yakfak Posted April 3, 2013 If you've always found the 32-levels-in-a-row feel of Doom 2 to be a little exhaustive, like me, you might have found yourself imagining the game as a nine level episode. If so, which would you choose? Here's how I'd lay it out: Map 1: UNDERHALLS Map 2: THE INMOST DENS Map 3: DEAD SIMPLE Map 4: CIRCLE OF DEATH Map 5: TENEMENTS Map 6: REFUELING BASE Map 7: THE ABANDONED MINES Map 8: THE LIVING END secret map: BARRELS O' FUN All my favourite levels with a far more sane progression in difficulty. 0 Share this post Link to post
Suitepee Posted April 3, 2013 Hmmm an interesting concept. I'd be surprised if nobody has tried to make a wad out of this idea alone. Anyways: MAP1: Entryway. MAP2: The Waste Tunnels. MAP3: The Pit. MAP4: The Factory. MAP5: Suburbs. MAP6: Abandoned Mines. MAP7: Monster Condo. MAP8: The Living End. MAP9: Icon of Sin. (SECRET LEVEL) 0 Share this post Link to post
Looper Posted April 3, 2013 Map01: Underhalls Map02: The Focus Map03: The Crusher Map04: The Pit Map05: Downtown Map06: The Courtyard (but the yellow key transfered somewhere in the actual map) Map07: The Chasm Map08: The Living End (ending modified to include bars around the exit so you have to kill the cyberdemon) Map09: Wolfenstein (Secret level) 0 Share this post Link to post
Tristan Posted April 3, 2013 Suitepee said:I'd be surprised if nobody has tried to make a wad out of this idea alone. Sure, not like it's modifying/distributing IWAD content or anything. MAP01: Underhalls MAP02: The Waste Tunnels MAP03: Refuelling Base MAP04: 'O' of Destruction MAP05: The Inmost Dens MAP06: The Citadel MAP07: The Abandoned Mines MAP08: The Living End MAP??: Tricks and Traps 0 Share this post Link to post
DoomUK Posted April 3, 2013 Eris Falling said:Sure, not like it's modifying/distributing IWAD content or anything. For personal use, I don't see the harm in creating a personalised IWAD. No doubt it's technically illegal, but I doubt Id or Zenimax are perusing the contents of your hard drive. 0 Share this post Link to post
schwerpunk Posted April 3, 2013 Wouldn't it be fairly easy to write a frontend programme (or append the function to an already existing frontend or port) that only played the select levels? I mean, it's nothing that IDCLEV or scripting can't already do, but I can see it being somewhat popular as a curio. 32 maps is a Hell of a lot of maps. Especially for player made megawads. It would be neat if megawads came with 'tl;dp' instructions - pointing players to only the absolute 'must-play' maps. I certainly would play more megawads to 'completion' this way. 0 Share this post Link to post
TwinBeast Posted April 3, 2013 M1: Gantlet M2: Crusher M3: Inmost Dens M4: Circle Of Death M5: Tenements M6: Industrial Zone (secret exit) M7: Abandoned Mines M8: Living End M9: Tricks and Traps Use the city sky. Maybe there should be a new area in the Living End for the boss fight, which could include both cyber and spiderdemon that couldn't harm/infight each other. Or maybe the last level would be Dead Simple that opens up more after the Mancubuses and Baby Spiderdemons. Or maybe a larger version of Dead Simple with Cyberdemons and then Spiderdemons. 0 Share this post Link to post
Shadow Hog Posted April 3, 2013 Well, you'd have to add secret exits to maps other than MAP15 and MAP31 if you wanted that to work, so there's that? 0 Share this post Link to post
Gez Posted April 3, 2013 MAPINFO, dude. Changing a 30+2-level progression into an 8+1 one requires that. Either that or you do that thing where e.g. MAP01 is actually MAP12 so that "MAP04" is in the MAP15 slot. People who want to play NRFTL in PrBoom use that trick. 0 Share this post Link to post
Shadow Hog Posted April 3, 2013 No, I mean there's no linedefs of type 51/124 to mark a given exit as secret. Even with MAPINFO, that means every map other than MAP15 or MAP31 can't go to secret levels without modifying the stages directly, or making these "secret" stages mandatory (and therefore not secret). The actual slot doesn't matter, since you can define a secret exit for any; that the map actually has a secret exit is what I'm getting at. 0 Share this post Link to post
purist Posted April 3, 2013 M1 - Underhalls M2 - The Focus M3 - Circle of Death M4 - The Suburbs M5 - Inmost Dens M6 - Gotcha! M7 - Abandoned Mines M8 - The Living End M9 - Dead Simple (secret map) 0 Share this post Link to post
printz Posted April 3, 2013 Why the hell choose Living End as the boss map? Icon of Sin makes far more sense as such. It's normal for ExM8 maps to be short like that. Anyway, from what I gather: D2M1: Underhalls (let's start it quicker, no Entryway wankery needed) D2M2: The Crusher (challenging second stage) D2M3: Circle of Death (excellent third-level design) D2M4: Inmost Dens (fits with the previous three, American McGee) D2M5: Industrial Zone (leads to secret level) D2M6: Gotcha (this is a must, and a fitting tough 6th level) D2M7: The Spirit World (huge map with huge numbers, hellish too) D2M8: Icon of Sin (obvious) D2M9: Wolfenstein (fun surprise level) 0 Share this post Link to post
Tristan Posted April 3, 2013 The living end seems better as a final level than Icon of Sin. I wouldn't mind the lack of boss if it meant a longer level. Just so you know: Romero designed Circle of Death, not McGee. 0 Share this post Link to post
ClumsyCryptid Posted April 3, 2013 D2M1: The Gauntlet D2M2: The Crusher D2M3: Refueling Base D2M4: The Pit (I pick this one because it's a nice ease into the increased difficulty on UV, and the music is catchy.) D2M5: The Courtyard (Secret Exit, and this is a nice quick/easy level.) D2M6: Gotcha! (I agree here, it's a decent 6th level.) D2M7: The Spirit World (The Spirit World is a nice lead into The Living End.) D2M8: The Living End D2M9: The Chasm (I hate this level. It feels out of place, and worse than The Citadel. Who the heck has a castle in the middle of a city anyhow? Let alone a Chasm?) 0 Share this post Link to post
Archy Posted April 3, 2013 MAP1: Underhalls MAP2: The Gantlet MAP3: The Focus MAP4: The Waste Tunnels MAP5: Dead Simple MAP6: Suburbs MAP7: The Spirit World MAP8: The Living End. MAP9: The Pit (SECRET LEVEL) MAP5 would exit to the secret level just like in The Shores of Hell. I've always liked the way things progressed from Underhalls to The Waste Tunnels very much, but always hated The Crusher -- surprised it's so liked. 0 Share this post Link to post
Tristan Posted April 3, 2013 Preliatus said:Who the heck has a castle in the middle of a city anyhow? Let alone a Chasm?) Firstly, The Chasm is in Hell, not the city. In answer to the first question: one two three 0 Share this post Link to post
ComicMischief Posted April 3, 2013 I'd edit The Living End so that the Cyberdemon were replaced with the Icon. And no exit either. D2M1 - The Gantlet D2M2 - The Crusher D2M3 - Circle of Destruction D2M4 - The Inmost Dens D2M5 - The Suburbs D2M6 - Abandoned Mines D2M7 - The Spirit World D2M8 - The Living End D2M9 - The Courtyard Probably a secret level exit in The Inmost Dens somewhere, or steal the PlayStation one from The Suburbs; speaking of which, I'd probably stick a Cyberdemon in there somewhere for no reason other than there ain't one elsewhere. Maybe replace the Mancubus in The Courtyard with one. I don't know. 0 Share this post Link to post
ASD Posted April 4, 2013 MAP01: Entryway MAP02: Underhalls MAP03: The Gantlet MAP04: The Focus MAP05: The Waste Tunnels MAP06: The Crusher MAP07: Dead Simple MAP08: Tricks and Traps MAP09: The Pit This is how I play Doom2 most of the time: Playing on UV, no saving and 100% everything. Then quitting at MAP10 because I get tired. These 9 maps have replay value, just like E1 in Doom1. 0 Share this post Link to post
scifista42 Posted April 4, 2013 M1: Entryway M2: The Focus M3: Circle of Destruction M4: The Inmost Dens M5: Refueling Base M6: Industrial Zone M7: The Abandoned mines M8: The Living End Secret M9: Barrels of Fun I'm not saying these are my most favourite levels, for example I'm also keen on Underhalls and Tenements. But I feel this order I invented makes sense, which you can try. I quickly made an appropriate MAPINFO. Download: http://www.speedyshare.com/UMrQV/d2in9lev.zip Well I doubt anyone will play it all, but anyway here you go. Play with a ZDoom-compatible port. 0 Share this post Link to post
esselfortium Posted April 4, 2013 M1: The Pit M2: The Pit M3: The Pit M4: The Chasm M5: The Pit M6: The Pit M7: The Pit M8: The Pit M9: Suburbs No, but seriously. 0 Share this post Link to post
DoomUK Posted April 4, 2013 esselfortium said:M1: The Pit M2: The Pit M3: The Pit M4: The Chasm M5: The Pit M6: The Pit M7: The Pit M8: The Pit M9: Suburbs You've got a fine trollwad, there. 0 Share this post Link to post
valkiriforce Posted April 4, 2013 esselfortium said:No, but seriously. For some reason I think it would be hilarious to hear IN_CIT play repeatedly. It's like the song is saying, "Here we go again!" 0 Share this post Link to post
Tarnsman Posted April 4, 2013 E1M1: Map 01 to Map 04 E1M2: Map 05 to Map 08 E1M3: Map 09 to Map 12 E1M4: Map 13 to Map 16 (Secret Exit) E1M5: Map 17 to Map 20 E1M6: Map 21 to Map 24 E1M7: Map 25 to Map 28 E1M8: The Living End E1M9: Hexsoil 0 Share this post Link to post
printz Posted April 4, 2013 What the hell is special about Living End? I've always found it underwhelming after Spirit World. You keep suggesting it as a boss map. The boss map should be short and hopefully challenging. Also, lack of boss? Unless you attempt to count that miserable excuse of a Cyberdemon, after all the Cyberdemons you meet before… Meet Quake, the game with no bosses at the end of non-shareware episodes! 0 Share this post Link to post
ComicMischief Posted April 4, 2013 printz said:What the hell is special about Living End? I've always found it underwhelming after Spirit World. You keep suggesting it as a boss map. The boss map should be short and hopefully challenging. Apart from the 'short' part, this is why I'd put the Icon in there at the end; and you'd have to basically beat the map (with the monsters spawning in like that) to get a platform to raise to beat it. I think I'm some kind of sadist. 0 Share this post Link to post
Quasar Posted April 4, 2013 I wouldn't mind DOOM II just having an episode menu, period. It worked so well in the first game, I don't know why they really felt the need to break the formula that thoroughly. There are pretty clear points where you could put in the breaks, although, I believe you'd need to add more chainsaws since about the only one I know of is in MAP01 :P 0 Share this post Link to post
Scottland89 Posted April 4, 2013 I would probably set it in a 2 episode model, 1 for earth absed levels, and the 2nd for Hell based levels (similar to Knee Deep in the Dead being set in Phobos, The Shores of Hell being in Deimos, Inferno being set in Hell and They Flesh Consumed being set on Earth(ish)) So I'd split Doom 2 into the following 2 episodes with no secrets Episode 1 - Home Bloody Home E1M1: Entryway E1M2: The Gauntlet E1M3: The Crusher E1M4: Tricks and Traps E1M5: Refueling Base E1M6: 'O' of Destruction E1M7: Downtown E1M8: Suburbs E1M9: Gotcha! Episode 2 - To Hell and Back with a Vengence E2M1: Nivarnea E2M2: The Catcombs E2M3: Barrels O' Fun E2M4: The Chasm E2M5: The Abandoned Mines E2M6: Monster Condo E3M7: The Spirt World E3M8: The Living End E3M9: Icon of Sin Episode 3: No rest for the Living Just as the original version 0 Share this post Link to post
Dragonsbrethren Posted April 4, 2013 This is a lot tougher than I thought it'd be. Going with this: 1: Underhalls 2: The Waste Tunnels 3: Refueling Base 4: O of Destruction 5: Suburbs 6: The Abandoned Mine 7: The Living End 8: Icon of Sin 9: Dead Simple But pretty much everything except Underhalls, O of Destruction, Icon of Sin, and Dead Simple could be swapped for another map. I'd consider those four the best Doom II has to offer (Icon of Sin being the only real boss level outside of Dead Simple, which is too easy for the end of an episode). 0 Share this post Link to post