15. KevvyLava

    Ultimate Doom Redux v1.0 [GZDoom]

    NightFright....you are a class act. Thanks! But.....do I just add it using XWE? Which category to I add it under? Thanks again! Aquila Chrysaetos: Appreciate the thoughtful feedback. The first episode's edits were a bit overkill in some respects, and looking back, I'd have done some of them differently, with less grinding. If you're looking for more substantially different gameplay out of the maps, you'll like Inferno and parts of The Shores of Hell. My editing skills improved as I went and I started looking at the maps in different ways. I think that Hell Keep, House of Pain, Pandemonium, Unholy Cathedral, Mount Erubus will be much more interesting to you. From The Shores of Hell, have a look at Deimos Lab, Halls of the Damned, and the completely overhauled Tower of Babel. My personal favorite is what I did with Mount Erubus (MAP19) and Pandemonium (MAP17). They will surprise you.
  16. KevvyLava

    what are you working on? I wanna see your wads.

    I just finished this remix of The Ultimate Doom. 22 levels, includes all of episodes 1-3 and a chunk of 4. GZDoom required. I got really good at editing and have some fun new (I think they are new) ideas, particular on Inferno. Here's the tag for the post that I just submitted a minute ago.
  17. KevvyLava

    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.
  18. KevvyLava

    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
  19. KevvyLava

    The Shores of Hell REDUX

  20. KevvyLava

    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.
  21. KevvyLava

    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.
  22. KevvyLava

    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
  23. KevvyLava

    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.
  24. KevvyLava

    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.
  25. KevvyLava

    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.
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