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

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Re: [WIP] The Ultimate Doom II

Postby Devianteist » Sun Jul 17, 2016 9:33 pm

Heyo, just in case you don't have one, I made an Ultimate DOOM 2 M_DOOM graphic. viewtopic.php?f=3&t=15080&start=24855#p926140

Feel free to use it. No credit required.
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Re: [WIP] The Ultimate Doom II

Postby Gardevoir » Mon Jul 18, 2016 9:16 am

Hey, that looks really great! Thanks a lot, I'll definitely use it.
As for progress updates... eh. I'm slowly working on next levels, although the progress's been slow due to university (it's gonna stalk me even during the summer ;-;) and going places for holidays.

Here's some screenies!
Spoiler: Map15 starting area

Spoiler: It's a secret to somebody
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Re: [WIP] The Ultimate Doom II

Postby Devianteist » Mon Jul 18, 2016 9:25 am

You're very welcome! Glad to be of service.
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Re: [WIP] The Ultimate Doom II

Postby Prologue-9 » Wed Aug 03, 2016 5:26 pm

I'd love to try this, but the link doesn't seem to want to work.
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Re: [WIP] The Ultimate Doom II

Postby MetroidJunkie » Wed Aug 03, 2016 8:21 pm

Can't wait to see your Ultimate Doom II version of Chasm.
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Re: [WIP] The Ultimate Doom II

Postby JimpArgon » Wed Aug 03, 2016 8:37 pm

Prologue-9 wrote:I'd love to try this, but the link doesn't seem to want to work.


http://static.allfearthesentinel.net/wads/

"ultdoom2-dv2.5"
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Re: [WIP] The Ultimate Doom II

Postby Gardevoir » Fri Aug 05, 2016 8:32 am

Oh whoops, sorry about that. I forgot that Best Ever's site died. I'll update the link in the first post asap. Sadly, no new progress, I'm busy with few other projects at the moment.
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Re: [WIP] The Ultimate Doom II

Postby DavidN » Fri Aug 05, 2016 9:44 pm

You're doing great :) I love the way that you can recognize the elements of the Doom II levels, but that you've obviously thought about how to make them bigger and more challenging. The expanding arena fight in The Gantlet - which was born from just a few demons in a metal box in the original game! - is intense and the path after it taking you above to survey the damage is a great touch... I wondered whether it might be a bit much for the third level, but who cares :)
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Re: [WIP] The Ultimate Doom II

Postby Gardevoir » Sat Aug 06, 2016 5:50 am

If any of the encounters ends up being too difficult for a casual player, I can make things easier by either removing some monsters or adding more ammo/health. It wouldn't be the first time I changed that on the older maps, and definitely won't be the last. It's just that I enjoy a good challenge, but if a lot of people find some area to be too hard or simply bs or tedious, then just say it and I'll find a way to make it easier or more appealing, or I could just mark some monsters as "Multiplayer only".
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Re: [WIP] The Ultimate Doom II

Postby JimpArgon » Sat Aug 06, 2016 9:56 am

Gardevoir wrote:If any of the encounters ends up being too difficult for a casual player, I can make things easier by either removing some monsters or adding more ammo/health. It wouldn't be the first time I changed that on the older maps, and definitely won't be the last. It's just that I enjoy a good challenge, but if a lot of people find some area to be too hard or simply bs or tedious, then just say it and I'll find a way to make it easier or more appealing, or I could just mark some monsters as "Multiplayer only".


No. Don't do that. People need to learn how to get good. Don't cater to the casual.
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Re: [WIP] The Ultimate Doom II

Postby DoomKrakken » Sat Aug 06, 2016 10:05 am

JimpArgon wrote:
Gardevoir wrote:If any of the encounters ends up being too difficult for a casual player, I can make things easier by either removing some monsters or adding more ammo/health. It wouldn't be the first time I changed that on the older maps, and definitely won't be the last. It's just that I enjoy a good challenge, but if a lot of people find some area to be too hard or simply bs or tedious, then just say it and I'll find a way to make it easier or more appealing, or I could just mark some monsters as "Multiplayer only".


No. Don't do that. People need to learn how to get good. Don't cater to the casual.


I would think that if these were done to be like Doom II, then they'd be finishable from a pistol start.

Then again, people were able to do that with all sorts of slaughtermaps. If maps are too hard for us, then we can use mods. Guncaster/Trailblazer/Russian Overkill, anyone?
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Re: [WIP] The Ultimate Doom II

Postby JimpArgon » Sat Aug 06, 2016 10:16 am

DoomKrakken wrote:Then again, people were able to do that with all sorts of slaughtermaps. If maps are too hard for us, then we can use mods. Guncaster/Trailblazer/Russian Overkill, anyone?


RO is a bit of an overkill wouldn't you say? (no pun intended)
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Re: [WIP] The Ultimate Doom II

Postby Gardevoir » Sat Aug 06, 2016 11:03 am

I always test maps from pistol start and pretty much most of the levels guarantee at least a shotgun close of the starting point. Map02 was already nerfed like 3 times until now because it featured too many hitscanners in some points. Obviously, I won't be making levels too easy, but knowing which places give players the biggest trouble would be always appreciated, and by that I mean the UV difficulty. I told people multiple times that if they are stuck on any level they should just try an easier difficulty. They cut around 15-30% of enemies from the maps.
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Re: [WIP] The Ultimate Doom II

Postby DoomKrakken » Sat Aug 06, 2016 11:37 am

JimpArgon wrote:
DoomKrakken wrote:Then again, people were able to do that with all sorts of slaughtermaps. If maps are too hard for us, then we can use mods. Guncaster/Trailblazer/Russian Overkill, anyone?


RO is a bit of an overkill wouldn't you say? (no pun intended)


Um......... that's the idea... XD
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Re: [WIP] The Ultimate Doom II

Postby doomquake777 » Mon Aug 08, 2016 2:50 pm

I'm currently playing through this using Guncaster (On Dragon Difficulty) alongside DoomKrakken's Monster Randomizer (V4)! All 3 mods are Amazing!!
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