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Dexiaz

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Everything posted by Dexiaz

  1. Dexiaz

    Has ID made E1M5 impossible?

    Sorry for doublepost, but I've opened my Doom 1 IWAD to check E1M5 problem...something is clearly wrong on E1M1.
  2. Dexiaz

    Has ID made E1M5 impossible?

    Great image. Ok, now we have a planned mod for April Fools Day 2025.
  3. Dexiaz

    Has ID made E1M5 impossible?

    Now I want a whole wad with this idea. BARRELS O'FUN Edition
  4. Dexiaz

    DOOM 64 Sprite Replacements

    I have created this: But this is designed to make a some kind of "lost alpha/lost beta" Doom 64. If you're not dreaming about making your own standalone campaign and just wanna create some maps - we could work together on "lost alpha" mod with those new/old sprites and textures. There are some beta levels which are not released in the Internet (but there are videos of them uploaded by Kaiser), they should be recreated.
  5. Dexiaz

    Drake O'Brien passed away.

    I loved those maps. Even more, I did "ports" of those maps for PSX Doom (Map20 and Map27 for GZDoom TC & Map27-only for GEC Master Edition). Rest in Peace, Drake.
  6. Hello there, long time no see. I have a question to everyone who worked on this project. There is a way to "port" PS1 levels with colored sectors and other stuff since the release of Remastered Doom. I started to work on such port and got this so far: It's not the final version of map, but it's mostly done already. And...I'm thinking about porting the cut levels too. But obviously, most of them are not mine. Can I borrow your levels for using in this project? With all credits to you, of course. If you don't like this idea, I could rework PC maps again by myself, that's ok. P.S.: at present time I'm working only on Doom 1+2 levels. Master Levels, Final Doom maps are not planned. Thanks for replies in advance.
  7. Hi there. If you're subscribed on my YT channel, you might know that I'm working on Brutal Doom for Chocolate/DOS Doom. Today I'm presenting you an alpha build of the mod for public testing! At present time the mod provides: -Redesigned weapons (sprites taken from Brutal Doom, of course) (based on TDRR dehacked mod); -Reworked monsters (eyes glowing in dark), chaingunner uses minigun now, arachnotron fires blue plasma, archvile wear horns, etc); -Improved sound design; -Visually updated items and some obstacles; -Brightmaps for all sprites and textures, thanks to Muusi -Destroyable gore corpses (hanging and impaled); -Absolutely "new" HUD (yeah, it's based on HUD from Eternal Doom, but it never appears in WADs before, because I did it specially for this project). The mod works perfectly with Chocolate Doom, but you can run it in DOS! (as planned at first place!). Special thanks to @Doomkid and @maxmanium for personal help with this release! Download link: https://www.moddb.com/mods/boiled-doom-brutal-doom-for-doschocolate/downloads/boiled-doom-release-canditate I would be grateful for all feedback to make the mod better for future releases. Have fun!
  8. I thought to start topic about this scary sh~t from 2000 year. This is a russian pirates hack of PSX Final Doom which was made in 2000 year. People paid the money for this...and they did not guess what was coming... Of course most of the world not even aware about this. But I think it's good to know about this strange "incident" Videos: http://www.youtube.com/watch?v=4XxFzDBrPFU http://www.youtube.com/watch?v=Bnmy6pXrzVY http://youtu.be/OUtNPcHr89M http://www.youtube.com/watch?v=i8gPyN1jNDM http://www.youtube.com/watch?v=YK2e4qF7mDo http://www.youtube.com/watch?v=1aYoLN4Yib8 What you think?
  9. Thank you very much! Yeah, that's might be possible, but even without colors sprites and textures are "simplified" a little bit, maybe it will help the situation with rendering. I'll PM you. Sure, let's try that! I'll PM you too.
  10. Hello everyone. Don't know where to post such threads exactly, but it's definitely Doom related, yeah. About a month ago I've seen a post about running Doom on htop (linux process viewer), it looked like this: And I thought that the presence of many colors in IWAD causes such machines and systems to render the image with significant noise effects. Like here: So I decided to change the whole Doom palette to 8-bit colors with additional sprite & texture editing. I've got this so far: I'm planning to release this WAD anyway, but I need to finish it first. At the same time I'm still wondering how exactly my project goes on such displays with low-color rendering. Can anyone help me with that? I mean, to run my wad on htop or on the Playdate or on the pregnancy test, etc. (Thanks in advance!) I'm not sure it really helps the situation with displays, but I can't judge for sure before seeing it in action. P.S.: What do you think about my screenshots at all, btw?
  11. Dexiaz

    Need your thoughts on System Shock 1994

    Wow, thanks for so many insightful responses, friends! I'm glad that you think the game is good or even a masterpiece, hehe. To be honest, when I was playing it (2 years ago was my first time, so it was a Remastered version) I was clearly thinking "It's just like a GZDoom Total Conversion, but made before anything Doomish/Buildish released. I mean, slopes,HUBS, inventory you can find in Hexen, radio dialogues you can find in Strife, some polyoobjects and scripts are from the ZDoom era. It was blowing my mind. The game was ahead of its time. Period.
  12. Hello everyone! I have a serious question for you, please, help me understand one thing. What is the "System Shock" (1994) to you personally? I mean, I've heard an opinion that modern day gamers think about this game as a so-so FPS with tank controls and overloaded HUD/Interface (btw, doesn't matter if you play Nightdive's remastered version [don't be confused with Remake]). Now I've seen an opinion that it's a bad Doom clone with mechanics from the quest adventure games. Or on the contrary, this is a Doom clone with a cheezy inventory system and an understandable storyline (not like the Doom 1/2 txt file). So, which feelings does this game leave you? It doesn't matter if you finished it or abandoned it after 2 minutes after the game started. If you never played it, it's also ok. Just tell me, what do you think about this game even without playing it? But please, mention the fact that you never played it. Thanks in advance!
  13. Dexiaz

    "Doom PS1-64" : A New Soundtrack for Doom 64 !

    More PS64 music for the God of the PS64 music! Congrats on the release!
  14. Dexiaz

    [WIP] (Update 5) PSX Style Doom Maps

    Well, downloaded it. It really replaces only the levels, but not the PSX music and sounds. So you're showing in demonstration video levels with additional wad which is not packed into the project's archive. So fixing Chaingunner's sound is pointless.
  15. Dexiaz

    [WIP] (Update 5) PSX Style Doom Maps

    Hm, I can't say this is the "original" idea, because few people also tried to do something like that. BUT I like what I see in your demo videos. I'd like to suggest to fix chaingunner attack sound, because by default the engine uses "shotgun" fire sound. You need to change it to the Pistol sound. Same with the Spider Mastermind.
  16. I'll post here just because I have 40 followers (lol), possibly someone who could help you will see your message.
  17. Dexiaz

    The Lost Levels for Doom II (TLLD2)

    You're not stopping to impress me, @United VirusX! Looks so far so good!
  18. Dexiaz

    ACE Engine v2 - DOS Doom II [vanilla++?]

    I'm not even sure it's possible. Remember this is an upgrade of the original Doom Engine, not the entirely new engine based on the idtech1 source codes. UDMF is absolutely different beast.
  19. Oh, this is great! Glad to see PS1-Styled projects! Keep it up! I'm gonna test it as far as possible, but I have a little free time for anything, so I don't know exactly when I came up with review of this beta. But I love so far what I see on your screenshots!
  20. It's great to see that community admires you enough to create a megawad dedicated to your person. Not many Doom mod makers can brag about this.
  21. Well, that's cool. But I suppose nobody are interested to build another one Doom Piano or something.
  22. Hey there. I'm a big fan of videogame remakes (no matter the franchise), and I do like doing them by myself (mostly based on Doom sourceports, eh). Still, except my jokewads I never did a Doom 1/2 Remakes for real. But I've played a lot of fan remakes done by other community members. Seeing how threads about Doom remakes or remasters appear from time to time, I decided to create a list of fan remakes. There are thousands of custom WADS, and possibly I don't know EVERY WAD which remakes classic Doom IWADS, but I suppose I know most of them. If someone asks, the meaning of REMAKE here is using the same storyplot and architecture layouts. Basically, this concept is taken from Resident Evil Remakes, where it has the same storyplot but with additional details and upgraded mechanics, graphics and visuals. So that means the "Doom the Way id Did" is not the Remake of Doom 1, because it doesn't use the geometry of the original maps as base. And HD mods like "Doom Neural Upscale Project" are not counted here as Remake either, of course. Still, I'm not sure about maps like used in Plutonia (Map#32 is basically a remake of Doom 2 Map#01), because it's just an easter egg and it doesn't offer to feel Doom 2 full experience, but I won't decline them as "remakes" to avoid unfair cuts from the list. I think the rules are outlined, and now we can get down to business. - DOOM REMAKES LIST - - FINISHED PROJECTS - Knee-Deep in ZDoom The most known Remake project in the Doom community. Based on its name, it only offers to relive again the nightmares of the very first Doom episode and runs on ZDoom family sourceports. Still, it uses the incredibly high quality level design while using the most advanced ZDoom engine features with a large set of new demons and weapons. Must play. [DOWNLOAD] Knee-Deep in KDiZD (sic!) Knee-Deep in ZDoom, now upgraded for vanilla Doom2.exe. The Doom Tribute Project A very interesting take of making both Doom I and Doom II campaigns AT ONCE! The distinctive feature of the project is that the levels of one episode are created in a single consistent style. In addition, some levels are combined together and some areas are reimagined, so that makes the playthrough noticeably faster than playing original Doom 1 and Doom 2 in single run. Also this project uses custom monsters and weapons to enhance the playing experience. [DOWNLOAD] Wonderful Doom Not a particularly inventive name used here, to be honest. But there is no deception here. A wonderful Doom 1 Full Remake from a Russian fan (with love, of course). Most noticeable feature here is changing the height variation logic. For example - if in Doom 1 you have to go up by ladders, in Wonderful Doom you will use an elevator to go down. A very simple, but neat idea to make old maps "fresh". [DOWNLOAD] HontE Remastered A whole Doom 2 Rema...ster? Well, in rules mentioned earlier, this WAD is more a remake than a remaster. And it came from Russia too! The game became much darker and it uses a lot of dynamic lighting and 3D floors. An interesting fact: it does not use custom monsters/weapons and textures. But the project looks very different with GZDoom features. The Super Skulltag Uh, oh...It's a very interesting take on remaking Doom 2 mapset. It was designed for Skulltag (which is not supported anymore), and used many cool ZDoom features like KDiZD does. But in level design it's not as breathtaking as KDiZD. Still, I didn't say it's bad, no-no. You have to install Skulltag or Zandronum with additional pk3 files, which is kinda...ahem, annoying, but it's worth a try. [DOWNLOAD] Brutal Doom: Hell on Earth Starter Pack a.k.a. Extermination Day No, I didn't forget about this mappack, of course! The most known Doom1&Doom2 mapset remakes from Sergeant Mark IV! Designed as Duke Nukem 3D maps on Build engine with GZDoom features, it offers an interesting (and brutal) experience. [DOWNLOAD] Knee Deep in Phobos Imagine KDiZD, but it was made for Vanilla sourceports with Dehacked and by only one mapper. Pretty tough, huh? Anyway, this one is an interesting remake of the very first episode of Doom 1. Since it requires Doom 2 to run (lol), it uses some stuff from Doom 2, especially monsters. And, as mentioned earlier, there is a dechaked patch, which changes plasmagun and BFG into 2 different non-plasma energy weapons (which understandable, plasma energy weapons existed in next episodes) and changes/adds few custom monsters. [DOWNLOAD] Phobos Revisited A Cacoward winner from 2004. How has it become a habit, it offers only the first episode of Doom 1. I can't say much about this, but we all know that only the best of the best receive the Cacoward. [DOWNLOAD] CH Retro Episode To be honest, a "questionable Remake" WAD in this list. Because it's more like "Doom the Way id Did" before the "DTWID.wad" was created. Still, you can clearly identify parts from the original maps. But this wad is kinda opposite to the Phobos Revisited in meaning of architectural allegiance. And, as usual, it offers only the first episode. Still, this project is included in "Top 100 WADs of All Time", which is also a good sign of good maps. They're good for real. Worth to try it even if you don't think about this as Doom 1 Episode Remake. [DOWNLOAD] Dark Side Of Deimos Another one questionable WAD in meaning of "Remake concept", but this time this WAD is about Episode 2 (The Shores of Hell). Still, the main concepts of the original Doom 1 WAD are represented here. For example, E2M2 is a box storage level, E2M3 shows Cacodemons in building with nukage, E2M4 forces you to use teleport into "waterzone", and E2M8 is literally the Tower with Cyberdemon on top. [DOWNLOAD] Antichrist TC The strangest project in this list. An old vanilla project, most levels are heavy edits of random Doom 1 and Doom 2 levels. Due to the new design idea (black-white-red colors for everything), sometimes you could not understand which IWAD map was used as the base. It's worth a try, at least. [DOWNLOAD] Switcheroom 1 A remake of Doom 1 with switched design ideas on maps. For example, Techbase maps become Hell areas and vise versa. Switcheroom 2 Same as first part, but with Doom 2 maps. [DOWNLOAD] Doom II Superficial Update An experiment by SLON to slightly improve the Doom 2 maps. Don't expect too much differences, SLON did just for fun. It's a questionable thing, but let it be here. Doom2 Meets Zdoom (abandoned) Only 11 levels + 3 secret levels. DOOM II: Hellscape A re-imagining Doom II levels that take place in Hell (21-30) Suitcase of Gor (Formerly D2Redux) It's a very free interpretation of Doom 2 levels. Mostly reminiscent of Plutonia mapset due to its textures. Not so bad as the author tried to convince us. PHOBOS: ANOMALY REBORN An episode replacement for E1 of Ultimate Doom. Doom: The Way We Remember It Also given the names 'Mandela Doom', 'Doom But Something's Not Right' and 'Doom from Memory', the community recreated the whole game from memory. Doom 2 recreated from Memory Same story as "Doom 1: The Way We Remember It". Outbreak of Evil This is a "heavy" reimagining of the first Doom episode, which includes many new additional mapping details (but you still can identify the source areas). Also the difficulty is much higher than the original IWAD. I won't spoil much, but on E1M8 you must kill much more than 2 Barons of Hell. Unfamiliar Episodes Redux A re-imagining of Ultimate Doom's maps that uses GZDoom's special effects to enhance the visual quality of the environments. Based Refueling A nice remake of "Refueling Base" level from Doom 2. The Ultimate Doom II The Ultimate Remake of Doom II (as description says). Actually, looks pretty cool, it's really the Ultimate Edition of Vanilla Doom 2. Doom+ An IWAD upgrade which adds more level details alongside with monsters (Doom 2 monsters and SSG are included too). - WORK IN PROGRESS PROJECTS - Doom 2 Re-Build-t There is a weapon/monster mod which makes Doom game like Duke Nukem (or Build Engine games in wholesome). It's called "Nobody Told Me About id". And there is an inspired mappack (which should be played with this mod). In my opinion both mods together offer a very unusual experience. [DOWNLOAD] SPECTACLE CREEP Another one good remake project with advanced sourceport features. But it's unknown how many maps would be remaked by the author. At present time you can play only a few maps from Episode 1. DOOM II: Resurrected A KDiZD-like Doom 2 Remake. Sick! I'll definitely play as fast as possible when it gets to the final release. Doom 2: Hell Unleashed A Quake 2/KDiZD/Tormentor's style Doom 2 Remake. The Ultimate DooM X A wad for The Ultimate Doom that aims to make the game more challenging and improving it in terms of mapping. StalkerBlade's Doom Episode - 1 Remaster A Doom 2016ish Remade of Episode 1 maps. Looks interesting. Doom 2+ Same as Doom+ - EASTER EGGS, SINGLE MAPS, COMEBACKS, ETC - THE REFINERY & The Refinery (v2.0) I suppose this map must be in "The Shores of ZDoom". Looks cool, no doubts, but it makes me sad because there is no TSoZD. Looks like TSoZD is the analog of Duke Nukem Forever or Half-Life 3... [DOWNLOAD] E2M4 - Deimos Lab Remake Another one great work in KDiZD style (or TSoZD style). Must play. [DOWNLOAD] E2M4 Redux (by realtrisk) A good GZDoom map with custom stuff and a lot of new details. [DOWNLOAD] MAP01 but it's Hell As title says [DOWNLOAD] Maps from memory A try of recreating E1M1 from memory. Labs of Deimos Revisited Looks like a lot of people love E2M4. This is the vanilla styled remake of Doom 1 map. Dwango5 A well-known deathmatch mapset. And the most known map is Doom 2's Map01 "edit". 32in24 8: DWANGO2008 Blatant ripoffs of Doom 1 and 2 levels, switched from SP to DM. Doom Raider 2020 (Remake of the DR 2003) An interesting remake of the lovely Doom Raider: Crypt of the Vile by the same author. Feels totally different even with previous geometry. Doom 64 for Doom II Actually, it's the DEmake, but I think it must be counted in. Well, like the title says, this is a Doom 64 remade for Doom 2. Works with DOS/Chocolate. I wish we will get one time Doom3.wad...and possibly 2016.wad and Eternal.wad Bijou Doom Some kind of Congestion 384 (maps are limited square 384x384) but it uses Doom 1 maps as base. Hell on Earth: Super Tiny Edition Similar to Bijou Doom, but with Doom 2 and does use 64x64 square maps. Congestion 192 (only the first map) The whole project is good, but in our particular situation we're interested in a very first map which remakes Doom 2 Map 01 in 192x192 square map. Linear Doom I didn't wanted to add this until people suggested Bijou Doom and HoE64. Linear Doom makes the whole Doom (E1-E3) is a straight line game. Return 2nd (Second return to Hell) In our situation - map09. It forces us to go back to E1M1 after all events of Doom 1 and Doom 2. A kinda interesting "easter egg" map. Bloom A great Doom + Blood crossover! This project revisits Doom 1 and Doom 2 levels in a new way, mixing them with Blood levels. Definitely must play. [DOWNLOAD] Recycled Community Project 7 levels made in past were "fixed" in modern way. "Questionable" project, but still. Maps of Chaos For me, it's a questionable project. This is a pack of Doom 1-2 levels with a lot of monsters here. No new geometry, just only monsters. UAC Phobos Facility This is a single map (MAP01) for Doom 2 which takes parts of Doom Episode 1 levels and meshes them into one cohesive map. Ultimate Doom separated maps "remasters" by @PhobosVB [E1M9] [E3M7] The list is not complete, I do remember a few small wads related to this topic, but I'll add them later. Plus, I hope to see your opinion about those mappacks and your opinion about Doom Remakes. BTW, feel free to suggest such wads here!
  23. Making any kind of mods, no matter it's mapping, texturing, coding, modeling made me feel I'm releasing stress. I do like the process, it's meditative.
  24. Hey there. This might be a strange and tough task, but I'm wondering about making a wad where the level transforms while you're playing through it. I have no problems with implementing this idea in mapping with ACS and other tricks. But I have a "problem" with the HUD image. I'm aware there is a possibility to change HUD images with ZScript, but I'm very bad at this. And I don't have any ideas how to implement it on the playthrough. I've seen HUD change in PSX Doom TC, it was an almost simple idea - there was an actor-token (for PSX Final Doom HUD), which was added in your inventory by the ACS script on the level start. And you can remove this actor-token and the HUD comes back to PSX Ultimate Doom HUD. But I didn't manage to make more BUDs than 2, there were only 2 of them here. I need about 5 or 6, yeah. If you're wondering why I need so much HUD images, I need them to make some kind of "teleport" between classic Doom versions released on consoles. So yes, at first you're seeing PC HUD, after some time 3DO HUD, after some time Sega Saturn HUD, et cetera, et cetera. I would be very grateful for help!
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