The New Romero Stuff Dump: DoomEd, Map Sources etc.

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

Re: The New Romero Stuff Dump: DoomEd, Map Sources etc.

Postby Gez » Wed Apr 22, 2015 12:13 pm

Kinsie wrote:I did further work on the d2temp_cleansed mod by deleting SgtBaldy's Doom1-to-Doom2 texture stuff and doing it myself. This reduced file size a little and fixed some annoying issues that were making PRBoom angry.

There are six textures missing from the maps after the Doom1 ones:
SWMOD1
WOOD11
ASHWALL5
MIDWIND1
BIGBRHED
TANROCK6

If anyone has any idea as to the best way to tackle this, please speak up - I'm currently a little frazzled.


Look here, you'll find definitions for the missing textures.

Code: Select allExpand view
ASHWALL5 64, 128, 1      
   (0, 0 : RW27_1 ) 1, 0

   BIGBRHED 64, 128, 2      
   (0, 0 : RW23_4 ) 1, 0      
   (5, 55 : SW2_3 ) 1, 0

   MIDWIND1 64, 128, 1      
   (0, 0 : RW6_3 ) 1, 0      

   MIDWIND2 64, 128, 1      
   (0, 0 : RW6_4 ) 1, 0

   TANROCK6 64, 128, 1      
   (0, 0 : RW14_2 ) 1, 0

   WOOD11 128, 128, 1      
   (0, 0 : RW13_2 ) 1, 0


As for SWMOD1, it looks like a mistake, it probably should be SW1MOD1.
Gez
 
 
 
Joined: 06 Jul 2007

Re: The New Romero Stuff Dump: DoomEd, Map Sources etc.

Postby Kinsie » Wed Apr 22, 2015 12:14 pm

oh.

well then.

EDIT: A lot of the patches needed for them are still missing, sadly.
User avatar
Kinsie
Dog Days
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me...
Twitch ID: thekinsie

Re: The New Romero Stuff Dump: DoomEd, Map Sources etc.

Postby SyntherAugustus » Wed Apr 22, 2015 2:04 pm

User avatar
SyntherAugustus
 
Joined: 15 Jul 2003

Re: The New Romero Stuff Dump: DoomEd, Map Sources etc.

Postby zrrion the insect » Wed Apr 22, 2015 3:23 pm

There is some really cool stuff in here. I wonder what else Romero has saved somewhere.
User avatar
zrrion the insect
Like a fish in a child's hands.
 
Joined: 25 Jun 2009
Location: Time Station 1: Moon of Glendale

Re: The New Romero Stuff Dump: DoomEd, Map Sources etc.

Postby Gez » Wed Apr 22, 2015 4:33 pm

Kinsie wrote:oh.

well then.

EDIT: A lot of the patches needed for them are still missing, sadly.


All the patches are there, but some need to be extracted from the pics. When you have an image named something like "wallr10", which contains four bits of textures, then these patches are named rw10_1, rw10_2, rw10_3, and rw10_4, from left to right.

RW27_1: http://www.doomworld.com/linguica/doom- ... llr27.html
SW2_3: http://www.doomworld.com/linguica/doom- ... itch2.html
RW6_3: http://www.doomworld.com/linguica/doom- ... allr6.html
RW6_4: http://www.doomworld.com/linguica/doom- ... allr6.html
RW14_2: http://www.doomworld.com/linguica/doom- ... llr14.html
RW13_2: http://www.doomworld.com/linguica/doom- ... llr13.html
Gez
 
 
 
Joined: 06 Jul 2007

Re: The New Romero Stuff Dump: DoomEd, Map Sources etc.

Postby Kinsie » Thu Apr 23, 2015 12:39 am

Okay, Here's an update with the new textures. This should be everything. Let me know if there's any glaring issues other than the obvious. :)
User avatar
Kinsie
Dog Days
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me...
Twitch ID: thekinsie

Re: The New Romero Stuff Dump: DoomEd, Map Sources etc.

Postby Gez » Thu Apr 23, 2015 12:57 am

I think the Doom 1 switches should be restored to their Doom 1 status. Look at the exit room of MAP01, it uses SW2BRN1 and that doesn't work when it's a clone of SW2BRCOM.

Any chance of adding MAP33, 34, 35, and 36?
Gez
 
 
 
Joined: 06 Jul 2007

Re: The New Romero Stuff Dump: DoomEd, Map Sources etc.

Postby Kinsie » Thu Apr 23, 2015 1:02 am

Gez wrote:Any chance of adding MAP33, 34, 35, and 36?
As mentioned in the OP, Maps 33-36 are either half-broken test maps or maps that have been previously released (v1.9 map02, idmap01). I might dump all my compiles to a zip file, but I'm sure somebody's beaten me to it by now.
User avatar
Kinsie
Dog Days
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me...
Twitch ID: thekinsie

Re: The New Romero Stuff Dump: DoomEd, Map Sources etc.

Postby Snarboo » Thu Apr 23, 2015 2:53 am

Played through the first 10 maps, and it's been really interesting so far! Map 6 and 7 are the standout map to me in terms of differences. I'd really love if something was done with the starting area of Map 6, it seems salvageable.

One thing I'm wondering with all of this: was the beginning of Doom 2 meant to tie in better with the end of Doom's third episode? These maps all have a hellish marble look to them like Episode 3 did, with some Episode 2 influences here and there. It's not until you reach the "city" maps that things start to normalize and it looks like good ol Doom 2 again.
User avatar
Snarboo
Bacon doesn't know it's not dogs
 
Joined: 29 Nov 2005

Re: The New Romero Stuff Dump: DoomEd, Map Sources etc.

Postby Ozymandias81 » Fri Apr 24, 2015 5:14 am

:surprise: :surprise: :surprise: :surprise: :surprise: :surprise: :surprise: :surprise: :surprise: :surprise: :surprise: :surprise: :surprise: :surprise:
:surprise: PLENTY OF FNUCKIN' STUFF HERE!!! :surprise:
:surprise: :surprise: :surprise: :surprise: :surprise: :surprise: :surprise: :surprise: :surprise: :surprise: :surprise: :surprise: :surprise: :surprise:
User avatar
Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars
Github ID: Ozymandias81
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia with Vulkan support

Re: The New Romero Stuff Dump: DoomEd, Map Sources etc.

Postby Miru » Sun Apr 26, 2015 7:11 pm

The discovery of a fifth episode is truly fascinating. I'm a sucker for lost media (thanks Disney), so this is to be expected of me.
Miru
 
Joined: 22 Apr 2015

Re: The New Romero Stuff Dump: DoomEd, Map Sources etc.

Postby Tapwave » Mon Apr 27, 2015 3:18 am

Miru wrote:The discovery of a fifth episode is truly fascinating.

It isn't really a fifth episode. They're just mostly test maps that just happen to be called E5MX. The fact there may or may not have been a fifth episode planned is up to the guys at ID to confirm.
User avatar
Tapwave
On the GREEN!
 
Joined: 20 Aug 2011
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: The New Romero Stuff Dump: DoomEd, Map Sources etc.

Postby Zero X. Diamond » Mon Apr 27, 2015 6:05 pm

MAP10 and MAP22 still have some missing textures, Kinsie.
User avatar
Zero X. Diamond
Now get your ass out there and save the world!
 
Joined: 22 Dec 2009

Re: The New Romero Stuff Dump: DoomEd, Map Sources etc.

Postby zuzma » Tue Apr 28, 2015 3:25 am

:wub: Woah this is really cool, thanks everyone! I added in exits for myself just to explore the unfinished maps (27,28,29,30), some minor gameplay to 07 /w an exit and added the missing textures with slade. It's not good enough to release yet so I'll just wait till someone else does it properly. Also noticed a section of The spirit world looks similar to one in map 22. There's probably other stuff, but I haven't really looked hard enough yet
zuzma
 
Joined: 22 Oct 2004

Re: The New Romero Stuff Dump: DoomEd, Map Sources etc.

Postby Gez » Tue Apr 28, 2015 3:39 am

Zero X. Diamond wrote:MAP10 and MAP22 still have some missing textures, Kinsie.

MAP10 needs AASTINKY and COMPUTE2. A solution for the first would be to replace AASTINKY by AASHITTY. MAP22 needs SKULWALL and SKULWAL3.

MAP14, MAP19, MAP23, MAP27 have some map errors ZDoom complains about, but nothing that prevents loading the maps (sectors with no lines, lines with unconnected edges...).
Gez
 
 
 
Joined: 06 Jul 2007

PreviousNext

Return to General

Who is online

Users browsing this forum: No registered users and 3 guests