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BassDJ

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About BassDJ

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  1. The music in the D64ifier is the music from Doom64. It plays a random song of Doom64 everytime you enter a map. You mentioned you like to see more I make. I just updated another project earlier this week called 'Doom - The Merge': I hope you like that also. Thanks for the compliments and playthrough!
  2. I finally finished a playable new download containing two maps which can be played as a complete mini-episode. Download: https://drive.google.com/file/d/1Mv_ioCbxowRzAxNTUT--e_l85NjxCOrR/view?usp=sharing Updated readme.txt: =========================================================================== Advanced engine needed : Tested with GZDoom and ZDL Primary purpose : Single+Coop play =========================================================================== Title : DOOM - The Merge Filename : DoomTheMerge.pk3 Release date : 2023-Apr-17 Version : v0.8 (Two fully playable maps) Author : Bastiaan de Jong Description : There is a demonic threat where hell seems to merge slowly with our dimension and you have to stop it. The first map already shows signs that the demons enter our world and try to bring there world into ours. The second map goes a step further. Some rooms are connected unnatural (with portals) in the facility and hell is just around the corner. Additional Credits to : The team behind D3Retro_hires_v3.7.pk3 =========================================================================== * What is included * New levels : Two new (beta) maps with slight references to E1M1 and E1M8. If you like it support me on Youtube Sounds : No (not yet) Music : No (not yet) Graphics : Yes (A few graphic files adapted from D3Retro_hires_v3.7.pk3) Dehacked/BEX Patch : No Demos : No Other : No Other files required : D3Retro_hires_v3.7.pk3 Other files recommended : flashlight_plus_plus_v8_5.pk3, LiveReverb.pk3 * Play Information * Game : DOOM2 Map # : MAP01 / MAP02 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : No Other game styles : No Difficulty Settings : Not implemented yet * Construction * Base : New from scratch Build Time : 5 months (very busy life) Editor(s) used : DoomBuilder 2 / Slade Known Bugs : MAP02 uses portals which affect framerate when using a flashlight and the LiveReverb doesn't seem to work. Otherwise it's very playable. May Not Run With : - Tested With : GZDOOM, ZDL and the following mods: D3Retro_hires_v3.7.pk3, flashlight_plus_plus_v8_5.pk3, LiveReverb.pk3, fullscrn_huds, bd21monstersonlyfix, li-gnrcwpn.pk3 More about testing: I looked up some more info about the difficulty levels in doom. In the easiest setting you get twice the ammo when you pickup something. I didn't know this. All weapons and ammo are now balanced so you can play it on any difficulty setting without running out of ammo. If you explore everything a bit better you will recieve more ammo and health. If you find secrets everything becomes even easier. Roadmap: v0.8: Current version (Two maps which both are fully playable). Some rooms are a little bit empty or still in a prototyping state. v0.9 (beta): All area's and monsters are finished. In my mind the current two maps can be compared with E1M1 and E1M8 which means I still have some maps to add. Version numbers may change in the future. v1.0: Cosmetic changes like a better skybox, particles for wind, steam etc. Environmental sounds and other visual details. Future: A whole episode? * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * Look for the topic 'Doom - The Merge' at www.doomworld.com Web site: https://linktr.ee/bassdj (future starting point) Video (for even more info you can check the description of this video on youtube):
  3. Hi, Here's a preview of the second map for 'Doom - The Merge'. I will soon update the download link so it contains both map 1 and 2. Map 1 still needs an exit so I'll add that as soon as possible :D Map 2 is actually finished in terms of gameplay and it has an exit.
  4. Here are 4 screenshots of a second map (v0.4) for 'Doom - The Merge'. I planned to make a secret level but it could also become a boss level like e1m8. At the start you go down with an elevator entering an underground facility. Basicly it's four by four rooms with a lot of extra's. Strange things are going on since some doors from room to room are portals which take you somewhere else. This is caused by the demons who try to create an entrance to our world. When you reach the end you suddenly enter hell through a door. If you look at the map you can tell the hell area is a copy of the facility in hell. Let me know what you think of it so far. I might create a video and download link soon (in a few weeks). Also, I think I can post an update in this thread when I have something interesting? Or will it be seen as spam?
  5. I tried seperating portals also without any effect. So far a diagonal seperation seems to work better. See image in my other reply.
  6. Thanks! how did I miss this option. This helps a lot. I also found out that the block sound flag on a linedef works better if you seperate the upper and lower area completely, horizontally and vertically. The image explains what I mean I think. Before this I had the left-bottom area just left from the upper-right area and it gave random problems with waking up monsters to early.
  7. This had me troubling for a few days but I just found out that it works if you have 3 lines to block the sound instead of 2. I can live with it. Any better solution is still welcome.
  8. Hi, If I have an area with several sectors and lines in which I have the 'block sound' flag set. This all works fine. When I duplicate the area and use sector portals to add a higher area in the map all enemies wake up when I shoot. I have played around with the 'block sound' flag as much as possible and ofcourse taking care of new open spaces introduced by creating the top area. A simple example is in the attachment. The imp in the area with sector above it always wakes up. The imp in the area with a low ceiling doesn't wake up by sound. Any idea's how to fix this? Thank you, SectorPortalSoundBlock.zip
  9. Thanks for trying out my map! I will try to improve things based on your playthrough.
  10. Update: I've released a new download containing two maps which can be played as a complete mini-episode. Latest Download: https://drive.google.com/file/d/1Mv_ioCbxowRzAxNTUT--e_l85NjxCOrR/view?usp=sharing For more info and a video check out my reply in this thread at 17-04-2023. ############### Original post ####################### Hi, I'm working on a new map called 'The Merge'. I started this after creating 'Arachnotron Invasion'. Let's start with all necessary information if you just want to download and play the map: !!! Photosensitivity warning! There are flashing lights in this map. You would expect that in doom but I added some blinking lights which I will remove in the future !!! Download: https://drive.google.com/file/d/1w9g7KMdZ1hZ535VDRZLZWL51gUUbCc9E/view?usp=sharing Required Texturepack (See link in post on January 16, 2018): Extended information: Description of (Doom - The Merge): There is a demonic threat where hell seems to merge slowly with our dimension and you have to stop it. This level already shows signs that the demons enter our world and try to bring there environment into our dimension. How 'vanilla' is this map? You can play it using a port like GZDoom and ZDL with the original weapons and monsters. A texturepack is required. Freelook and jumping is adviced which you can do by default in GZDoom. One jump is currently required if you want to get to the roof at the end of the video. This will probably become the route to a secret level. Roadmap: - v0.8 (alpha): Current version (no exit yet but you will get a message while playing so you know you reached the end so far) - v0.9 (beta): All area's and monsters are done and there is an exit. - v1.0: Cosmetic changes like a better skybox, particles for wind, steam etc. Environmental sounds and other visual details. Future: A whole episode? A taste of E1M1: After you walk through the first door you enter a room which can be compared with the start of Doom 1 E1M1. To the left there is a room like in E1M1 but it is closed now. You will get there later and pickup the BFG. To the right there is an open area with a toxic waste area across just like in E1M1 The computer room is also included (the room with mancubus enemies). Title : DOOM, The Merge Filename : TheMerge.wad Release date : 2023-Jan-07 Version : v0.8 (alpha! incomplete map, no exit) Author : Bastiaan de Jong Additional Credits to : The team behind D3Retro_hires_v3.7.pk3 * What is included * New levels : One new level so far (map01). If you like it support me on Youtube Sounds : No (not yet) Music : No (not yet) Graphics : Yes (A few graphic files adapted from D3Retro_hires_v3.7.pk3) Dehacked/BEX Patch : No Demos : No Other : No Other files required : D3Retro_hires_v3.7.pk3 Other files recommended : flashlight_plus_plus_v8_5.pk3, LiveReverb.pk3 * Play Information * Game : DOOM2 Map # : Map01 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : No Other game styles : No Difficulty Settings : Not implemented yet * Construction * Base : New from scratch (with a taste of E1M1) Build Time : 2 months (busy life) Editor(s) used : DoomBuilder 2 / Slade Known Bugs : - May Not Run With : - Tested With : GZDOOM, ZDL and the following mods: D3Retro_hires_v3.7.pk3, flashlight_plus_plus_v8_5.pk3, LiveReverb.pk3, fullscrn_huds, bd21monstersonlyfix, li-gnrcwpn.pk3 Video showing v0.8. You can support me by liking and subscribing:
  11. Haha that I'm mentioning it to you and you actually know it is unbelievable :D I know some of the sites you mention and remember it was a lot fun too.
  12. Fun fact: In those days you only had a top view in the editor. So you had to play to see if the textures and lighting and everything else made sense.
  13. It was so weird to play them again. While playing I started to remember it bit by bit but more as if it was a dream you try to remember. The current map 'L5' was very clear in my memory. I think I might place the rest also at a later moment.
  14. The program on the disk is named DETH. I think I used that program. I remember the program I used in the Quake 2 era was called Worldcraft.
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