[HUGE UPDATE!] Doom II: Purgatory (v1.3)

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Kappes Buur
 
 
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Re: [UPDATED!] Doom II: Purgatory (v1.21)

Post by Kappes Buur »

Something needs to be done to correct the sky rendering
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Legend
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Re: [UPDATED!] Doom II: Purgatory (v1.21)

Post by Legend »

this has a nice atmosphere to it. THough it does seem a bit empty at times and a little bland. Levels could use a little more detail. The secrets are kinda obvious too.

I certainly like the choice in music.

Overall, I enjoyed it though and I can see where you are going with it.

I did notice one little bug. The shotgun shell icon that appears in the fullscreen hud seems to be in the wrong palette. It doesn't match the pickup item and is quite distorted. I don't know if this is because I'm using an older gzdoom (1.8.6), or if it is a valid bug.
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SouthernLion
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Re: [UPDATED!] Doom II: Purgatory (v1.21)

Post by SouthernLion »

If this is considered necro-bumping I apologize. I don't play with mouse-look so that explains why I never saw that sky box problem. How in the world do I fix it? I have a camera in a room with that texture, basically.
plmgrno
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Re: [UPDATED!] Doom II: Purgatory (v1.21)

Post by plmgrno »

Hi, although I can agree with many points the others brought up, I still wanna tell you that I have been enjoying it so far. I'm in Map07 right now.
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SouthernLion
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Re: [UPDATED!] Doom II: Purgatory (v1.21)

Post by SouthernLion »

plmgrno wrote:Hi, although I can agree with many points the others brought up, I still wanna tell you that I have been enjoying it so far. I'm in Map07 right now.
That means a lot to me. Let me know what you think, brother. I learned a lot in the process of making this mapset, (it took me many years). My primary negative feedback has been lack of monster encounters in the early space maps, and my primary positive feedback has been the Hell levels and secrets, including the secret gun. Drop some feedback whenever you want.
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Re: [UPDATED!] Doom II: Purgatory (v1.21)

Post by plmgrno »

Hi, it's me again. I finally was able to play Doom again so I could finish your wad. All in all I have really enjoyed it. The fog effects are especially nice. Also, the final boss fight was pretty cool (although it could've been a bit faster), Anyway, I loved the last few levels, and I LOVE the quiet warping you put into Map08. I also really liked the music, especially on Map08. Anyway, thank you so much for this. It was a very cool ride.
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SouthernLion
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Re: [UPDATED!] Doom II: Purgatory (v1.21)

Post by SouthernLion »

I'm glad you enjoyed it, I had a lot of fun making it. Were you able to find the secret level and the unmaker hidden inside?
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Re: [UPDATED!] Doom II: Purgatory (v1.21)

Post by plmgrno »

I wasn't able to find it but I accessed the level via console :D
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SouthernLion
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Re: [UPDATED!] Doom II: Purgatory (v1.21)

Post by SouthernLion »

A version specifically for DoomWorld / idgames was uploaded, v1.21a. This version is inferior to the version linked here, because the .mp3s were changed for lower quality files to fit size constraints. I consider v1.21 (the one linked in OP) to be the definitive version.

https://www.doomworld.com/files/file/18 ... purgatory/
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SouthernLion
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Re: [UPDATED!] Doom II: Purgatory (v1.21)

Post by SouthernLion »

I don't know if I will update this project to reflect it, I don't know if I have the heart... but half of the voice acting done for the final boss was done by my wife Sabine who passed away violently in a car wreck earlier this month. I'm not going to fill this post up about my grievances, you can read all about it here: viewtopic.php?f=12&t=58116 but she was a part of this project and helped me put the finishing touches with the boss so I could finally release my levels for others to play.

RIP Sabine, my love. You will always be my angel.
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SouthernLion
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Re: [HUGE UPDATE!] Doom II: Purgatory (v1.3)

Post by SouthernLion »

Well I just did a HUGE update. Probably the final update, and also the biggest update I've ever done since I released it. I added a memorial fountain for my late wife in all of the space maps, completely fixed The Unmaker and final boss, fixed tons and tons and tons of bugs, adjusted balance the best I could, changed up some of the areas I got feedback as "boring", etc.
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Captain J
 
 
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Re: [HUGE UPDATE!] Doom II: Purgatory (v1.3)

Post by Captain J »

That sounds neat and overall, did a nice and proud thing for your wife. I admire ya. She'll live on in your heart forever.
Beezle
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Re: [HUGE UPDATE!] Doom II: Purgatory (v1.3)

Post by Beezle »

So far looking great! Glad to see you revisiting this. I know this is over a year late but I'm so sorry for your loss. I think its really cool how you did this in her memory, I bet she's smiling down on you right now and very proud of you. Great job on this RexS:)
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Re: [HUGE UPDATE!] Doom II: Purgatory (v1.3)

Post by _mental_ »

RexS wrote:... designed to be played without jumping ... don't even use Z-Look ...
Probably, you should disable these features explicitly via NoJump, NoCrouch, NoFreelook MAPINFO properties.
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SouthernLion
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Re: [HUGE UPDATE!] Doom II: Purgatory (v1.3)

Post by SouthernLion »

Thank you for all the replies, everyone. Very kind words.
_mental_ wrote:
RexS wrote:... designed to be played without jumping ... don't even use Z-Look ...
Probably, you should disable these features explicitly via NoJump, NoCrouch, NoFreelook MAPINFO properties.
I think NoFreelook would alienate a lot of potential players, but I should have done the NoJump and NoCrouch, you're right. Jumping can cheat (like in Classic Doom or Doom 64.) But I respect that a lot of modern players can't go back to "auto Z-aim" 2D play like I do. lol
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