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[WIP] Doom 2 - Re-Build-t [updated 4-12-2020]

PostPosted: Sat Feb 15, 2020 12:46 am
by RoastBeefo

Image

What this is:

Inspired by CantSleep's excellent Nobody Told Me About id, I tried to give my hand a try at remaking Doom 2's maps under a more Build Engine-esque influence.
It's all very proof-of-concept so far, and I don't have a ton of Doom mapping/modding experience under my belt, but I'm pretty determined to get something done with this.

Screenshots

Spoiler: Screens


Everything is still a very heavy work-in-progress, but If anyone wants to give it a try and share their thoughts I'd really appreciate it.

DOWNLOAD

Google Drive

Spoiler: Changelog


Spoiler: Credits


Recommended with Kinsie's destructable MetaProps

Re: [Very WIP] Doom 2 - Re-Build-t

PostPosted: Sat Feb 15, 2020 1:54 am
by comet1337
Spoiler: negative feedback dump

Re: [Very WIP] Doom 2 - Re-Build-t

PostPosted: Sat Feb 15, 2020 10:48 am
by PRIMEVAL
I'm digging it! Good work on this so far, looking forward to seeing more!

Re: [Very WIP] Doom 2 - Re-Build-t

PostPosted: Sat Feb 15, 2020 4:07 pm
by RoastBeefo
Cheers for the critiques, guys!
comet1337 wrote:
Spoiler: negative feedback dump

Was wondering why 3DMIDTEX wasn't working out for me initially and it turns out OTEX's railings are absurdly tall for what they are, so I've tweaked that.
Appreciate the feedback, thanks for checking it out.

Re: [Very WIP] Doom 2 - Re-Build-t

PostPosted: Sun Feb 16, 2020 2:43 am
by CantSleep
This feels very satisfying to play. You have done a great job. :)

Remember to add explosions if you want more build-engine vibes!

Re: [Very WIP] Doom 2 - Re-Build-t

PostPosted: Sun Feb 16, 2020 11:20 am
by Rex705
This was really cool can't wait to see more.

Here is a video.

Re: [Very WIP] Doom 2 - Re-Build-t

PostPosted: Sun Feb 16, 2020 4:52 pm
by DoomKrakken
I absolutely LOVE redesigns like this. Makes it feel fresh, and like something I could only DREAM of!

Keep up the awesome work! :D

Re: [Very WIP] Doom 2 - Re-Build-t

PostPosted: Sun Feb 16, 2020 5:23 pm
by Enjay
Ooooh! This is a really nice map. It's definitely Map01 from Doom2 but it's very much its own thing too. I can really see the Build-style influences but it doesn't feel like Duke, Shadow Warrior or any of them. It's still very much Doom. Great fun to play and a very interesting map and concept too.

The only real problem I noticed was the 3DMidTex issue already mentioned and it sounds like that's already in hand. Other than that, I spotted a few texture alignment issues but everything worked as I assume it was intended. I stuck around and explored the map after everything was dead and eventually got 100% items and secrets too.

Very nice.

Re: [Very WIP] Doom 2 - Re-Build-t

PostPosted: Sun Feb 16, 2020 10:12 pm
by RoastBeefo
Appreciate the kind words!
I've started preliminary work on blocking out Map02 (which I think may actually get merged into Map01, not sure yet) and I'm really starting to get a feel for how it should turn out.
Spoiler: Underhalls


Also figuring out how ACS works is really expanding my options, who knew?

Re: [Very WIP] Doom 2 - Re-Build-t

PostPosted: Mon Feb 17, 2020 2:41 am
by Kinsie
Great start so far. Keep it up!

Re: [Very WIP] Doom 2 - Re-Build-t

PostPosted: Mon Feb 17, 2020 8:46 am
by Enjay
I don't know if this has been addressed yet or not but I just noticed that it is possible to pick up the berserk pack without opening and going in to the secret (just bump up against the broken mirror and you should be able to pick it up). Obviously, just making the secret a bit bigger and moving the berserk back a bit would cure this.

Re: [Very WIP] Doom 2 - Re-Build-t

PostPosted: Mon Feb 17, 2020 11:29 am
by PRIMEVAL
RoastBeefo wrote:Appreciate the kind words!
I've started preliminary work on blocking out Map02 (which I think may actually get merged into Map01, not sure yet) and I'm really starting to get a feel for how it should turn out.
Spoiler: Underhalls


Also figuring out how ACS works is really expanding my options, who knew?


Liking the looks of this! Keep it up!

I don't suppose this will need a custom soundtrack, will it? I have been doing some classic Doom remakes on the side, maybe this can benefit from it? Totally understandable if not, as this is emulating the Build engine which primarily used MIDI for its music.

Re: [Very WIP] Doom 2 - Re-Build-t

PostPosted: Mon Feb 17, 2020 11:34 am
by Enjay
When playing the map I thought that the original D_RUNNIN got a bit wearisome and wasn't particularly fitting in its original format. Something less frantic/more Duke-like but perhaps keeping the same basic musical themes would work well in this more realistic environment (i.e. the map looks like it actually has some sort of industrial purpose with all the offices, security stations, etc versus the more abstract original MAP01).

So, for what it's worth, I would think that new or re-imagined music would work well.

Re: [Very WIP] Doom 2 - Re-Build-t

PostPosted: Mon Feb 17, 2020 5:02 pm
by RoastBeefo
Enjay wrote:I don't know if this has been addressed yet or not but I just noticed that it is possible to pick up the berserk pack without opening and going in to the secret (just bump up against the broken mirror and you should be able to pick it up). Obviously, just making the secret a bit bigger and moving the berserk back a bit would cure this.

Noted and tweaked, thanks!

I hadn't given a ton of thought in regards to the soundtrack yet, but I'll definitely consider it.

I've updated the link with a current version with some tweaks, some rudimentary explosion fx, and a very unfinished Underhalls portion (there should be enough to get to the level exit but in no way is it feature-complete)

Edit: Here's a rough idea of what I have for the brick building in Underhalls:

Re: [Very WIP] Doom 2 - Re-Build-t [updated 2-17-2020]

PostPosted: Tue Feb 18, 2020 2:02 pm
by 3336655445
Very cool