master levels for DOOM 2

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

master levels for DOOM 2

Postby hunterage2000 » Wed Jul 25, 2012 3:14 am

Hi Im new to the forum and recently come across zdoom. I have played through Doom 1 and 2 and I have found the master levels wad files in *bleep*. Can anyone tell me how I get these to work and if they can be combined into 1 file? Im not the most computer literate so a simple explanation would be great, thanks.
Last edited by wildweasel on Wed Jul 25, 2012 9:54 am, edited 1 time in total.
Reason: Please don't mention the names of places where you can download warez. -mgmt
hunterage2000
 

Re: master levels for DOOM 2

Postby ReX » Thu Jul 26, 2012 6:31 am

hunterage2000 wrote:Can anyone tell me how I get these to work and if they can be combined into 1 file?

There are several ways by which you can run user-made levels (known as PWADs):

    1. Use a "front-end launcher" such as ZDooM Runner.
    2. Use "drag & drop" in Windows Explorer (or whichever file browser you use in your OS) to pull your relevant DooM level into the ZDooM executable file.
    3. Right-click your mouse on the relevant DooM level, then select "Open With", then browse to find ZDooM.exe
    4. Use a batch file (which you probably won't want to do, given your unfamiliarity with "old" computer methods).
    5. Etc.

As for combining them into one file, you can use tools such as Slade, SlumpEd, or XWE to do so.
User avatar
ReX
Title? I don't need no steenkin' title!
 
Joined: 05 Aug 2003
Location: Quatto's Palace

Re: master levels for DOOM 2

Postby Blzut3 » Thu Jul 26, 2012 2:48 pm

ReX wrote:As for combining them into one file, you can use tools such as Slade, SlumpEd, or XWE to do so.

For master levels there are dedicated tools to combine them.
Blzut3
Pronounced: B-l-zut
 
 
 
Joined: 24 Nov 2004
Github ID: Blzut3
Operating System: Debian-like Linux (Debian, Ubuntu, Kali, Mint, etc) 64-bit
Graphics Processor: ATI/AMD with Vulkan Support

Re: master levels for DOOM 2

Postby Xaser » Fri Jul 27, 2012 11:42 pm

Master Levels Menu Interface is pretty cool. I'd say use that. ;)

For those of us nutballs who insist on combining them in a single wad, though, I hereby turn attention to the obligatory "discuss your chosen order!" topic so I can post the one I use (self-quoted from a now-dead post):

Code: Select allExpand view
01: ATTACK
02: CANYON
03: CATWALK
04: FISTULA
05: COMBINE
06: SUBSPACE
07: PARADOX
08: SUBTERRA
09: GARRISON
10: BLACKTWR
11: VIRGIL
12: MINOS
13: NESSUS
14: GERYON
15: VESPERAS
16: MANOR
17: TTRAP
18: TEETH
19: BLOODSEA
20: MEPHISTO
00: BADDREAM (TEETH secret; still a secret map, naturally)


There are probably a few odd choices here, the most obvious of which being Black Tower (most people prefer to put it at the end, though I kinda like it as a mid-game climax of sorts). I don't care much for Mephisto at all but it gets the Map20 spot for its boss brain use. Otherwise, it seems to work well, with most of the easier D2-tech-y levels up front and the tougher, more complex ones later (MANOR, TTRAP, and TEETH provide quite a difficulty ramp-up). At least the maps are *mostly* grouped together by author... :P


And despite its "official" use on XBox and whatnot, alphabetical ordering is synonymous with "no order", as far as I'm concerned. It presents Dr. Sleep's maps completely out of sequence. :P
User avatar
Xaser
anarchivist
 
 
 
Joined: 20 Jul 2003

Re: master levels for DOOM 2

Postby printz » Sat Jul 28, 2012 3:28 pm

It still presents a cool and easy ATTACK opening, followed by a foreboding and memorable epic fight called BLACKTWR. It give a good impression for the mission pack.
User avatar
printz
Eternity and AutoDoom programmer
 
Joined: 26 Oct 2006
Location: Bucharest, Romania
Github ID: ioan-chera
Operating System: Windows 10/8.1/8/201x 64-bit

Re: master levels for DOOM 2

Postby Blzut3 » Sat Jul 28, 2012 4:50 pm

Actually the playstation version randomly puts virgil.wad as the second level and mixes up the order of combine and catwalk so it's not strictly alphabetical. :p
Blzut3
Pronounced: B-l-zut
 
 
 
Joined: 24 Nov 2004
Github ID: Blzut3
Operating System: Debian-like Linux (Debian, Ubuntu, Kali, Mint, etc) 64-bit
Graphics Processor: ATI/AMD with Vulkan Support

Re: master levels for DOOM 2

Postby Xaser » Sun Jul 29, 2012 4:31 pm

Oh dear. That's even more bizarre. :P

But yeah, any order that would put the largest map (referring to BLACKTWR, not VIRGIL) as the second level is pretty WTF to me. :P
User avatar
Xaser
anarchivist
 
 
 
Joined: 20 Jul 2003

Re: master levels for DOOM 2

Postby BlueFireZ88 » Tue Jul 31, 2012 9:19 pm

I could of swore someone made a front end for the Master Levels, cause I have an edited version of that wad on my system which has a DOS style level select interface.
User avatar
BlueFireZ88
Fight fire with BlueFire.
 
Joined: 19 Jan 2011
Location: Argent Tower

Re: master levels for DOOM 2

Postby ReX » Wed Aug 01, 2012 6:18 am

BlueFireZ88 wrote:I could of swore someone made a front end for the Master Levels, cause I have an edited version of that wad on my system which has a DOS style level select interface.

It's been a while since I played the Master Levels, but if I recall rightly the CD came with the interface to which you refer.

[EDIT: I just checked the wiki, and it confirms what you mentioned.]
User avatar
ReX
Title? I don't need no steenkin' title!
 
Joined: 05 Aug 2003
Location: Quatto's Palace

Re: master levels for DOOM 2

Postby BlueFireZ88 » Wed Aug 01, 2012 5:19 pm

ZDoom wiki just keeps finding ways to keep me coming back. :)
User avatar
BlueFireZ88
Fight fire with BlueFire.
 
Joined: 19 Jan 2011
Location: Argent Tower

Re: master levels for DOOM 2

Postby Xtyfe » Mon Aug 06, 2012 4:51 pm

I use a simplified mapinfo for it, alphabetical order with health and inventory resets inbetween

Code: Select allExpand view
episode ATTACK
{
   name = "Master Levels"
}

map ATTACK "Attack"
{
   music = "D_RUNNIN"
   par = 105
   next = "BLACKTWR"
   Cluster = 1
   sky1 = "ORSKY1", 0.0
   resetinventory
   resethealth
}

map BLACKTWR "Black Tower"
{
   music = "D_ADRIAN"
   par = 345
   next = "BLOODSEA"
   Cluster = 1
   sky1 = "RSKY3", 0.0
   resetinventory
   resethealth
}

map BLOODSEA "Bloodsea Keep"
{
   music = "D_SHAWN"
   par = 240
   next = "CANYON"
   Cluster = 1
   sky1 = "ORSKY1", 0.0
   map07special
   resetinventory
   resethealth
}

map CANYON "Canyon"
{   
   music = "D_RUNNIN"
   par = 105
   next = "CATWALK"
   Cluster = 1
   sky1 = "ORSKY1", 0.0
   resetinventory
   resethealth
}

map CATWALK "The Catwalk"
{
   music = "D_RUNNIN"
   par = 150
   next = "CATWALK"
   Cluster = 1
   sky1 = "ORSKY1", 0.0
   resetinventory
   resethealth
}

map COMBINE "The Combine"
{
   music = "D_RUNNIN"
   par = 135
   next = "FISTULA"
   Cluster = 1
   sky1 = "COMBISKY", 0.0
   resetinventory
   resethealth
}

map FISTULA "The Fistula"
{
   music = "D_RUNNIN"
   par = 120
   next = "GARRISON"
   Cluster = 1
   sky1 = "ORSKY1", 0.0
   resetinventory
   resethealth
}

map GARRISON "The Garrison"
{
   music = "D_RUNNIN"
   par = 165
   next = "GERYON"
   Cluster = 1
   sky1 = "ORSKY1", 0.0
   resetinventory
   resethealth
}

map GERYON "Geryon: 6th Canto of INFERNO"
{
   music = "D_DDTBLU"
   par = 120
   next = "MANOR"
   Cluster = 1
   sky1 = "GERYOSKY", 0.0
   resetinventory
   resethealth
}

map MANOR "Titan Manor"
{
   music = "D_RUNNIN"
   par = 210
   next = "MEPHISTO"
   Cluster = 1
   sky1 = "MANORSKY", 0.0
   resetinventory
   resethealth
}

map MEPHISTO "Mephisto's Maosoleum"
{
   music = "D_SHAWN"
   par = 210
   next = "MINOS"
   Cluster = 1
   sky1 = "ORSKY1", 0.0
   map07special
   resetinventory
   resethealth
}

map MINOS "Minos' Judgement: 4th Canto of INFERNO"
{
   music = "D_DOOM"
   par = 120
   next = "NESSUS"
   Cluster = 1
   sky1 = "MINOSSKY", 0.0
   resetinventory
   resethealth
}

map NESSUS "Nessus: 5th Canto of INFERNO"
{
   music = "D_SHAWN"
   par = 45
   next = "PARADOX"
   Cluster = 1
   sky1 = "NESSUSKY", 0.0
   map07special
   resetinventory
   resethealth
}

map PARADOX "Paradox"
{
   music = "D_RUNNIN"
   par = 120
   next = "SUBSPACE"
   Cluster = 1
   sky1 = "ORSKY1", 0.0
   resetinventory
   resethealth
}

map SUBSPACE "SUBSPACE"
{
   music = "D_RUNNIN"
   par = 105
   next = "SUBTERRA"
   Cluster = 1
   sky1 = "ORSKY1", 0.0
   resetinventory
   resethealth
}

map SUBTERRA "SUBTERRA"
{
   music = "D_RUNNIN"
   par = 150
   next = "TEETH"
   Cluster = 1
   sky1 = "ORSKY1", 0.0
   resetinventory
   resethealth
}

map TEETH "The Express Elevator to Hell"
{
   music = "D_EVIL"
   par = 360
   next = "TTRAP"
   secretnext = "TEETH2"
   Cluster = 1
   sky1 = "RSKY3", 0.0
   resetinventory
   resethealth
}

map TEETH2 "Bad Dream"
{
   music = "D_ULTIMA"
   par = 45
   next = "TTRAP"
   Cluster = 1
   sky1 = "RSKY3", 0.0
}

map TTRAP "Trapped on Titan"
{
   music = "D_RUNNIN"
   par = 225
   next = "VESPERAS"
   Cluster = 1
   sky1 = "TTRAPSKY", 0.0
   resetinventory
   resethealth
}

map VESPERAS "Vesperas: 7th Canto of INFERNO"
{
   music = "D_IN_CIT"
   par = 150
   next = "VIRGIL"
   Cluster = 1
   sky1 = "VESPESKY", 0.0
   resetinventory
   resethealth
}

map VIRGIL "Virgil's Lead: 3rd Canto of INFERNO"
{
   music = "D_COUNTD"
   par = 105
   next = "EndGameC"
   Cluster = 1
   sky1 = "VIRGISKY", 0.0
   resetinventory
   resethealth
}

clusterdef 1
{
   flat = "RROCK07"
   music = "D_READ_M"
   exittext =
   "YOU HAVE ASSAULTED AND TRIUMPHED OVER THE",
   "MOST VICIOUS REALMS THAT THE DEMENTED MINDS",
   "OF OUR DESIGNERS COULD DEVISE.",
   "",
   "THE HAVOC YOU LEFT BEHIND YOU AS YOU",
   "SMASHED YOUR WAY THROUGH THE MASTER",
   "LEVELS IS MUTE TRIBUTE TO YOUR PROWESS.",
   "",
   "YOU HAVE EARNED THE TITLE OF",
   "MASTER OF DESTRUCTION."
}
User avatar
Xtyfe
Neque Deos, Neque Dominos
 
Joined: 15 Dec 2007
Location: The Intertubes


Return to General

Who is online

Users browsing this forum: No registered users and 6 guests