Project MSX Unofficial Master Thread

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Post Reply
User avatar
gabrieloup
Posts: 71
Joined: Thu Sep 03, 2015 9:05 am
Location: Faggotry Land
Contact:

Project MSX Unofficial Master Thread

Post by gabrieloup »

Image
Project MSX was originally a gameplay conversion of Doom. However, me and my ambitious conscience decided that it's not gonna be *just* a gameplay conversion, but an actual game. From now on, this thread will keep an eye on all Project MSX related projects. I linked downloads not only to the engines, IWADs, and mods required, but also extra things such as replacing all textures from Doom 2 to totally new ones, and replace the music with something atmospheric and catchy at the same time (imagine Metroid Prime mixed with Modern Warfare 2)

The main attraction here is the new maps I've created to be used with Project MSX. They were made with OBLIGE, a random map generator, and the encoding was made with Vavoom, so I'm pretty sure that the maps are compatible even with Chocolate Doom. The maps are designed to abuse as many powers of Project MSX as possible, including power jumping and power sprinting. The maps can be played entirely without jumping, if you wish. The maps were made to be realistic, so you won't get a ton of ammo, but weapons will appear pretty commonly, and by Map04, you should have access to all the weapons in the game, and have near maxed out ammo for them, in the hardest difficulty. However don't let this blind you though : the game gets VERY hard in the later maps, and Cyberdemons and Spiderminds will appear very commonly.

Some screenshots of what it looks like when it's all done right (if it doesn't look like this, you probably downloaded UACMN, you sick ****)
Spoiler:
How to win :

Step 1 - Chose an engine for your game : (I bet 90% already have one of those)

ZDoom
http://zdoom.org/Download
Good for computers without GPUs or have problems running OpenGL.

GZDoom
http://forum.drdteam.org/viewforum.php?f=23
Has the best graphical effects, but totally requires a GPU to run (because of OpenGL) and has no software mode.

Zandronum
https://zandronum.com/download
A mix of both, you need a GPU to run it in OpenGL mode, otherwise if you only have a CPU or your computer has problems, use Software mode. The difference between this and ZDoom is that this one features multiplayer, but ZDoom and GZDoom is more stable for singleplayer gameplay.

Step 2 - Get the IWAD : If you already have a Doom 2 based IWAD (Doom 2, FreeDoom Phase 2, Doom 2 BFG Edition and/or Final Doom) you can skip this.
https://github.com/freedoom/freedoom/re ... om-0.9.zip

Step 3 - Get the mods :

Project MSX
http://forum.zdoom.org/viewtopic.php?f=19&t=25836

Extra Badass Monster Pack {optional!}
http://forum.zdoom.org/viewtopic.php?f= ... 8&start=15

Project MSX Unofficial Maps V3.0 (made by myself with OBLIGE) {optional!} :
http://www.mediafire.com/download/78mw5 ... s_v3.0.wad

Project MSX Deathmatch {optional!} :
http://forum.zdoom.org/viewtopic.php?f=19&t=49693

Hexen 2 texture conversion for Doom 2/FreeDoom Phase 2 {optional!} :
http://www.mediafire.com/download/kklzv ... D4D2TP.zip

Doomguy Lost His iPod Music Replacement WAD {optional!} :
https://www.doomworld.com/vb/wads-mods/ ... ement-wad/

Changelog for Proejct MSX Unofficial Maps :
Spoiler:
Tips when playing :
Spoiler:
Last edited by gabrieloup on Wed Oct 07, 2015 2:21 pm, edited 7 times in total.
User avatar
Valherran
Posts: 1405
Joined: Tue Oct 27, 2009 12:58 pm

Re: Project MSX Unofficial Maps

Post by Valherran »

Neat, I will definitely check this out.
User avatar
gabrieloup
Posts: 71
Joined: Thu Sep 03, 2015 9:05 am
Location: Faggotry Land
Contact:

Re: Project MSX Unofficial Master Thread

Post by gabrieloup »

I'm going to do another update to the maps soon, and it's gonna be huge. The "progressiveness" of maps will be gone, and all maps will be really huge. Enemy count will always be a maximum of 150 for realism and gameplay purposes, because having 100 enemies in one screen makes the gameplay boring in harder difficulties since you repeat the same actions (see a bunch of enemies, throw a nade, power punch, get damaged, recharge health, repeat) over and over and makes the gameplay long for the same of making it long. So now, the difficulty of the game will come from it's exploration and puzzle aspects instead, and enemies will be merely obstacles. Think of like Metroid but in stereoids.
Endless123
Posts: 1560
Joined: Wed Aug 28, 2013 1:36 pm

Re: Project MSX Unofficial Master Thread

Post by Endless123 »

Looks great :D

I have one question, once the maps would be completed is the PMSX mod would be included or the map pack would be separated from the PMSX mod? In other words will we need to download both the PMSX mod and the map pack or it would be an all-in-one mod?
User avatar
gabrieloup
Posts: 71
Joined: Thu Sep 03, 2015 9:05 am
Location: Faggotry Land
Contact:

Re: Project MSX Unofficial Master Thread

Post by gabrieloup »

Endless123 wrote:Looks great :D

I have one question, once the maps would be completed is the PMSX mod would be included or the map pack would be separated from the PMSX mod? In other words will we need to download both the PMSX mod and the map pack or it would be an all-in-one mod?
The maps are a separate download, so you may want to get PMSX before hand. Of course, the maps are entirely playable without it and can be used with other mods such as Brutal Doom or even TiberiumDoom (which should fit the maps pretty well too), and can be played on Chocolate Doom without jumping at all. However, it's recommended that the maps are played with PMSX because the maps feature a lot of high ledges in most caves so you can have alternate entry points, rather than having a single path to follow and occasionally turn it into a chokepoint, leaving you no alternative. These high ledges can only be accessed with power jumping, because any other normal jumping script still doesn't jump as high as power jumping, which is exclusive to PMSX.

I'll update the maps regularly to always flush out gameplay issues. Right now, the problem is the number of weapons and powerups which is too high now. I'll have them decreased so they're pretty scarce and you won't find them in literally every cave you go. The monster count is just fine, the map sizes and the number of puzzles is fine too, just the weapons themselves that are now too many since I've used the old weapon settings I was using for V1 to V2 which should've been completely different.
Post Reply

Return to “Gameplay Mods”