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About Cryo

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  1. Cryo

    What difficulty do you play Doom on?

    95% of the time I go Ultra Violence. There's been only a few times I've gone Hurt Me Plenty, if I've found it to be too hard. So yeah, I just go straight into the deep end.
  2. That is absolutely massive! How long did it take you to do this map? I can imagine the filesize must be somewhere in the 2-4mb range... Hah! Imagine trying to convert a map like this for a PSX Doom TC...
  3. Not quite yet. Apparently there are just a few things I need to fix in levels first. Looking to release a v1.01 as I'm watching a friend of mine do a playthrough of it, and he's up to map 19 so far. 14 things need fixing/changing, so...
  4. It's finally here. A project I had been working on and off for around 5 years and I only got around to working on it fully during the pandemic. Plutonia 2, and Plutonia Revisited Community Project, in PSX Doom format. The Gatewatcher as you know, is the main antagonist in this version. If you might recall, I was part of the PSX Doom Lost Levels project back in 2013, but only did 1 map (River Styx), and I wasn't exactly great at conversions back then. The first level I started to convert was PRCP Map 28 - Dance with the Devil, and it finished on PRCP Map 26, Poison Ivy. There's a very strong unlikelihood these levels could run on actual hardware, given their map sizes. But, I wanted to do this project because both of these megawads are fantastic. There are a few changes... Both Map 30's have been merged into 1 map, Plutonia 2's Map 33 - Chocolate was given Map 27, and a few names have been changed. For example, Plutonia 2 Map 11 - Arch Violence, was renamed Rev-Olt, due to having no Archviles in the original PSX version. One more thing - every single map is Doom in Hexen format, also this TC might not work in versions outside of 1.8.0 to 2.2.0. Mainly tested on 2.2.0, but tried on 1.8.0 in the past. All that is needed is the doom2.wad file, then drag the pk3 onto GZDoom to run it. Known Bugs: Map 10 - Cosmodrome, the craft room extends beyond the 256 height, but changing the mechanism causes strange things to happen. The Secret Levels, are missing the "Entering [level]" for some reason (Maps 61-64). I posted about this bug in help. The bottom message of the Plutonia 2 ending disappears after you load the PRCP levels. --- If any other bugs are discovered (lighting, texture, etc) please let me know then I can fix them in a future version. Massive credits go to the original level designers themselves, as this project would never have been possible. Credits have been included in a TXT file and also in the Titlemap. Download link: https://dl.dropbox.com/s/eimlk82eup3dpx9/Plutonia 2 PRCP PSX Doom.7z Screenshots:
  5. So as you might know, the Plutonia 2/PRCP in PSX Doom is pretty much done. However, when playtesting it, the secret level names are not displaying at the end of levels. For example, you finish "Where hate runs red" as a secret but the screen "Entering Cybernation" will not appear, it just goes straight to the level. Anything from 1 to 60 displays, but 61-64 will not display. I have had a look in both the Language.enu and Zmap.info files and both are accurate. Could it possibly be hardcoded to show only 1-60 but not 61-64?
  6. So, it's been a while. Plutonia 2/PRCP in PSX Doom is FINALLY FINISHED, due to release December 21st. Yes, this still uses the old 2.13 version, so playing in GZDoom 1.8 to 2.2.0 is recommended. Map 33 Chocolate is included in Map 26, and both Map 30's have been merged into 1 big map. Here's a few more screenshots of the project: The credits: Map 22: Suicide Mission Map 56: Poison Ivy And Map 57: Planned Overload.
  7. I love this, plays just like the original. The only thing that seems it's lacking is the different levels of reverb? But, a really amazing job on Doom 64. Doing those commands to get things to work like so must've taken a very long time to do...
  8. It has been a long while, hasn't it? I put off Plutonia 2/PRCP in PSX Doom off for so long and now I've just gotten back into it. I have gotten 44/64 of the levels done, both Level 30's of each have been merged into 1 for the final map. Map 33, Chocolate, comes after Black Ice, renamed Cooling Point. But now, I've been going through my old conversions and making sure that each map sticks to the rules, of flats/texture limits. Here's a screenie of Map 5 from Plutonia 2 on the old TC engine (yes, I was still doing Doom in Hexen but will merge to UDMF at some point) of Collider Complex.
  9. So, hey! I'm back to show another 2 converted maps as part of the Plutonia 2/PRCP in PSX Doom project. First one will be a screenshot and the other will be a full level. Taken from PRCP Map 14 - Undertaker. a blend of lighting in this area gives a purple effect to the right. Of course, this level would be the last in Plutonia 2, which is Map 30 Ticket to Eternity. This is probably the longest I've ever worked on a map to at least get it to height/texture/enemy limitations, and still plays well. Took around 2 weeks non stop work and was happy with the end result. The Original Map 30, the Gatewatcher, has been combined with PRCP's In the Eye of the Beholder, and made into "In the Eye of the Gatewatcher." So far, 17/64 of the maps have been converted, the last one being Venom.
  10. Wow this looks badass. I can only wonder how long it took to make those textures too... Looks very promising indeed :O
  11. I just felt that Black Ice wasn't a fitting name to it due to there being no ice on the level at all. It's like, Plutonia 2 Map 11 Arch Violence couldn't keep the name due to the psx having no arch viles in the game so in the end it was named Rev-Olt. If there's any problems about the names I can add (Black Ice) and (Arch Violence) to the end of these map names. I totally agree with you 100% about not being the same level the creator envisioned because of the limitations. If it wasn't for the limitations I would have left the monsters as they are. The last level in the project is Plutonia 2/PRCP merged together, just like The Lost Levels project.
  12. So, a level from Plutonia 2 gave me a challenge here. Surprisingly I was able to port this level over 2 days. It is Map 25, Black Ice, but had to be renamed due to PSX Doom having no ice, and also it was made into a night level instead. So, Map 25 is now Cooling Point. No Cyberdemons are in the level due to limitations. here is the vid:
  13. It's funny how back in 2013 I was pretty much a novice, but somehow managed to convert River Styx to the project. Obviously it wasn't simplified enough, but at least the finished result was a lot more simpler. Here's a few more images taken from the project (PSX Doom TC version is 2.12 which has been bugfixed by me) This is PRCP Map 12 Velocity, the answer to Speed from Plutonia. Given a pinkish tint due to the sky's color. The second level of the project, Plutonia 2 Map 2 Jungle Spirits. A pretty difficult level to get simplified but I managed to pull it off with aplomb. This is PRCP Map 9 Ruined Kingdom. This took a long time to convert, around 3 weeks on and off. I do have a vid of this level too which I will post further on. This is PRCP Map 21 Asmodeus Castle. A nice simple level to convert and didn't have too many problems. So here is PRCP Map 9 Ruined Kingdom. It may look dark in the vid but when playing it it's not this dark.
  14. Wow! it's been a long while hasn't it? Nearly 4 years since I partook in the PSX Doom Lost Levels project. I have been working on something in the meantime, and it is Plutonia 2/PRCP into PSX Doom. I don't think I could design maps just yet but I have been learning as I've been simplifying maps for PSX Doom TC. These are in order: The first map I've converted since The Lost Levels project. This is PRCP Map 28 Dance with the Devil. Plutonia 2 Map 27 Red Hot. Gave this map a darkened feel plus a Mars reddish color for outside, hence the name Red Hot. This is the first map in the project, Plutonia 2 Map 01 Comeback. Since the image, the area has been colored an aqua color instead. PRCP's Map 17 The Unholy Crypt. This one took a while due to the heights of the sectors being over 256, so simplifying it was difficult. Finally in this post, Plutonia 2 Map 08 Harmany. One of the more easier ones to convert, and the filesize is quite small.
  15. What sort of problems are you having with Mount Pain? Also, I would like to do Storage Facility next if that is okay with everyone.