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ironmugen

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About ironmugen

  • Rank
    Warming Up
  1. ironmugen

    MikuDOOM

    Hi, I'm the guy who wanted to make a megawad, last year, for DOOM2 with maps inspired from Resident Evil. I haven't gave up the project, though I have created a mod for Ultimate DOOM inspired from an anime that has nothing to do with shooting... Hope you guys aren't against Japanese anime... It's "The Melancholy of Haruhi Suzumiya". The difficulty level is not so hard. It was mainly created for Haruhi fans, and I don't think they are all used to DOOMlike games. Here is what I wrote in a non-DOOM forum: I use Legacy because of the script things and the 3D floors system. More infos in English in WIP: http://www.wadsinprogress.info/index.php?a=listwads&wad=1082 Screenshots:
  2. Hello. Well, I'm using WhackEd2 to make modifications for DOOM2 into a DEH file. Everything I modified so far works as I want (level names, monsters speed/range, ...) but when I change the story text (for exemple the first one of DOOM2, which comes before map07), I get the old story text just like if I haven't changed it. Can someone help me please?
  3. ironmugen

    Project DOOM: Bio Hazard

    Ah yeah, I get what you mean by details. Now that you mention it, when I did the "last" room of map07 (with the Cyber Demon, and the triggering bomb to destroy the labs) I did more details than I planed to do like adding UAC boxes, something that looks like an helicopter on the sky... When I made my first training maps (which are 2 deathmatch maps) and the 3 first maps of this episode, I had troubles with sectors and the facing of the lines. Now I can handle DOOM maps creation way better than I did when I started, that a good thing I guess. I hope I get more free times before I go on vacations... :P
  4. ironmugen

    Project DOOM: Bio Hazard

    Ah! Thank you very much for the test. :D 1- By details, you mean something like I did in the map07 when I wrote "B1" and the others? 2- Argh, I'll have to check then again. Thanks. 3- ? 4/5- I plan to do the graphical part... Later, when I'll have more time. :P But yeah, I planed to make a new title pic, and new sprites and all. 6- Also wanted to edit the zombies to act like in Resident Evil. Though I don't know if it's possible to load them from a WAD file (only used once dehacked, and it changes an EXE). 7- Oh shi-. Haven't even tried to see if there was such a bug. My bad. ;p 8- What do you mean by hokey and bookshelf? (sorry, I still need to practice my English :P) 9- Ah. Even in skill 4? Do you think it needs more monsters? Or more traps? 10- I admit the 2nd and 3rd MAPS have way too much ammos and life compared to... map06 and 07. Before making MAP08, I'll recheck all the levels. I also have not really cared enough of the ammos/lifes in the different difficulty levels (worked on it for the monsters but not for the ammos). I'll probably start the graphic part after September. Thanks again for the test. :)
  5. ironmugen

    Project DOOM: Bio Hazard

    A long week of work passed, so I used my Saturday to sleep. Anyway, I started working on the MAP07 during the afternoon, and now I got it "done". Still needs to be tested by my friends, but I have tested it in skill 2 and 3 (will test in skill 4 later). Whole episode of 7 levels from RE1 with sounds and BGM: http://ccirocky.free.fr/ccidoom2.zip MAP07 only (no sounds/BGM): http://ccirocky.free.fr/ccidoom2_07.zip Note that it looks retarted when you open the Blue Door because you'll listen to the "you have to kill John Romero" voice... In the "episode" archive the voice has been replaced of course. So don't be surprised if you take the level only. Enjoy. ^^
  6. ironmugen

    Is SNES doom bad?

    SNES DOOM was the first DOOM I ever played, and I didn't like it. Then I got the Shareware PC DOOM and I liked it. Later on, I borrowed SNES DOOM to a friend, and I felt pain. :P PSX DOOM isn't bad mainly because of the new maps (later used in GBA DOOM, like E3M1), but the 30 FPS killed me. I never played the N64 version (except the PC-ported version on Doomsday). And GBA DOOM kicks ass, the frame rate is pretty good (except the slowodnws when there are too much monsters in a map). I have ordered GBA DOOM 2, still waiting for it.
  7. ironmugen

    Project DOOM: Bio Hazard

    Well, in case of nobody noticed, here are the links to the 6 maps done so far:
  8. ironmugen

    Project DOOM: Bio Hazard

    Well, I'll make my 15 planed maps, and I will see once I'm done if I continue with the others R.E. levels and continue the episode anyway. Since when I'll finish those 15 maps I will keep on creating. I have more fun creating maps for DOOM than back in time when I made Duke3D maps.
  9. ironmugen

    Project DOOM: Bio Hazard

    Yeah, that was (sadly) my intention, mainly because merging Resident Evil 1 and 2 levels makes only 15 maps for DOOM. Plus it's been too much times since I played RE3 (but I still have the official game guide with maps). Well, my main wish is to make the levels I always wanted to make (all RE1 and RE2 maps). On a side note, DSV is a PWAD, right? (I really don't know anything about PWAD since I'm more into speedrunning the 3 original episodes of DOOM :P).
  10. ironmugen

    Project DOOM: Bio Hazard

    Thanks for your attention guys. ^^ Scuba Steve: Yeah, I know, but I'm already used to creations. :P In the 2D-fighting game engine, I was rather fast, and made stuff near perfection thanks to my beta testers (well, it's not the same thing though). My friends are testing the maps while I create them, they brought me some feedbacks and corrected stuff, it's just that in anything I do, I don't waste time, and I know what I'm going to do etc. Here is the link to the 6-levels PWAD: http://ccirocky.free.fr/ccidoom2.rar Individual maps without new sounds and musics: http://ccirocky.free.fr/ccidoom2_bis.rar (no docs included) Have a good test, and don't worry, I'm open to any kind of critisism and all. ;) EANB: By adding texture in the WAD? I have seen something about having bigger sky in the Legacy official site.
  11. ironmugen

    Project DOOM: Bio Hazard

    Ah! Thanks a lot, it worked fine in ZDOOM. Too bad it looks darker than in Legacy (without those light effects). Anyway, let me introduce the 6 finished maps followed with one or more screens: MAP01: Forest That's where everything begins. Not an actual in-game place in Resident Evil, since it was only in the intro, but I thought it would be cool to have it as "map1". Don't underestimate this short level. You can get extra holes without knowing from where it came from. MAP02: Entering the mansion Wesker said "Wow what a mansion", later Jill said "something is wrong in this house". This 2nd map only shows approximatively the left part of the mansion of Resident Evil (just that part is big enough to make a level). The hall The infamous "meet the first zombie" scene was a zombie eating "Kenneth". Here it's just an Imp. MAP03: Searching for an exit In the game, you have to search for a backdoor somewhere, because the forest is too dangerous. Here is the right part of the mansion... More or less. Pick the Super Shotgun and get a surprise. One of my friend didn't know that and transformed into a sandwish when he first tried the level. No Giant Snake in DOOM, but instead, a good load of Baron of Hell and Hell Knights. The pictures riddle room becamse the land of the switchs. Dare to press the wrong one and kill some monsters. MAP04: Garden The garden alone was too small to be a full map, so I borrowed parts of the Gamecube remake of Resident Evil to make it better (since I'm mostly inspiring myself from the PSX version). Poor Lisa Trevor had to live in "this" before becoming a mutant monster. MAP05: Guardhouse Well, the guardhouse includes the -1 floor too, nothing from Gamecube this time. Also, the boss was replaced into a Spiderdemon. Entrance of the house. One of those 3 bedrooms. MAP06: Cave At the end of Map05, you go back to the garden, but the water-wall is gone and allows you to go to the cave. Like the garden, it was too small, so I borrowed the -1 floor or the Gamecube version (used as a teleport location in DOOM). Follow the blood. And find "Enrico" killed by a Baron... What? The Giant Spider in Resident Evil didn't have a Chaingun at least. A place borrowed from the Gamecube game. The last exit... Until I make map07~32. There, you will go into the labs. Tomorrow, I'll shall make map07, and I will upload the beta. I'm tired now, good night all. :P
  12. ironmugen

    Project DOOM: Bio Hazard

    (Skip that part if you are not interested in my life :P) Well, 10 years ago I had those programs to create maps for DOOM... I tried but never got something decent... Duke Nukem 3D 's Build was easier to use. Around 1 year ago, I got that JDoom with 3D models, I thought it was cool, but I got bored, and returned to my 2D-fighting game engine. Not so long ago I decided to search for some videos of peoples playing in Nightmare mode, I thought it MUST exist, that's how I discovered the speedruns. Then in searching I discovered DOOM Legacy (even though it's "old"), and CopeImp Doom builder, which reminds me a lot Duke Nukem 3D 's build. ======== Anyway, since I finally "can" make maps for DOOM, I'm starting a project of 32 levels for DOOM2: "project DOOM: Bio Hazard". For now I have 6 maps done, but I'm still a beginner, plus I'm not using the awesome stuff that Legacy allow us to create (2 floors). Anyway, the maps are inspired from the Capcom game "Resident Evil" (or Bio Hazard in Japan). I won't make the levels as hard as the Plutonia Experiment, but I'll try my best to create some challenging maps, and interesting multiplayer stuff too. If you guys are interested to follow and/or beta test my maps, you are welcome. I have 2 testers, but they are friends, and not really DOOM-experts (one of them never plays in Ultra Violence). By the way, I'd like to know how to take screenshots using Legacy without using the console (and without HAVING the console in the screens). -sorry for the long and crappy text, I had to introduce myself =P-
  13. ironmugen

    Oldschool music? (Instead of standard MIDI stuff)

    Wow, it sure brings back memories... Sound Blaster version of "Sign of Evil" (e1m8) means something to me since I was 9 years old, and I feared like hell those Barons of Hell... Hiding behind their "throne" to kill them while they couldn't burn my ass. Then to die in that teleporter. D_runnin "Running from Hell" had that channel problem (?) where the guitar was sometime cut during the solo (I thought it was normal back in time). And TNT02 sounds as "dirty" as before. =O Thanks a lot for those infos, I never really searched thought ZDOOM 's menus (since I mostly use Legacy).
  14. ironmugen

    Is SNES doom bad?

    The thing that freaked me out in SNES DOOM was how easy it was to kill a Baron of Hell... Use the Chaingun, and just shot, they'll block like if they were Imps or Demons. Never had the chance to go very far (I haven't seen the Cyber Demon or the Spider Mastermind) because I stoped playing it to get back on the PC version. Btw hi, I'm a new member. :P
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