[WIP] Bryan's Redux

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[WIP] Bryan's Redux

Postby _bryan » Tue Jun 16, 2020 3:26 pm



Downloads:

Version 3: https://www.dropbox.com/s/62u4t9s6kl78t ... 3.zip?dl=0
Version 4: https://www.dropbox.com/s/75k9q992ft2e0 ... 4.zip?dl=0
Version 5: https://www.dropbox.com/s/njxe0c3rktg9a ... 5.zip?dl=0

Textures: Counter-Strike texture pack from Realm 667

This is a work of progress of mine where I'm going to be stitching the first levels of Doom 1 Episode one together. I've begun with the original level geometry and added paths in between them to make it a seamless experience. The textures are sourced from the counter-strike texture pack.

For this you're going to need GZDoom. There are dynamic lights and the textures are high resolution. I recommend a flashlight mod/external light source mod because areas are intentionally dark. If it's too dark or you don't have a light mod you can change the sector lighting so dark areas become a bit light. The screenshots were taken using lights.pk3 and Beautiful Doom.

The first 3 episodes are for the most part in, though there's lots of detail work to go. Most spawns in the map are as close as possible to where they'd be in vanilla. I'm designing this myself to be used for something HDest related, but it should work fine with any modset. The flow is a bit weird because I haven't worked out yet which doors will be locked, but it should be enough to get all 3 keys and reach an 'exit'.

















Last edited by _bryan on Sun Jul 05, 2020 6:39 am, edited 2 times in total.
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Re: [WIP] Bryan's Redux

Postby batos2 » Wed Jun 17, 2020 12:53 am

Watching the screenshots, this looks like a dark and improved version of Lilywhite Lilith mapset: :o
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Re: [WIP] Bryan's Redux

Postby _bryan » Wed Jun 17, 2020 3:34 am

batos2 wrote:Watching the screenshots, this looks like a dark and improved version of Lilywhite Lilith mapset: :o


Looking at the video I think we've sourced from the same texture pack :P
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Re: [WIP] Bryan's Redux

Postby leodoom85 » Wed Jun 17, 2020 10:50 am

Is this seriously a WIP?
Looks quite atmospheric and neat...
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Re: [WIP] Bryan's Redux

Postby _bryan » Wed Jun 17, 2020 1:31 pm

leodoom85 wrote:Is this seriously a WIP?
Looks quite atmospheric and neat...


Yea, I'd like to include more missions as areas that can be visited as well include a reason in the map for the player to want and need to revisit areas they've already been too. I want also want to replace all vanilla textures. If you wander around now you'll see the same door and out of place textures. I might also modify locations depending on performance as the map grows.
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Re: [WIP] Bryan's Redux

Postby Rachael » Wed Jun 17, 2020 4:44 pm


This window guarding a yellow key door (view is at -260, 756) is not set to blocking.
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Re: [WIP] Bryan's Redux

Postby batos2 » Fri Jun 19, 2020 4:42 pm

_bryan wrote:
batos2 wrote:Watching the screenshots, this looks like a dark and improved version of Lilywhite Lilith mapset: :o


Looking at the video I think we've sourced from the same texture pack :P


Also looking at the screenshots again, those parts of the map make me feel strangely familiar but somewhat uncomfortable. (When have strange background music) :|
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Re: [WIP] Bryan's Redux

Postby Ferretmanjcdenton » Sat Jun 20, 2020 1:06 pm

Hi ..this is absolutely amazing ..looks Soo damn neat ..
I recorded a video already with the new doom Eternal Slayer 3rd person mod and your map ..gonna upload it Tomorrow..

Will you make more than one map ..and also will this existing one get some more details?
Can't wait to find out .. Awesome project
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Re: [WIP] Bryan's Redux

Postby Ferretmanjcdenton » Sat Jun 20, 2020 1:11 pm

Also one question..is it possible to get this working with gzdoom 4.3.3 ?
It would look much better on Delta touch cause atm I only can play it with lzdoom which doesn't support bloom or Ambient occlusion ..or any quality shader ...
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Re: [WIP] Bryan's Redux

Postby Ferretmanjcdenton » Sat Jun 20, 2020 1:28 pm

Ferretmanjcdenton wrote:Also one question..is it possible to get this working with gzdoom 4.3.3 ?
It would look much better on Delta touch cause atm I only can play it with lzdoom which doesn't support bloom or Ambient occlusion ..or any quality shader ...



Never mind ..as I was writing gzdoom got a new beta update ...
I can play your map now on mobile ...
I'll have to record the gameplay again but heyyy I have gzdoom 4.4.2 on smartphone..that is amazing
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Re: [WIP] Bryan's Redux

Postby _bryan » Sat Jun 20, 2020 3:46 pm

Rachael wrote:This window guarding a yellow key door (view is at -260, 756) is not set to blocking.


Corrected in the next version.

Ferretmanjcdenton wrote:Hi ..this is absolutely amazing ..looks Soo damn neat ..
I recorded a video already with the new doom Eternal Slayer 3rd person mod and your map ..gonna upload it Tomorrow..

Will you make more than one map ..and also will this existing one get some more details?
Can't wait to find out .. Awesome project


Interested to see :)

For now it's going to be just one map. The plan is to first put down the general level layout and go back afterwards to detail with decals and models. After a vanilla (mod compatible) version is completed I'm planning on using it to create a map for a specific mod set. I'm hoping to have another WIP released in the next weeks which will contain up to M7.
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Re: [WIP] Bryan's Redux

Postby _bryan » Sun Jun 21, 2020 5:07 pm

Version 4 has been released. Hopefully everything works up until the end.
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Re: [WIP] Bryan's Redux

Postby Rachael » Sun Jun 21, 2020 8:41 pm


There's an unknown object here right next to the lightamp pickup

It is listed as Unknown Type 23120 at -17332, -20420
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Re: [WIP] Bryan's Redux

Postby _bryan » Mon Jun 22, 2020 12:54 am

Rachael wrote:
There's an unknown object here right next to the lightamp pickup

It is listed as Unknown Type 23120 at -17332, -20420


Whoops. I think it's an hdest battery spawn I forgot to take out.
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Re: [WIP] Bryan's Redux

Postby Ferretmanjcdenton » Mon Jun 22, 2020 12:21 pm

Here ...a small video from my channel..

https://youtu.be/-e43w6cf114
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