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

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

Postby m1lk » Sat Aug 14, 2021 8:37 am

currently playing this, and using Mari FX Shader Suite and dark ambient music to give this a horror theme, and im enjoying it a lot so far. I understand there's no 21-30 maps so I loaded this along with the Hellscape wad. 8-) 8-)

https://ibb.co/MS4rz5K
https://ibb.co/3f8c35D
https://ibb.co/nCc7qTp
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Re: [WIP] The Ultimate Doom II : Doom II levels Reimagined

Postby Gardevoir » Mon Mar 14, 2022 9:49 am

Oh look at that, this mapset ain't ded yet.

Either way. Finally got an update to post. Map22 has been added to the mapset, Map01 received a major rehaul in terms of visuals to keep up with the rest of the mapset and many others have received minor improvements. There have been also more multiplayer exclusive monsters added for people who enjoy playing this set online and whatnot. Have fun folks and lemme know what you think of the new level. Map21 should be available hopefully soon too. I know it's not much but I've been just busy with life and trying to deal with depression. I still enjoy working on this project plenty and I've been trying to deliver some quality levels in the future. Hope it's going to be worth the wait!

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

Postby Nems » Mon Mar 14, 2022 7:35 pm

Always good to see updates for this. They're always worth the wait. <3 I feel ya on dealing with depression. You're not alone and I hope you're able to make it through whenever it decides to rear its ugly head.

I'll play this as soon as I'm able and provide feedback (especially for map 22). :D
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Re: [WIP] The Ultimate Doom II : Doom II levels Reimagined

Postby kalensar » Thu Mar 17, 2022 11:22 pm

Have to report a minor Bad Mod mix and this one surprised me. This WAD does not work with Blackops.wad. The pistol crashes PRBoom, ZDoom 2.8, Crispy and also freeze the animation in LZDoom and GZDoom 471
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Re: [WIP] The Ultimate Doom II : Doom II levels Reimagined

Postby JohnnyTheWolf » Fri Mar 18, 2022 10:26 am

Neat! I remember playing this a while back and enjoying it for the most part, even if I struggled with the difficulty at times. Hopefully, my Doom skills have improved since! :lol:

EDIT #1: Oh, shit! I did not know you made remakes of Playstation levels for the secret levels. That is so cool! :o

EDIT #2: Is the Commander Keen replacement supposed to be invincible?
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Re: [WIP] The Ultimate Doom II : Doom II levels Reimagined

Postby Gardevoir » Sun Mar 20, 2022 9:12 am

JohnnyTheWolf wrote:EDIT #2: Is the Commander Keen replacement supposed to be invincible?

Shouldn't be though he does have a ton of hit points. Will probably have to tone him down by the time I actually put him into a level though!
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Re: [WIP] The Ultimate Doom II : Doom II levels Reimagined

Postby JohnnyTheWolf » Sun Mar 20, 2022 9:47 am

Ah, okay! I was wondering why you would bother with designing a whole new enemy, only to hide it at the very end of vanilla MAP32 and make it impossibly hard to kill... :lol:
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