Phobos: The Doomed Moon --RELEASED--

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Phobos: The Doomed Moon --RELEASED--

Postby Rustygold » Thu Jul 27, 2017 1:53 pm

This Is just a map project that for now Is a wad for the first episode of Doom. What I'm trying to accomplish Is that 90's/early 2000's feel so I recommend playing this with Zdoom and having the resolution at 320x200 for that old computer feeling.
--RELEASE--
http://www.mediafire.com/file/t77odtn78 ... Doomed.zip
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Last edited by Rustygold on Mon Jun 04, 2018 11:32 am, edited 20 times in total.
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Re: Classic-like Doom first Episode for Doom 1

Postby Hellser » Thu Jul 27, 2017 2:18 pm

My initial play through was good, it seems these are Boom Compat maps? Regardless, I liked them. Though the two maps felt a bit cramp for my liking. Keep getting hanged up on details and what not.

I also died on a metal hexagonal (FLOOR5_1 or FLOOR4_8) due to a damaging floor effect on the second map. Again, I liked it. Keep up the good work.

Spoiler: Also spotted this


To fix the bug above, try giving the sector behind the mid texture a different floor height. Or, if you want something a bit more easier than sound tunnels. Make a dummy sector and join it with the main room (in DB, select the main room then the dummy sector to join them properly). This will propagate the sound through the dummy sector (now part of the main room sector) and awaken the monsters that way.
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Re: Classic-like Doom first Episode for Doom 1

Postby Rustygold » Thu Jul 27, 2017 2:28 pm

Bit of a noobish thing to say but I'm not entirely sure how to fix the graphic error, And the later maps like map 3 and on won't be as cramped. I'm really close to being done with map 3. And the room where you where getting damaged In regardless of you standing on the acid Is supposed to be contaminated that's why I put alot of rad suits In that one storage/Decontamination room. As for the cramped feeling how bad Is it?
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Re: Classic-like Doom first Episode for Doom 1

Postby Hellser » Thu Jul 27, 2017 2:35 pm

For me it's annoying. For other users, it's not that bad. Also, didn't know about the contaminated room. Whoops.

Importantly: Don't let what I say dictate how you should make your maps. Make a map that you find is fun and share it with others.
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Re: Classic-like Doom first Episode for Doom 1

Postby Rustygold » Thu Jul 27, 2017 2:40 pm

I'm just taking notes :p , I'm thinking when I get towards the end and releasing the full version I will go through all the maps and add some dynamic lighting especially for instances like when you went Into the contaminated area and did not know It. I'll just make the entire sector green tinted. Oh and I'd like to know which one you like better out of the first two examples, and what parts you found neat.
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Re: -Ultimate Doom- Phobos: The Doomed Moon *UPDATE**2

Postby Rustygold » Sun Aug 06, 2017 6:04 pm

New Map has been completed along with minor fixes on the previous maps. The fourth map Is a powered down station that will have you slowly throughout the level will powering up the entire up the station which In turn will power up the rest of the Phobos base complex or Map 5-8. Power up Power up Power up :3:
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Re: -Ultimate Doom- Phobos: The Doomed Moon *UPDATE**2

Postby Elie(T)Zerg » Thu Aug 17, 2017 7:15 pm

Hey man i'm new and i found a bug in the frist level.
https://ibb.co/hbDxnF
https://ibb.co/jMQz1a
https://ibb.co/hdXq7F

and i'm play it with some addons...

https://ibb.co/j3usMa
https://ibb.co/n50ouv

so its compatible.
I'm apologize for my bad english.
Greetings.
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Re: -Ultimate Doom- Phobos: The Doomed Moon *UPDATE**3

Postby Rustygold » Sat Sep 02, 2017 4:06 am

Finally got done with map 5 and did some minor tweaks with the earlier levels. Phobos labs are where Bfg testing, Berserk testing, Demon containment rooms, Vegetation experiments, etc are done. Next up Map 6!
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Re: Phobos: The Doomed Moon *UPDATE**3

Postby Armaetus » Wed Sep 06, 2017 1:27 am

Consider zipping your files when you post them, it saves on space for those who download the file :)
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Re: Phobos: The Doomed Moon *UPDATE**3

Postby Rustygold » Wed Sep 06, 2017 1:52 pm

Allrighty noted, Did you try out the maps yet?
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Re: Phobos: The Doomed Moon *UPDATE**3

Postby Armaetus » Wed Sep 06, 2017 6:54 pm

I will get around to them.
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Re: Phobos: The Doomed Moon *UPDATE**3

Postby Outtagum » Thu Sep 07, 2017 3:31 am

I had a quick play yesterday. I enjoyed my cursory run through in ZDoom at 320x200 as suggested. The maps do have a nice old school vibe to them.

I have a small (personal and pedantic!) suggestion. Having become totally used to GZDoom and SBrightmaps, it's really jarring going back to the switches lights not emitting fullbright glow. Is this something that you'd consider adding, at all?
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Re: Phobos: The Doomed Moon *UPDATE**3

Postby PandaDoomer » Thu Sep 07, 2017 10:06 am

This looks pretty sweet, I'll have to give it a play through some time.
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Re: Phobos: The Doomed Moon *UPDATE**3

Postby Rustygold » Thu Sep 07, 2017 2:16 pm

Outtagum wrote:I had a quick play yesterday. I enjoyed my cursory run through in ZDoom at 320x200 as suggested. The maps do have a nice old school vibe to them.

I have a small (personal and pedantic!) suggestion. Having become totally used to GZDoom and SBrightmaps, it's really jarring going back to the switches lights not emitting fullbright glow. Is this something that you'd consider adding, at all?


I'm glad you enjoyed and as for the glow lights thing If I may ask for you to explain further what you mean?
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Re: Phobos: The Doomed Moon *UPDATE**3

Postby Rustygold » Thu Sep 07, 2017 2:31 pm

I have also made a title screen so here! http://www.mediafire.com/file/0qhs0vwp5 ... ersion.png
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