PSX Doom: The Lost Levels - New Pre-Beta Available courtesy of Salahmander2

Oops. I'll need to move the P1 start back to the original place on Industrial Zone. Also, Mephisto doesn't work.

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+1.

Music sometimes is still strange for some maps (Lost02 + E1M2 music? Are you serious?), sky is sometimes not fit in maps ("Hanger").

Still buggy :\

But thx for reanimation of this topic

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Dragonsbrethren said:

Yeah, it has been a while since anything's been posted. Here's a new pre-beta:

Pre-beta 3

This has MajorRawne's music suggestions implemented, updates to my maps, and...honestly I can't remember anymore. There are other submitted fixes, but it's been so long I've forgotten what they are, sorry!


Thanks for sharing the link! Downloading now.

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How is it possible to get the megasphere in the level ' whithout the archvile ?

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Im assuming your referring to TNT Map 11?

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Dragonsbrethren said:

Yeah, it has been a while since anything's been posted. Here's a new pre-beta:

Pre-beta 3

This flu I got is a great excuse to do nothing all day, I'm gonna do a complete run of this and report anything I find.

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Absolutely cannot wait for this to be finished!!

This is going to remain a separate episode/episodes, right? I mean, keep the structure of the PSX games intact - but I like the ability to smoothly go into these levels with my full weapons AFTER I've completed the Final Doom set.

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Guys, Mephisto fails the load and does not allow me to progress.
https://www.dropbox.com/s/sz0a1547fvpcgan/Screenshot%202014-03-25%2019.19.30.png
Plz fix
Seen if all maps were working before playing through and this happens on map LOST17, when I use NEXTMAP param it just prints the error again.
Sorry, I see this is Pre-Beta, it seems to be a very simple one with a simple solution, add a player start. That should get the map to load.
Then LOST18 can load, but the inventory glitches because of the crash on Map17. Hope this helps.

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Some things worthy of reporting:
(I would put up few a screenshots but Imgur is not responding.)

LOST03 and LOST04 share the same track.

LOST08 spawns you into the middle of the map.

LOST17 doesn't load, it says "THINGS not found in" and boots you to the console.

LOST22 looks like it is still using some PC but I textures could be wrong though, the shotgunner wall that opens at the yellow key is below ground level? (P.S you can get stuck in it with a HOM if you investigate) and there is a switch at the red key area that does literally nothing.

LOST23 Would undoubtedly be next to impossible from a pistol start unless you were Mike Tyson.

LOST24 has a teleporting pinkie that gets stuck on the stairs in the metal room to the right of the start room.

LOST26 doesn't really have any issues, I just wanted to say I love the exit room.

LOST28 had one shotgunner stuck in a wall, no big problem.

LOST29 had the entire map surrounded by a HOM a the bottom of visible parts of the sky, I'm lost onto what causes this. (In other words, the sky has a rim made out of the HOM effect at the bottom of it)

LOST69 ends up replaying LOST69 if you use the secret exit, it takes you to LOST30 if you use the normal exit so LOST70 is inaccessible without the console I guess.

I got to LOST34 in my sitting, I will continue later and I hope this information (Though lacking in screenshots) help.

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I WAS trying to figure that out - what's the console command to skip to LOST levels?

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TheLazenby said:

I WAS trying to figure that out - what's the console command to skip to LOST levels?

MAP LOSTXX

XX is to replaced by numbers.

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mrthejoshmon said:

MAP LOSTXX

XX is to replaced by numbers.


Thanks!

Can't wait until this is done. I spent a couple weeks of late nights after work playing through the first 80-something levels, then breathing a sigh of relief that the trek was finally over... then you people through another 70-something levels at me.

I can't wait. :-D

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Just throwing stuff out there, but would it be better to import GZDOOM Nazi's on Wolfenstein and Grosse conversions? Kust an idea.

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Definitely not. This project tries to be as authentic as possible, and the SS guys werent on the PSX Doom disc, nor were the Wolfenstein textures. Besides, Castle and Escape are THE highlights of the ENTIRE project for me, Baron did such a good job on them.

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I was able to get screens up of the issues I found:

LOST22:
Shotgunner bellow floor: http://i.imgur.com/vKUNkHi.png

And possible PC texture?: http://i.imgur.com/W1cMeTj.png

LOST24:
The stuck pinky: http://i.imgur.com/yOqZNJ3.png

LOST29:
HOM sky: http://i.imgur.com/QciztqA.png

LOST28:
shotgunner stuck: http://i.imgur.com/pVV5osH.png

LOST17: http://i.imgur.com/sqsW8cy.png

Also two new things cropped up, the map names go like this:
http://i.imgur.com/dVukZ9i.png

And despite other screenshots and even video telling me this shouldn't happen, this happens on "The Escape" http://i.imgur.com/TZ8xSaA.png I have no idea why it does that.

(Shots from GZDoom BTW)

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mrthejoshmon said:

And despite other screenshots and even video telling me this shouldn't happen, this happens on "The Escape" http://i.imgur.com/TZ8xSaA.png I have no idea why it does that.

(Shots from GZDoom BTW)

lolsoftwarerenderer

That's why.

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BaronOfStuff said:

lolsoftwarerenderer

That's why.

Too lazy to change that/toaster can't handle it.

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Yeah, map 17 won't load at all for me.

I have to say though, I LOVE The Castle. It's clever in that it's almost unrecognizable as Wolfenstein (unless you know the layout of that level well), and has an amazingly Doom 64-ish vibe to it.

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Incidentally, what's the reason for a couple Final Doom levels possibly not being included? (As mentioned in the initial post.) Too hard, too shitty, or...?

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Huh? I don't think we missed any levels. I'm not all that familiar with Evilution but I figure someone would've pointed any missing ones out.

mrthejoshmon, just wanted to let you know I saw your post.

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Dragonsbrethren said:

Huh? I don't think we missed any levels. I'm not all that familiar with Evilution but I figure someone would've pointed any missing ones out.

I think he is talking about the actual Playstation version of Final Doom (and I didn't see any Evilution maps missing from the list either)

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Are you guys open to the idea of No Rest for the Living maps being included? I know that it's about 15 years off, but it is an official mapset. I've already started on The Earth Base, should I finish it and attempt the rest?

Go 2 It should have some detail removed, using MAP31 as a reference. The raised bit of floor leading to the window looking out at the imps and shotgun for instance had less linedefs than in the PC version.

I don't think that any track should be played twice in a row. LOST03 and LOST04 both use the same track, which can get a little tiresome.

Lastly, LOST17 won't load. GZDoom spits out "'THINGS' not found in".

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Its planned as a sort of seperate project that includes Doom 64, to finish the concept of "all official levels ever made, in PSX format". Contact Dexiaz, hes already done a few maps.

I dont see any reason why NRFTL should be delayed further, as its a bonus to this mapset, not part of it.

The established guidelines was that it will not be neutered nor will the detail be drastically cut to PSX engine limits. NRFTL itself is not vanilla compatible, ergo, nor should NRFTL PSX be PSX compatible. Basically, go nuts with the PSX textures and themes, without the severe limitations. Imagine an enhanced PSX release with better limits, much like the port NRFTL is on.

The Doom 64 levels can be added later, once Baron wraps up "D64ID2" and gives the go ahead for their PSX conversions

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I noticed that some of the decorations are only flagged to show up on hard in The Castle, might want to fix that.

Ragnor said:

Contact Dexiaz, hes already done a few [NRFTL] maps.

Shall do. Thanks for letting me know.

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Dragonsbrethren said:

Huh? I don't think we missed any levels. I'm not all that familiar with Evilution but I figure someone would've pointed any missing ones out.

mrthejoshmon, just wanted to let you know I saw your post.


In the original post, a few levels (mainly, the boss levels and Doom II's secret levels) were marked as possible omissions from the final game. And in the pre-beta, the boss levels ARE missing - though rather impressive versions of Doom II's secret levels are intact.

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The idea was that killing three boss shooters in a row would be tedious and annoying rather than fun and challenging. Someone was working on a single map which combined all three boss shooter levels into one cohesive whole instead.

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