Console Doom Integration WADs

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Re: Console Doom Integration WADs

by sneedseedfeed » Sat Jun 03, 2023 9:55 am

fantastic project! i would say almost perfect!

a couple of suggestions for somebody who wants to pick this up:
-the exit from SEWERS brings you back to e1m1 (as it did on the original xbox) instead of e1m2. i see no reason to keep this bug, so it would be better to fix it (easily done from mapinfo)
-snes' secret exit on refinery is a cool touch, though i don't think it should be added. also on this wad it's a simple go-through wall texture, but according to the wiki there's a switch in another part of the level that opens the wall. also, as it was already stated earlier, it warps you to the next level instead of the secret one so i don't see how useful it is
-doom2 dependency of condoom1 ideally should be removed. afaik this only dependencies are the revenant in console's hell's keep, but according to wiki it only appears on psx/saturn version of the map (since those games bundled doom1 and doom2), but not in the jaguar/3do version, even if the layouts are identical. i assume that the jaguar/3do version don't use doom 2 assets, so it would be possible to use those vanilla maps instead?
-extra secrets (at least 1 in hell's keep and club doom, probably in other maps too?)
-club doom has only 1 music track, though i don't really think it's a big issue

finally, i haven't tried but it would be great if this was compatible/integrated with wadsmoosh, tho i haven't tried it myself yet

Re: Console Doom Integration WADs

by Valken » Mon Jan 25, 2021 9:22 pm

I was looking at this and the PSX Doom Conversion.

Seems Henry is correct that PSX MAP18 should be added E3M12 based on hybrid console and PC map order.

I have tried to manually add it but it also needed the decorate file to include the firesky graphics/textures. It actually showed up in the other PSX maps from a quick level load.

Also need to edit / rename SW2METAL from the PSX Mod as it conflicts with a default texture from wadsmooshed iwad.

But maybe better to review if an update from GEC's PSX mod might be better since the maps are supposedly more accurate?

viewtopic.php?f=19&t=62839

Seems there may still be some bugs from the original PSX mod and Consolidation Prize versions:

viewtopic.php?f=19&t=55298

Re: Console Doom Integration WADs

by Guest » Thu Jan 21, 2021 5:06 pm

You are missing 1 more map my friend.
Pandemonium(the console version) is heavily altered than the pc one and should be considered a different map.

Re: Console Doom Integration WADs

by Guest » Thu Jun 20, 2019 3:02 pm

Just wanted to leave a thanks! That was exactly what I was looking for. A mod that integrates all the official bonus levels from different platforms and their secret exits into the main game.

It does seem to work fine, but I only tested the hangar - sewers exit yet. I am using the Doom 3 BFG Uncensored WADs from Doom and Doom 2, as well as Brutal Doom V21.pk3 and it seems to work fine. Might there be any incompabilities? That Doom 2.WAD from the BFG Edition does already have the Betrayer level in them, for example. Not sure if they would conflict or if it works either way.

If nobody knows I might just try it myself and see if everything works fine and then report back. Thanks a lot again for your work! Definitely a cool "mod". More like a DEFINITIVE Edition of the original Doom games. ^^

Re: Console Doom Integration WADs

by gitm » Thu Jan 10, 2019 6:00 pm

Ded10c wrote:I will probably not be returning to this, but if you find something that's fairly easy to fix give me a shout so I can sort it out. Unfortunately I'm not likely to get time for anything more.
Could you repost the original pack somewhere? The link in the OP is dead. I've already played through Doom 1 & 2 and I'd like to play through just the console-specific bonus levels, and your "No Consolation" episode (plus Betray and Sewers) seems like the closest thing.

Re: Console Doom Integration WADs

by Ded10c » Mon Apr 23, 2018 6:46 am

I've been going through all my files and archiving them, and I ran across the source files for this again. I filed them away and then thought "you know what, I'll go check how that's doing". Then I discovered I'd never actually released the new version on here, just Doomworld.

This version should fix most of the issues discussed elsewhere in this thread. Things seem to be pretty much as per my earlier post, with the addition of the SNES secret exit in Refinery (which just leads to the next level, because repeating the secret level is more trouble than it's worth).

Download

I will probably not be returning to this, but if you find something that's fairly easy to fix give me a shout so I can sort it out. Unfortunately I'm not likely to get time for anything more.

Re: Console Doom Integration WADs

by 3371-Alpha » Wed Feb 08, 2017 9:36 pm

Cool! thanks! WADSmoosh can produce PWADS, right?

Re: Console Doom Integration WADs

by wildweasel » Wed Feb 08, 2017 6:11 pm

3371-Alpha wrote:Actually, the Betray and Sewers wads included with this project do exactly that. The original ones I linked in my previous post, however, don't....Which gives me an idea.
Instead of putting all those PSX/Jaguar levels in a separate episode, what if they were integrated into the original campaign sequentially like how the Betray and Sewers wads are?
WADSmoosh actually does this.

Re: Console Doom Integration WADs

by 3371-Alpha » Wed Feb 08, 2017 5:47 pm

enderandrew wrote:If you load the Betray and Sewers wad files separately, do you just play them as individual levels, or are there ways to integrate them in the campaign with secret entrances like they were on the console?

Is there any way to make a complete classic DOOM experience with the No Rest For the Living episode and the bonus console levels?
Actually, the Betray and Sewers wads included with this project do exactly that. The original ones I linked in my previous post, however, don't....Which gives me an idea.
Instead of putting all those PSX/Jaguar levels in a separate episode, what if they were integrated into the original campaign sequentially like how the Betray and Sewers wads are? The Mansion & Club Doom levels could easily fit between the Suburbs & Tenements, as they were in the PSX version, as well as Redemption Denied fitting between Monster Condo & The Spirit World. The real issue would be the DooM 1 PSX & Jaguar levels; It'd be rather odd to play Twilight Descends, The Marshes, & Threshold of Pain after defeating the Spider Mind in Unto the Cruel. I also don't know where to place Hell Gate & Hell Keep.

Re: Console Doom Integration WADs

by enderandrew » Wed Dec 14, 2016 11:26 pm

If you load the Betray and Sewers wad files separately, do you just play them as individual levels, or are there ways to integrate them in the campaign with secret entrances like they were on the console?

Is there any way to make a complete classic DOOM experience with the No Rest For the Living episode and the bonus console levels?

Re: Console Doom Integration WADs

by 3371-Alpha » Sun Oct 02, 2016 4:10 am

Do your betray & sewers wads have the same bug fixes as the official ones here? Also what's the difference between your wad & the lost episodes (besides the lack of alpha levels)?
[Edit]: fair warning to everyone using this mod, the main condoom wad's not fully compatible with the BFG version of DooM 2 (particularly it's No Rest For The Living Nerve addon) as confirmed in this thread. The betray & sewers wads work fine however.

Re: Console Doom Integration WADs

by Ultimate Freedoomer » Mon Jun 06, 2016 4:24 pm

AHadley wrote:Well, I've been working on this a bit more (after a long break while I work on other projects) and I think it's pretty much done. I've completely revised the map order now, so no more special episode. Now we have the following:

condoom1.pk3: Due to the console maps' contents this requires Doom 2 assets, so it needs the Doom 2 IWAD with Ultimate Doom loaded as a PWAD. The only evidence of this should be the new maps' contents.
  • Knee Deep in the Dead: Hangar > (Sewers) > Nuclear Plant
  • Inferno: Hell Keep > Hell Gate > Hell Keep [PSX] > Slough of Despair
  • Thy Flesh Consumed: Unto the Cruel > Twilight Descends > (The Marshes) > Threshold of Pain
condoom2.pk3:
  • Underhalls > (Betray) > The Gantlet
  • The Suburbs > (The Mansion > (Club Doom)) > Tenements
  • The Living End > Redemption Denied > Icon of Sin
In my opinion this is the closest thing we'll get to a fully comprehensive map order. If anybody has a suggestion for improving the order, please do throw it out there. Right now I'm wondering whether Hell Gate would be best placed at the end of The Shores of Hell, with one Hell Keep running into the other.
I personally think Hell Gate should stay in Episode 3 (it's Hell Gate, after all), & Inferno should start in the following order:
  • Hell Gate>Hell Keep Part 1: The Infernal Palace (PSX Hell Keep)>Hell Keep Part 2: Forsaken Keep (PC Hell Keep)>Slough of Despair
Also, the ending of Doom 2 should go like this:
  • Monster Condo>Redemption Denied>The Spirit World>The Living End>Icon of Sin
Also, did you put the Arch-Viles back in this map's version of Suburbs?

Re: Console Doom Integration WADs

by Ded10c » Wed May 18, 2016 3:44 pm

Well, I've been working on this a bit more (after a long break while I work on other projects) and I think it's pretty much done. I've completely revised the map order now, so no more special episode. Now we have the following:

condoom1.pk3: Due to the console maps' contents this requires Doom 2 assets, so it needs the Doom 2 IWAD with Ultimate Doom loaded as a PWAD. The only evidence of this should be the new maps' contents.
- Knee Deep in the Dead: Hangar > (Sewers) > Nuclear Plant
- Inferno: Hell Keep > Hell Gate > Hell Keep [PSX] > Slough of Despair
- Thy Flesh Consumed: Unto the Cruel > Twilight Descends > (The Marshes > ) Threshold of Pain

condoom2.pk3:
- Underhalls > (Betray) > The Gantlet
- The Suburbs > (The Mansion ( > Club Doom)) > Tenements
- The Living End > Redemption Denied > Icon of Sin

In my opinion this is the closest thing we'll get to a fully comprehensive map order. If anybody has a suggestion for improving the order, please do throw it out there. Right now I'm wondering whether Hell Gate would be best placed at the end of The Shores of Hell , with one Hell Keep running into the other.

Re: Console Doom Integration WADs

by Ultimate Freedoomer » Mon Apr 20, 2015 5:35 pm

2 suggestions:

Re: Console Doom Integration WADs

by Ded10c » Sun Jun 23, 2013 4:13 pm

AHadley wrote:Xaser's Lost Episode WAD had me occupied for a bit (it's fantastic, by the way, nice job), but it didn't quite have the vanilla doom flavour I was after.
I've played it and loved it, but it remains a novelty to me. I'm a collector/archivist type; I like to have everything that was officially released. I didn't have the console maps in their original forms or a way of getting them without unnecessary bulk and repeating maps, hence these wads, which present them as close to their original form as I felt was possible while keeping vanilla Doom's atmosphere. Xaser's pack shows the maps in such a different light that it might well be completely original - and completely fantastic, which I can't overstate enough. These WADs, however, do not exist for the purpose of being original; they simply exist for what they contain. With the official release of an NRFTL WAD, we now have all the console maps available to the PC version in their original forms.

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