[WIP] The Ultimate Doom II : Doom II levels Remake

New maps, and other projects whose primary focus is new maps, belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Gardevoir » Sat Apr 04, 2015 3:31 pm

Guardsoul wrote:Good to see more updates of this and you haven´t lost your techpillar obssesion! BTW, are you sure you don´t need some help with this?
I want to continue working on this alone as long as I have enough patience, but... I think that some variety won't be bad, after all Doom maps weren't all made by just a single person.
User avatar
Gardevoir
The Manliest Pokermong
 
Joined: 28 May 2013
Location: Poland, Warsaw

Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Unholypimpin » Fri Apr 24, 2015 3:02 pm

Oh damn you have expanded upon this a lot since the last time I talked with you about it Gardevoir. I'm lovin your spin on these doom2 remakes, keep it up buddy!
User avatar
Unholypimpin
buff paper nerf sissors, rock is fine
 
Joined: 05 Feb 2009
Location: California

Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Gardevoir » Wed May 06, 2015 10:35 am

Hello everyone! I have great news!
First of all, a great mapper we all probably know, Guardsoul, decided to help me with the project! I respect his talents and I am very glad such amazing modder is now working together with me on this project.
Secondly, WE GOT TWO NEW MAPS OPEN FOR TESTING! Map09 done by me, and Map18 by Guardsoul. Here are some screenies :
Spoiler:


Aside from the new maps, some of the older ones have some small differences when it comes to their difficulty. Most noticably, Map02 had some enemies removed and lots of Health Packs added.
For other changes, check the shitty changelog inside the WAD file.

Check link in first post.

If any of you people found any bugs or have any problems with gameplay, please tell. Have fun everyone!
Last edited by Gardevoir on Tue Aug 04, 2015 2:58 pm, edited 1 time in total.
User avatar
Gardevoir
The Manliest Pokermong
 
Joined: 28 May 2013
Location: Poland, Warsaw

Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Nevander » Thu May 07, 2015 5:20 am

Does anyone see my jaw? I dropped it somewhere. Amazing work. Courtyard looks. freaking. EPIC.
User avatar
Nevander
The Doomslayer
 
Joined: 06 Jan 2014
Location: United States

Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Guardsoul » Thu May 07, 2015 10:05 am

Nevander wrote:Does anyone see my jaw? I dropped it somewhere. Amazing work. Courtyard looks. freaking. EPIC.


Really glad that you like it! I was a bit worried because my mapping style is not the same as Gardevoir´s and it could lead into somekind of style inconsistency.
User avatar
Guardsoul
You better create a door to get out of here
 
Joined: 11 Dec 2011
Location: Creating a new dimension

Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Gardevoir » Tue Aug 04, 2015 2:46 pm

HI guys. I am back! This was such a long break and well, time to get back to this project.

I announce that MAP10 is now complete! Yay! I just started working on MAP11 but fortunately it is not the biggest map ever so it shouldn't take much time before I finish it.
Here are some screenies for you people.
Spoiler:
Last edited by Gardevoir on Sun Aug 23, 2015 9:43 am, edited 1 time in total.
User avatar
Gardevoir
The Manliest Pokermong
 
Joined: 28 May 2013
Location: Poland, Warsaw

Re: [WIP] The Ultimate Doom II - MAP10 REACHED!

Postby Nevander » Tue Aug 04, 2015 10:21 pm

This deserves a Cacoward.
User avatar
Nevander
The Doomslayer
 
Joined: 06 Jan 2014
Location: United States

Re: [WIP] The Ultimate Doom II - MAP10 REACHED!

Postby Somagu » Tue Aug 04, 2015 10:47 pm

Hell yes. This is easily my favorite re-imagining of Doom 2. Keep up the good work.
User avatar
Somagu
 
Joined: 22 Nov 2013

Re: [WIP] The Ultimate Doom II - MAP10 REACHED!

Postby Beed28 » Wed Aug 05, 2015 6:33 am

Looks interesting.

Looking at it in Slade, my only problem is that the opening post doesn't mention anything about custom DeHackEd enemies, which may cause conflict with gameplay mods such as ones that edit monsters (the Wolfenstein SS in particular). But otherwise, keep up the good work!
User avatar
Beed28
Making entire worlds bounce up and down.
 
Joined: 24 Feb 2013
Location: United Kingdom

Re: [WIP] The Ultimate Doom II - MAP10 REACHED!

Postby Gardevoir » Wed Aug 05, 2015 8:42 am

It doesn't really cause any problems since DECORATE overwrites Dehack if that's what you meant, only problems I faced so far are sprites messing up at some points with gameplay mods. Still, making a patch to replace WolfSS with let's say, zombiemen, and then loading everything in proper order fixes everything. This is not the first mappack to replace enemies via dehacked either and I am pretty sure that Credits file mentions usage of Dehacked. I will place an information about it in the first post.
User avatar
Gardevoir
The Manliest Pokermong
 
Joined: 28 May 2013
Location: Poland, Warsaw

Re: [WIP] The Ultimate Doom II - MAP10 REACHED!

Postby Ixnatifual » Wed Aug 05, 2015 12:27 pm

This looks very nice, I must say.
User avatar
Ixnatifual
Is that virtuous?!
 
Joined: 12 Dec 2003

Re: [WIP] The Ultimate Doom II - MAP10 REACHED!

Postby TehRealSalt » Wed Aug 05, 2015 7:06 pm

When's The Ultimate Ultimate Doom? :D

All jokes aside, this is an amazing breath of fresh air into levels that (I'm assuming) we've all played dozens of times over. Great job!
User avatar
TehRealSalt
Ya Grrl Sal Here ヽ(◕ᴥ◕)ノ
 
Joined: 03 Apr 2014
Discord: TehRealSalt#6754

Re: [WIP] The Ultimate Doom II - MAP11! Entering the city!

Postby Gardevoir » Sun Aug 23, 2015 9:42 am

Well, that was quick.
Spoiler:


Now onto the biggest maps of the entire Doom2 :V
Last edited by Gardevoir on Tue Sep 08, 2015 11:18 am, edited 1 time in total.
User avatar
Gardevoir
The Manliest Pokermong
 
Joined: 28 May 2013
Location: Poland, Warsaw

Re: [WIP] The Ultimate Doom II - MAP11! Entering the city!

Postby Hellser » Sun Aug 23, 2015 10:06 am

I'm digging that last screenshot.
User avatar
Hellser
Remember Citadel
 
Joined: 25 Jun 2006
Location: Citadel Station
Discord: Hellser#8156

Re: [WIP] The Ultimate Doom II - MAP11! Entering the city!

Postby Gardevoir » Tue Sep 08, 2015 11:18 am

New update!
Guardsoul finished working on Map25! Also I fixed few minor bugs on other maps.

Spoiler: Screenies


[Download]
User avatar
Gardevoir
The Manliest Pokermong
 
Joined: 28 May 2013
Location: Poland, Warsaw

PreviousNext

Return to Levels

Who is online

Users browsing this forum: No registered users and 1 guest