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janiform

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About janiform

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  1. Sorry I didn't manage to check this sooner, but those links don't work for me either! Also, sorry I keep quoting you - I can't figure out how to @ you on this forum, maybe because I don't know how to enter the Cyrillic(?) characters - copying and pasting doesn't seem to work. @JeffAriThanks for the update!
  2. janiform

    DOOM 2 MINUS DOOM: First Beta release!

    @Christopher Brown Thanks so much for playtesting these maps! Good point about advising users to enable ghost monsters - I've added that to the OP. @Demonic Meatball Thanks - I've added a new beta to the OP with final versions of maps 21, 22, and 24, and added a UMAPINFO. I'll add your Dehacked cast to the next beta update, hopefully along with level name graphics. Regarding the "story", I didn't have any intentions for it when I proposed this project, but I like how the resource limitations created a loose implied narrative suggesting a dystopic Nazi-occupied Earth overrun by demons. If you want to add SS enemies to your map It's certainly cool with me, but it's up to you. Regarding DOORSTOP in @Andrea Rovenski's map, at this late date I view it as a utility texture like the exit signs - permissable, but you get "bonus points" if you avoid using it. @Anarkzie Thanks for the update!
  3. @Automaticat Sounds good! @JeffAri Perfect, thanks! I don't see any VPOs now and the new music fits the map well. I'll swap your slot and @Automaticat's. We're up to 3 completed maps!
  4. janiform

    DOOM 2 MINUS DOOM: First Beta release!

    @Demonic Meatball Fixed! @Christopher Brown Thanks so much for the playtesting and feedback. All the maps have multiple difficulties implemented, but the difficulty of the megawad probably fluctuates a bit from map to map based on individual author's styles and how they use the limited enemy roster. I like that, personally, as long as "easy" difficulty is actually easy, but please let us know if you run into anything egregious! I definitely agree that these maps show Doom 2's textures to their best advantage. I'll just ping @Eon Toad and @stridertech about your notes on their maps. I'm working on CWILV graphics, a UMAPINFO, and also on finishing this map to use for MAP16 in case @Anarkzie isn't able to complete their map.
  5. The screenshots look great but I'm having trouble downloading this and your update to MAP03. I only get the option to "save to Yandex Disk" or "log in". Could you upload them to Doomworld or another host? @DoomGappy No problem, take care of yourself. @JeffAri Great map. Nice mix of representational and non-representational spaces. I really liked the disorienting series of teleports, and the way you used different lighting levels worked really well. The secrets that A few notes: It would be good to get ride of the VPO area in the main room - I ran into it naturally while testing. If you made the staircases in the starting area steeper (making them 16 increment steps instead of 8 increment steps) that would solve the problem with minimal changes to the map's look. This is a bit large and difficult for a first map but I don't feel like suggesting that tone down the difficulty because it suits the map well. I'm tempted to suggest this map be MAP05 and @Automaticat's map be MAP01. I like "Wish" but please choose a MIDI with open permissions, so this set of levels can be shared freely without violating anyone's copyright. If you check the first post there are some suggestions for where you can find MIDIs, or if you'd prefer I or someone else here could find something. Do you have a name for this map? @Automaticat Nice work. Straightforward and clear progression, a nice mix of representational and nonrepresentational spaces, works well within vanilla limitations. I love the stained glass window and the little church. This is our second island fortress map! I actually think this would be a good MAP01 if you and @JeffAri are okay with the slots being switched. Do you have a name for this map?
  6. janiform

    DOOM 2 MINUS DOOM: First Beta release!

    @Demonic Meatball I did - I've updated the OP with a link to a new version of the beta. @Christopher Brown Thanks for testing! It definitely helps. The issues in maps 1 and 3 are my mistake - I put old versions of the maps in the beta. There's an updated download link now. As for the water/brown slime fall textures, this project only uses vanilla textures and those fall textures don't exist in vanilla Doom 2, so mappers have found creative solutions.
  7. janiform

    DOOM 2 MINUS DOOM: First Beta release!

    I've updated the first post with the music list. Many thanks to @Demonic Meatball for writing 19 awesome original tracks in the Bobby Prince style for this project! I'm sure I speak for everyone who contributed to this project when I encourage people to try it out! There are some great maps and MIDIs here with a uniquely pure Doom 2 vibe.
  8. janiform

    DOOM 2 MINUS DOOM: First Beta release!

    @TMMMS Thanks for playing! Honestly, I've always wished id had added an SSG zombieman.
  9. First of all, great work on your map! It's absolutely gorgeous, and the lighting and architecture show just how good these simple textures can look. The sense of place and plot are strong and the use of a secret to is a really good idea. The MIDI you chose is really good and fits the map well. Thanks for linking to it. Second, thanks for your suggestions. They've helped me clarify my thinking about this project. In essence, I find miniwad's extreme minimalism interesting because it modifies Doom's gameplay significantly without making any programming changes with Dehacked, etc. It does so simply by removing the audiovisual indicators players usually rely on. (It also looks beautiful,as @Kroc notes.) My hope with this community project is to give both players and mappers a chance to challenge themselves to play and map differently based on this simple but significant change. For this reason I'm reluctant to make a texture-only pwad for mappers to use - it would convert the project into standard Doom mapping with custom textures, enabling the mapper to ignore miniwad's limited sprites and sounds and their effect on the player's experience, especially when they're playtesting. For this same reason, upon reflection I'm not inclined to split the project into an optional textures-only version. That would only be an aesthetic change from Doom, like the Paint It Doom community project but with fewer colors. That's a great project, don't get me wrong, but the most interesting thing about miniwad is how it forces you to play differently: determining enemy type by behavior rather than graphics or sounds, managing resources without being able to calculate how much health/armor/ammo is in the level, etc. These are unique challenges for the player and interesting levers for mappers to pull. Playing with the big boys, whoever they are, isn't my goal when proposing niche community projects, but if this project does appeal to people, I hope it is because it embraces the extreme minimalism of miniwad and explores the possibilities of its gameplay changes. Changing the fonts, adding custom HUDs, etc. seems to contradict the whole spirit of the project. As for map titles, those will absolutely be included if people supply them. When the project is finished, I'll include a UMAPINFO lump (and a Dehacked patch if I can figure it out) and level name graphics made using miniwad's font. @liPillON That's a cool project too, but it's only aesthetically different from Doom, whereas miniwad changes how Doom plays. As I've written in this post, it's the way miniwad removes the audiovisual indicators players usually rely on that makes it an interesting challenge to map for and to play.
  10. I haven't had a chance to test it yet, but those screenshots look great! Beautiful lighting work. I agree with you that it would be good to release two versions of this community project. My plan is to include two wads in the final zip file: one version would include our maps and midis along with miniwad's textures (and maybe the charming fonts and menu graphics), and the other version would be the full miniwad experience. What do you think? @Sneezy McGlassFace Thanks for sharing this, that's a really helpful tool!
  11. The beta is out! Please use this new thread for further discussion. @Anarkzie Please post at the beta thread with your map submission.
  12. Doom 2 Minus Doom IWAD: doom2.wad Format: Limit-removing In honor of Doom 2's 30th anniversary, this community project is Doom 2 without anything from Doom – only Doom 2 textures, only Doom 2 enemies. Let the obsession begin. Again. This is an initial beta release - please give it a shot and tell us what you think! Features: 32 maps with gameplay so virtually realistic, it's unbelievable! (Currently 31 maps - MAP16 is a WIP) Battle mightier, nastier, deadlier demons - only Doom 2 enemies allowed! (Except for enemies spawned by Pain Elementals and Icon of Sin spawners.) Use more powerful weapons! No single-barrel shotgun allowed! Only Doom 2 textures and flats that push the envelope out to the max! (With the exception of a few utilities like liquids and key indicators.) It must be tough to keep reading - what with your hands trembling in sheer anticipation. So we'll stop talking now to let you click this download link: d2md_bv3.zip (If you're playing in GZDoom, please use the "Doom (Strict) preset!) Map List: Music List: Other credits: @janiform - Project lead, mapper badgering @Demonic Meatball - Project co-lead, original music, copious playtesting Changelog: V2: Added final versions of maps 01 and 03 V3: Added final versions of maps 21,22, and 24; added UMAPINFO Development thread:
  13. @JeffAri Yeah, vanilla mapping definitely encourages minimalism! I had actually forgotten how tutti frutti worked. I think if someone wanted to intentionally use tutti frutti or HOMs to create special effects, that would be fine.
  14. Hey everyone, I'm working on assembling the first beta now. When it's ready I'll start a new thread, but I'll link back to this development thread for historical purposes.
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