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Everything posted by KevvyLava

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. Some adjustments have been made to make the maps easier. Still working on TSOH2. Here's where I'm at so far: 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.
  9. 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.
  10. So I'm not used to using Slade, but I will try.
  11. Thanks for the response. I have that texture file, but I'm wondering how to merge it with a Doom 2 pwad so I don't have to keep including separately in zip files.
  12. For anyone interested, I am working on a GZDoom version of The Shores of Hell, but the goal is to keep it mostly like the original, but with some fun extra secrets and making use of custom linedefs and a few other ideas. I recently made a remake of Knee-Deep In the Dead using some modern ZDoom features that attempted to keep most of the levels intact, but added monsters from Doom 2 (and the Super Shotgun) in addition to refining some of the levels to make it so you have to really explore the entire level in order to collect keys, throw switches, etc. in order to beat it. Also, when backtracking, you will have to fight new monsters that sneak up on you. "Knee-Deep In the Dead v2.0" garnered good-to-solid reviews from the people that played it. But the reason that I'm posting in this thread is because I'm part of the way through The Shores of Hell and I think it's turning out well despite (in my opinion) the levels in TSOH being not quite as good as KDITD. The purpose is to make it feel like the original with a few new additions...sort of like a DX version. Here's a link to KDITD2 and to the sample level from TSOH2: [MAP01 - MAP08] - GZDoom only (PrBoom+ will not work because of Legacy-style 3D floors] - Add both wads - Mouse look required to shoot a few switches, but generally not required overall...jury is still out on how I want that to go Because I don't know how to add Doom1tex.wad textures into these wads, you have to load both when loading the game. Here's a link to the Shores of Hell thread that has the download for everything so far. For those that just want to try one level out to get a feel for what I did:
  13. Here are some shots from Knee-Deep In the Dead v2.0:
  14. OK, so many of you liked my version of Knee-Deep In the Dead v2.0, which is takes the levels from KDITD and updates them to make them a bit more interesting/complicated/challenging and includes the items/monsters from Doom II, etc. I'm obviously working on The Shores of Hell v2.0 for GZDoom and I figured I'd throw the first 3 levels up here for the heck of it. It's a similar concept, but my skills are a bit more refined, so perhaps these are a bit better. MAP09 - Deimos Anomaly (includes my favorite secret I've ever made in a WAD) MAP10 - Containment Area MAP11 - Refinery MAP12 - Deimos Lab [barely touched it so far, expect nothing.] (use both WAD's so the textures work) For those that have not seen KDITD2, it should be 99% bug-free: Don't try to play these in PrBoom+ because it uses Legacy-style 3D floors. GZDoom, folks!
  15. Sure, here you go. I'm trying to focus on what's different in these. What you'll find in many of these maps is that there is more backtracking required and more surprise traps. I tried to keep them in the spirit of the original levels, so here are some updates within the first 3 maps of The Shores of Hell v2.0. The levels will feel similar, except you generally have to actually scope out the whole level to finish it now because extra keys are required. Also, new secrets.
  16. Fixed the monster error in MAP07, fixed the wall issues outside with MAP06: Here's a little taste of TSOH2: I'm through the first two levels of TSOH2. Should make some progress today. EDIT: Deimos Anomaly starts on MAP09.
  17. Yeah, and since I use some 3D floors, PrBoom+ really isn't going to work, unfortunately.
  18. Hi all! Yes, yes, hard at work with more. Just about finished with E2M2. I like the ideas about the M8 and M9 being kind of limited for episode 2, thus mixing the levels in some different configurations. I'll have to think about it a bit. The good news is that I'm much more efficient at everything I'm doing these days and have been going at a pretty decent clip for just having started a new job a couple of weeks ago, too. I'll find some sort of realistic way to combine a couple of levels into 1 in order to make sure the flow feels good. Maybe "Halls of the Damned" can serve as a hub for other levels. It'd make it really long, but maybe worth it. And other bug fixes will be taken into account in the next update for KDITD2, which will happen right after work. There were a couple of mismatched textures as well.
  19. Yeah, I am noticing that PrBoom+ is running into other issues. I just tried testing it out and it's not registering the 3D floors I used either (Doom Legacy-style 3D floors). I'm not sure what the excitement around PrBoom+ is. Seems to be no different than GZDoom except it's pickier on certain things, like tags. So even if it makes it slightly inconvenient for some, I'm probably sticking with GZDoom since that's what I started with. Maybe if it's sooooo insanely popular and I become soooooo famous that someone will edit it for PrBoom+ when it's done. ;) The Shores of Hell 2 is already a work in progress. E2M1 is completed and now is a fun little level with less unnecessary teleporting and fun surprise near the end. And what I also consider to be my most creative secret evarrrrrr (took a bit of time to figure out how to make it work the right way). I'm about a third done with Containment Area, which is one of my favorite Doom levels. JohnnyTheWolf: I just never liked the map. At that point in the episode, I felt that the levels were just getting to be mazes. Putting Command Center and then Halls of the Damned back to back? Nawwwwww. General Rainbow Bacon: My goal isn't to make everyone happy, so they're just going to have to deal with the Megasphere being a 1-shot only type of thing. Consider it a harder version of the Plasma Gun "secret" in E2M2. Your comments on mouselook being required for some switches is noted, so I'll have to figure out how I want to handle those situations. I figure that if it's as simple as having to toggle it on for a few spots, it's not a big deal. On the other hand, I could just make the lift operate normally there, too. But I am working on some other spots down the line that have semi-hidden switches and I like the idea of having to look around a bit to shoot them and I think they suit the gameplay well. We'll see. Lingyan203: What's the deal with (G)ZDoom? Did it fall out of favor recently or something? Odds of me switching all of the little details over to another engine are low because of the way I've grown accustomed to doing 3D floors, tags, etc. I think that with the way the project is going, it will be worth using GZDoom. If my standard of quality is up to snuff for the rest of this, I'm hoping people won't mind the slight inconvenience of firing it up for a good few hours of fun.
  20. HOT DOG! Thank you for that...I never figured that would work and now I don't need those stupid connector sectors. Thank you SOOOOO much. Now I can move them really far away so you don't hear their reactions too, right? And yes, I see your point on the doors. There's probably not that many of them to check anyway. I'll do it tonight and let you know so you can try out the wad in its full glory. There's yet another tiny other bug I noticed in MAP01 anyway.
  21. So you're saying D1 and DR doors need to have tags now? I thought only SR, S1, WR, W1, etc. needed tags. The wad is meant for (G)ZDoom, which I specified. I've never run into any of these issues before and I'm assuming it's an error with the other source port. And yes, I only dialed it back as far as enemies because it didn't feel right to have certain types of enemies/textures in Knee-Deep In The Dead.
  22. Maybe you didn't play the whole KDITD2 level. Because I included E1M9. It's just not in the spot you would expect, as it's mixed with another level as one big map. And actually, I think I can squeeze them all into one megawad, so long as I mix the secret level with one map per episode. MAP01 - MAP08 = Episode 1 MAP09 - MAP15>MAP31 = Episode 2 MAP32>MAP16 - MAP22 = Episode 3 MAP23 - MAP30 = Episode 4
  23. For "The Shores of Hell 2", should I make it maps 9-17 or should I just make them separate map packs of 1-8 like KDITD2? I suppose I could do the first 3 episodes as part of one megawad. Obviously can't squeeze in all 4 episodes since there's only 32 maps.
  24. It's OK Johnny. It's....OK. :) I'm already working on The Shores of Hell 2. I'm not sure I'm going to want to do every level, though. The Halls of the Damned is the most annoying level in the game. Maybe I can make it fun.
  25. - Secret at the beginning (door right behind the start) - Slime back staircase - Megasphere - Rocket launcher in the corridor with the light shining on it - Soulsphere/plasma rifle with the chaingunners - Outdoor area with mancubus/cacodemons. - Outdoor area additional secret with brown wall on outer edge ***brown pillar in 5-pillar slime room near the outside secret with the blue armor on it. I think that's the one you missed. Thanks for the other tip on the impassable wall.