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

New maps, and other projects whose primary focus is new maps, belong here.

NOTE: This forum, and all forums below it, are NOT for questions or troubleshooting! Threads here are for active projects only! Please use the Editing subforums or General for questions.
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

Postby FaggoStorm » Sun Apr 03, 2016 2:40 am

THIS IS THE BEST THING IN MY LIFE
FaggoStorm
 
Joined: 11 Mar 2016

Re: [WIP] The Ultimate Doom II

Postby DoomKrakken » Mon Apr 11, 2016 10:19 pm

Jimmy wrote:map14 is the bestest map in Doom 2 fite me irl ya buncha scrubs

1v1 meh qwikscopez only!!!!!11!1!!!oneone1!eleven!!

I hate playing through MAP14, but I gotta admit that the map happens to be kinda beautiful in its own way. I'm only curious with what you'll do with it, Gard. :)
User avatar
DoomKrakken
All but inactive here on the forums. Contact me on Discord for quicker replies.
 
Joined: 19 Oct 2014
Location: Plahnit Urff
Discord: DoomKrakken#2719

Re: [WIP] The Ultimate Doom II

Postby Genisys » Tue Apr 12, 2016 9:37 am

What is the difference between the current version 2.1 and the one I found here;

http://static.**LINK_DISABLED**.org/wads/ultdoom2-dv2.41.wad

(The latter is 5Mb larger and has another version number, but when loading MAP01 they seem to be the same?)
User avatar
Genisys
 
Joined: 21 May 2015
Location: Sweden

Re: [WIP] The Ultimate Doom II

Postby Gardevoir » Tue Apr 12, 2016 11:28 am

I'm just a lazy twat and forgot to update links. 2.41 is the latest version. It has bugfixes and whatnot added.
Anyway, thanks for the reminder. I'll update the main post asap.

In the meanwhile, some more map14 screenies. (added a little bit more shading to that one area)

Spoiler:


I hope you guys remember when Doomguy had to fight his way through that small train station on The Inmost Dens, right? Anyone?
Last edited by wildweasel on Sun May 01, 2016 1:50 pm, edited 1 time in total.
Reason: Images too large, use thumbnails instead. Please read the Rules, as there's a guide on how to do that.
User avatar
Gardevoir
The Manliest Pokermong
 
Joined: 28 May 2013
Location: Poland, Warsaw

Re: [WIP] The Ultimate Doom II

Postby QuakedoomNukem Cz » Tue Apr 12, 2016 11:45 am

I remember that, I know it looked in graphical statement horibly, but this is some good project. Keep it up.
User avatar
QuakedoomNukem Cz
Grammar Nazi and Graphics Whore with a kind heart.
 
Joined: 30 Nov 2015
Location: Smržovka; Czech Republic
Discord: #2091

Re: [WIP] The Ultimate Doom II

Postby Guardsoul » Sun May 01, 2016 12:39 pm

I´ll leave this here so you can start thinking about the incoming update
Spoiler:
Last edited by wildweasel on Sun May 01, 2016 1:49 pm, edited 1 time in total.
Reason: Image is too large, use a thumbnail. Spoilers DO NOT STOP IMAGES FROM LOADING.
User avatar
Guardsoul
I warned you
 
Joined: 11 Dec 2011
Location: Creating a new dimension

Re: [WIP] The Ultimate Doom II

Postby DoomKrakken » Sun May 01, 2016 2:23 pm

Looks very promising. :D

Love the train station.

Holding off on playing this until the full release comes out. :D
User avatar
DoomKrakken
All but inactive here on the forums. Contact me on Discord for quicker replies.
 
Joined: 19 Oct 2014
Location: Plahnit Urff
Discord: DoomKrakken#2719

Re: [WIP] The Ultimate Doom II

Postby Nevander » Sun May 01, 2016 3:12 pm

This is going to be the greatest vanilla faithful re-imagining megawad of Doom II ever.
Nevander
Self-Banned User
 
Joined: 06 Jan 2014

Re: [WIP] The Ultimate Doom II

Postby Gardevoir » Wed May 04, 2016 12:54 pm

WELCOME TO BRICKTROPOLIS

Features :
- Bricks
- More bricks
- Occasional rocks
- Guess what, bricks
- Water canals with brick borders
- Bricks is all you need
- Brick brick brickity brick
- Zombie neighbours

Spoiler: ww-friendly 320x200 screenshot HYPE


OH RIGHT, Guardsoul made a map too. Tenements or smth...

Spoiler:


¯\_(ツ)_/¯
User avatar
Gardevoir
The Manliest Pokermong
 
Joined: 28 May 2013
Location: Poland, Warsaw

Re: [WIP] The Ultimate Doom II

Postby Eagle » Wed May 04, 2016 2:44 pm

I'm thinking that MAP 15 and 16 will be very big, so you're working on this. Gorgeous job, I like it.
User avatar
Eagle
 
Joined: 28 Dec 2015

Re: [WIP] The Ultimate Doom II

Postby DoomKrakken » Wed May 04, 2016 2:47 pm

The mapping style here reminds me of a mapping experience I've only dreamed of. Kind of a fusion between Doom II Reloaded and Hellbound. This is amazing! Keep it up!
User avatar
DoomKrakken
All but inactive here on the forums. Contact me on Discord for quicker replies.
 
Joined: 19 Oct 2014
Location: Plahnit Urff
Discord: DoomKrakken#2719

Re: [WIP] The Ultimate Doom II

Postby Nevander » Wed May 04, 2016 9:07 pm

That last screenshot gives off a Toxin Refinery feel. Loving it. Keep up the good work guys. I can't wait to play through the full thing.
Nevander
Self-Banned User
 
Joined: 06 Jan 2014

Re: [WIP] The Ultimate Doom II

Postby DominicWhite » Thu May 05, 2016 10:45 am

DoomKrakken wrote:The mapping style here reminds me of a mapping experience I've only dreamed of. Kind of a fusion between Doom II Reloaded and Hellbound. This is amazing! Keep it up!


I was about to say something like this. It feels like Doom 2 fully reimagined in Hellbound's style, and as someone that really liked Hellbound (although I'd recommend most players avoid Ultra-Violence, and save at least 2-3x per level at least), that's super cool.

More of this kind of thing please!
DominicWhite
 
Joined: 02 Sep 2008

Re: [WIP] The Ultimate Doom II

Postby wpninja » Thu May 05, 2016 2:25 pm

Been using Project Brutality with no janitor, infinite decals max blood with alt dhtp, High Quality resize set on brz 5x and tons of GLDef mods and I didn't notice one hic up in my performance. These maps are huge too lol. How did you accomplish this? I am in love.
User avatar
wpninja
 
Joined: 24 Oct 2015
Location: On a far off planet by himself, killing demons.

Re: [WIP] The Ultimate Doom II

Postby TehGanker » Sun Jul 17, 2016 4:52 am

Any news/progress ? Most awaited megawad.
TehGanker
 
Joined: 22 Jun 2016

PreviousNext

Return to Levels

Who is online

Users browsing this forum: No registered users and 1 guest