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janiform

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Everything posted by janiform

  1. 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! 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_bv4.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 V4: Updated map 13, added map 16 Development thread:
  2. janiform

    DOOM 2 MINUS DOOM: Updated beta!

    Sorry for the long absence, everyone! I haven't heard from @Anarkzie, so I've added my map 16 to the project, which now has a full 32 maps! I'm not totally satisfied with my map, but it was made quickly and only resembles an urban environment in the most abstract way, so I think it fits the project's spirit. @Christopher Brown Thanks for the kind words! If @Anarkzie stops in with a map, I'll shift my map to map 33. @Eon Toad Thanks! The new beta has your updated map in it. Tomorrow is Doom 2's 30th birthday, and this project is basically complete! Thanks to everyone who contributed to this project! I'll work on the level name graphics and credits screen now, and will of course update the beta to incorporate any fixes that are contributed.
  3. This is a community project for @fraggle's miniwad. Here's some info and a screenshot of miniwad in action: IWAD: doom2.wad Format: pure vanilla Deadline: January 1, 2025 Rules: Use miniwad as a resource when making your map: https://soulsphere.org/random/miniwad.zip Maps must not exceed vanilla limits. This is to maintain the universality of miniwad. Please test your maps using CRL to ensure vanilla compatibility: https://jnechaevsky.github.io/crl/ You might find DoomWiki's Vanilla Doom Mapping Reference helpful: https://doomwiki.org/wiki/Vanilla_Doom_engine_mapping_reference Maps must have difficulty settings implemented. Easy difficulty should actually be easy. UV is to taste, but please stay clear of slaughtermap territory. Enforce pistol starts by using sector type 11 for (non-secret) exits. Please implement courtesy coop and deathmatch player starts. miniwad has no music. You may find that you prefer not to have music in your map, but custom MIDIs are allowed, provided their creators permit their use, like many of the MIDIs shared in the Resources subforum, or works licensed under a permissive license like these from OpenGameArt. If you submit a map with a custom MIDI, please link to the permission/license info. No other custom resources allowed. Mapping guidelines: There are no textures, just solid colors! This means you are free of the 64x64/128x128 pixel grid! Take advantage of this to make rooms, floors, ceilings, doors, etc. whatever dimensions you want! There are no skies, just solid colors! Use whatever flat you want as a "sky". Every enemy looks and sounds identical. Every weapon looks and sounds identical. Pickups are identical within their categories (ammo, health, etc.) Make creative use of these limitations. Map list: Claimed: 7/32 Completed: 3/32 MAP01 - Compound - by @Automaticat: https://www.doomworld.com/forum/post/2846487 MAP02 - claimed by @Walter confetti MAP03 - "Ocean Dust" by @Мужик с Чашкой: https://www.doomworld.com/forum/post/2842764 MAP04 MAP05 - Telefrag - by @JeffAri: https://www.doomworld.com/forum/post/2846975 MAP06 - claimed by @taufan99 MAP07 MAP08 - claimed by @janiform MAP09 MAP10 MAP11 MAP12 MAP13 MAP14 - claimed by @Sneezy McGlassFace MAP15 (secret exit to map 31) MAP16 MAP17 MAP18 MAP19 MAP20 MAP21 MAP22 MAP23 MAP24 MAP25 MAP26 MAP27 MAP28 MAP29 MAP30 MAP31 (secret exit to map 32) MAP32
  4. 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!
  5. janiform

    DOOM 2 MINUS DOOM: Updated beta!

    @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!
  6. @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!
  7. janiform

    DOOM 2 MINUS DOOM: Updated beta!

    @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.
  8. 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?
  9. janiform

    DOOM 2 MINUS DOOM: Updated beta!

    @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.
  10. janiform

    DOOM 2 MINUS DOOM: Updated beta!

    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.
  11. janiform

    DOOM 2 MINUS DOOM: Updated beta!

    @TMMMS Thanks for playing! Honestly, I've always wished id had added an SSG zombieman.
  12. 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.
  13. 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!
  14. Doom 2 Minus Doom IWAD: doom2.wad Format: Vanilla, limit-removing Rules: As much as possible, this is Doom 2 without anything from Doom – only Doom 2 textures, only Doom 2 enemies. Monsters: Only the monsters added by Doom 2 are allowed. Consider how this changes the combat dynamics. Heavy weapon dude Hell knight Revenant Mancubus Arachnotron Pain elemental (and thus lost souls spawned by pain elementals) Arch-vile Wolfenstein SS (optional) Commander Keen (Map 32 only) Icon of Sin (and thus the monsters it spawns, MAP30 only) Weapons: everything except the single-barrel shotgun Other things: Can be used as usual, though when applicable preference should be given to Doom 2-exclusive things, like hanging bodies, rather than their Doom equivalents. You can see what things were added in Doom 2 here: https://doomwiki.org/wiki/Thing_types Textures/Flats: Aside from liquids, teleports, exit signs, key textures (DOORRED etc.), F_SKY, and steps, only Doom 2-exclusive textures and flats should be used. If you feel like there should be another exception, or if you notice a Doom 2-exclusive texture missing from the list, please post about it! Here is a list of the textures and flats exclusive to Doom 2: Textures: Flats: Here is an image of the textures and flats exclusive to Doom 2: Skies: Vanilla Music (and other assets): @Demonic Meatball has written awesome MIDIs in the Doom 2 style for this project; I've compiled the current tracks, along with the custom menu and statusbar GFX, into this wad: d2minusd-assets_V3.zip Mapping guidelines: All maps should have difficulty settings implemented, as well as courtesy coop and deathmatch player starts. Maps shouldn't be remakes of Doom 2 maps, but should be roughly similar in detail, size and difficulty to maps from the Doom 2 iwad. This isn’t a _twid project, but try to avoid massive maps and slaughter maps. Consider giving preference to line types originating from Doom 2 (99—100, 105+), which help give Doom 2 its distinct feel. Fast doors encouraged! Themes: This project follows the original “episode” themes: maps 01-11 are a space station on Earth, maps 12-20 are city environments, and 21-30 are hellish. Consider how these general themes can be conveyed using only the Doom 2 exclusive textures. Also consider if/how the Wolfenstein textures could be incorporated into these themes. The secret maps DON’T have to be Wolfenstein-related, Time limit (UPDATED): Submissions due by 3-31-24. Map list: Claimed: 32/32 Completed: 30/32 Episode 1: The Space Station MAP01 - Access Point - by @Rorix: https://www.doomworld.com/forum/post/2827283 MAP02 - Toxic Disposal - by @Walter confetti: https://www.doomworld.com/forum/post/2788031 MAP03 - Comm Center - by @Somniac: https://www.doomworld.com/forum/post/2787538 MAP04 - Exit Planet Dust - by @NeedHealth: https://www.doomworld.com/forum/post/2653544 MAP05 - Undertime - by @Kuro_mahoh: https://www.doomworld.com/forum/post/2785732 MAP06 - The Compactor - by @Rorix: https://www.doomworld.com/forum/post/2776120 MAP07 - Triangles of Death - by @riderr3: https://www.doomworld.com/forum/post/2690359 MAP08 - Traps and Tricks - by @Bri0che: https://www.doomworld.com/forum/post/2596743 MAP09 - Akuji Blood Pit - by @Lorcav: https://www.doomworld.com/forum/post/2598479 MAP10 - Cold Storage - by @EPICALLL: https://www.doomworld.com/forum/post/2601897 MAP11- Dead Battery - by @big smoke: https://www.doomworld.com/forum/post/2783470 Episode 2: The City MAP12 - Suburbs Factory - by @Forgotten Soul: https://www.doomworld.com/forum/post/2772372 MAP13 - Uptown - by @Eon Toad: https://www.doomworld.com/forum/post/2746361 MAP14 - The Inner Sanctum - by @Rorix: https://www.doomworld.com/forum/post/2760914 MAP15 (secret exit to MAP31) - Bibliophobia - by @RED77: https://www.doomworld.com/forum/post/2598843 MAP16 - claimed by @Anarkzie MAP17 - Evil Hidden in Plain Sight - by @stridertech: https://www.doomworld.com/forum/post/2776309 MAP18 - Infested District - by @GamingGargoyle: https://www.doomworld.com/forum/post/2783073 MAP19 - The Castle - by @Rorix: https://www.doomworld.com/forum/post/2685886 MAP20 - Neveropolis - by @Quill: https://www.doomworld.com/forum/post/2665762 Episode 3: Hell MAP21 - Polly - by @Bagellio: https://www.doomworld.com/forum/post/2787404 MAP22 - Your Wishes Can't Be Real - by @Forgotten Soul: https://www.doomworld.com/forum/post/2786443 MAP23 - Abyss - by @janiform: https://www.doomworld.com/forum/post/2785868 MAP24 - Not Chasm - by @Sneezy McGlassFace: https://www.doomworld.com/forum/post/2798231 MAP25 - Cavern of Shadows - by @RileyXY1: https://www.doomworld.com/forum/post/2779375 MAP26 - Rotten Core - by @DankMetal: https://www.doomworld.com/forum/post/2835585 MAP27 - Fortress of Pain - by @PinkFlamingo: https://www.doomworld.com/forum/post/2620352 MAP28 - The Spirit Hub - by @Andrea Rovenski: https://www.doomworld.com/forum/post/2786484 MAP29 - A Dead Start - by @Generic Doomer: https://www.doomworld.com/forum/post/2697099 MAP30 - Sinecure - by @Demonic Meatball: https://www.doomworld.com/forum/post/2769973 Secret: MAP31 (secret exit to MAP32) - Unknown Echo - by @Bochnik Chleba: https://www.doomworld.com/forum/post/2785829 MAP32 - Pustyrnik - by @SilverMiner: https://www.doomworld.com/forum/post/2780479
  15. The beta is out! Please use this new thread for further discussion. @Anarkzie Please post at the beta thread with your map submission.
  16. @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.
  17. 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.
  18. Map03 is yours! @JeffAri Beautiful map! Nice evocative architecture and color choices. I like all the areas - the structure the player starts in, the tunnels, the cozy nature area, and the big machine. I've tested it in CRL and noticed the tutti frutti - which I believe is due to the use of transparent textures on single-sided lines - and HOMS - which I believe are due to too many wall segments on screen at once (when the SEG counter goes to high in CRL). Simplifying some of the geometry in the machine area or using sector to block the player's view more often could help. I think the PLN issues in the curved tunnels are due to all the gradient sector lighting at the ends being onscreen at the same time as the striped floors - removing some of the lights would help. I don't think it will take much modification for your map to avoid these overflows. This info might be helpful: https://github.com/JNechaevsky/CRL/wiki @DannyMan You can take any open slot! @Shepardus IMO miniwadm is also a beautiful exercise in minimalism, but it has only aesthetic differences from Doom, whereas miniwad has significant gameplay differences since every enemy/weapon looks and sounds the same. I think this makes miniwad more interesting for a community project.
  19. janiform

    [Hexen] C.R.U.E.L. - Beta available

    IMO targeting ZDoom is a better solution than compromising your vision by removing porkalators or death wyverns, and as a player I'd prefer a Hexen mapper focus on making maps, which are few and far between, rather than bugfixing an EXE.
  20. @JeffAri Map 01 is yours! @DoomGappy I know what you mean about the sounds, but that's the terrible beauty of miniwad. Let me know if you have a specific map slot you want to claim! @Eviternatus098 Map 20 is yours! @Walter confetti Map 02 is yours! @Sneezy McGlassFace Map 14 is yours! I've claimed map 08.
  21. @JeffAri You can take whichever open slot you'd like. MIDIs of pop songs are unlikely to qualify because the songs they're based on probably don't have open permissions like a Creative Commons license. I'd suggest browsing the Resources sub forum here, or maybe checking out MIDIs from OpenGameArt. Music from something like FreeDoom would also qualify.
  22. @DoomGappy Great questions! Maps can absolutely be short and simple - the only restrictions are the ones listed in the OP. I hadn't considered making pistol starts mandatory, but it's a good way to give mappers additional opportunities. I've updated the OP with that info. You can sign up for any slot you want! @taufan99 I've updated the OP with a deadline of January 1, 2025. Map06 is yours if you want it!
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