DOOM 2 for DOOM 1 - v1.2 (NEW VERSION) - Smooth Doom support
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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.
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.
DOOM 2 for DOOM 1 - v1.2 (NEW VERSION) - Smooth Doom support
Hi people!
Before anything: I'm known as Noiser on the Doomworld Forums (I had that name here too, but I forgot my password a long time ago and had to make another account. I should have choose a similar name, but I'm dumb lol)
[Sorry for my english in advance]
"D2forD1" is a randomizer mod for ZDoom\GZDoom that will carefully spawn a few Doom 2 monsters along side the regular ones in Doom 1 maps, replacing certain enemies and spawning them in different locations each time you play. Despite being a randomizer by nature, a lot of care was put to try to make the enemy placement "feels right". Of course, it's not 100% precise, but it should feel better compared to other pure randomizers.
Something to note: Regular weapons in Doom 1 (the ones that players have to use the most) are the Combat Shotgun and the Chaingun. These cannot be compared with the Super Shotgun, the regular Doom 2 weapon. For that reason, D2 monsters were rebalanced with less health to make them fun to play with your average Doom 1 weaponry. Hopefully it will be a good way to keep the balance with Doom 1 maps.
Also important: This mod will deal with Doom 2 demons in a very careful way, meaning you will not find them in large groups. Think of them almost as sub-bosses, made to "spice up" your typical game instead of the regular enemies you are used to (especially with E1 maps). If you want to see the full roster in action, try the later episodes.
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LIST OF REPLACEMENTS:
Go to this thread if you want to see them:
https://www.doomworld.com/forum/topic/1 ... ed-june-5/
For some reason, I can't post transparency PNGs here.
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TESTED WITH:
- Ultimate Doom
- SIGIL
- Doom The Way id Did
- ConC.E.R.Ned
- Deathless
- No End in Sight
- Lunar Catastrophe
- Switcheroom
- 2002 A Doom Odyssey
- Double Impact
- Base Ganymede
- Eternal Damnation
- The Becoming
- No Sleep for the Dead
This mod should work well enough with any traditional Doom set, but slaughter maps or anything like that may not be a good idea. Keep in mind that the difficulty may be a bit higher.
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SCREENSHOTS:
https://imgur.com/a/DO9W72y
DOWNLOAD:
v1.2 (NEW!): https://www.dropbox.com/s/mmi83n78np7sm ... 2.rar?dl=0
Smooth Doom version: https://www.dropbox.com/s/qmnau807dl3mp ... 2.rar?dl=0
Note: This mod will do the best to avoid stuck enemies (either by adjusting the radius or removing them from the map if anything goes wrong), but some bugs may happen at this point. Also, you should never be out of ammo without reason.
Please, tell me how it was your experience!
Last edited by Phobos867 on Sat Jun 08, 2019 2:04 pm, edited 8 times in total.
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Re: DOOM 2 for DOOM 1 - v1.1
I shall test it.
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Re: DOOM 2 for DOOM 1 - v1.1
Looks pretty good so for. I'll finish on UV then move to Icon Of Sin.
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Re: DOOM 2 for DOOM 1 - v1.1
Option idea: Ability to restore or adjust Doom 2 monster health for a bigger challenge.
Re: DOOM 2 for DOOM 1 - v1.1
Interesting! You think it's too easy? (even on E4-styled maps?)SergeantDiggs wrote:Option idea: Ability to restore or adjust Doom 2 monster health for a bigger challenge.
I tried to balance the health points to something that resembles the pace of combat with a SSG, since it was the most used weapon in Doom 2. The idea of making the HP adjustable is a good one, unfortunately I don't know how to do it.
But I can try to make it harder if needed.
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Re: DOOM 2 for DOOM 1 - v1.1
I use some pretty OP mods, Lethal Doom, Starship Troopers Beta 1.3, Faspons, just to name a few. I don't know how to make HP adjustable either, but I'd love to learn how to do so to help with this mod.
Also, the Archville hitbox doesn't extend across the whole sprite. The top doesn't register as a hit.
Balancing: Prevent spawning enemies the first 3-5 levels.
Also, the Archville hitbox doesn't extend across the whole sprite. The top doesn't register as a hit.
Balancing: Prevent spawning enemies the first 3-5 levels.
Re: DOOM 2 for DOOM 1 - v1.1
Oh shit, I wasn't aware how low it was! It's because I only played without freelook, so I never noticed. I should have tested before, but I totally forgot it. Thanks man!SergeantDiggs wrote:Also, the Archville hitbox doesn't extend across the whole sprite. The top doesn't register as a hit.
Re: DOOM 2 for DOOM 1 - v1.2 (NEW VERSION) - Smooth Doom sup
--- NEW VERSION (v1.2) ---
DOWNLOAD:
https://www.dropbox.com/s/mmi83n78np7sm ... 2.rar?dl=0
This is probably the most refined version to date. Have fun!
List of features:
- Fixed the height value for Arch-Viles
- Made some changes for the IOS difficulty
- Improved the Mancubus code (to avoid stuck enemies)
- STRONGLY improved the Arch-Vile code (still not perfect, but a lot better)
- Shells will appear correctly on the beginning of No End In Sight E3M3
- Made some other minor tweaks
- and...
- Added an alternative link compatible with Smooth Doom:
https://www.dropbox.com/s/oohwozpre5s3z ... 2.rar?dl=0
Includes a new wad called "smooth_D2toD1.wad" and a .bat file.
"smooth_D2toD1.wad" and "SmoothDoom.pk3" should be loaded on the right order, or they will not work. I recommend using the BAT file to avoid any confusion. Just click on it to play Ultimate Doom or drag and drop any custom mapset you want (as you would do with GZDoom.exe). All the files needs to be on the same folder.
This version fixes a lot of bugs that happens when you tried to load both wads, including the sprite bugs with the Plasma Rifle, the BFG, Baron of Hell and the Shotgun Guy.
Tell me if I forgot something or if you find anything weird!
DOWNLOAD:
https://www.dropbox.com/s/mmi83n78np7sm ... 2.rar?dl=0
This is probably the most refined version to date. Have fun!
List of features:
- Fixed the height value for Arch-Viles
- Made some changes for the IOS difficulty
- Improved the Mancubus code (to avoid stuck enemies)
- STRONGLY improved the Arch-Vile code (still not perfect, but a lot better)
- Shells will appear correctly on the beginning of No End In Sight E3M3
- Made some other minor tweaks
- and...
- Added an alternative link compatible with Smooth Doom:
https://www.dropbox.com/s/oohwozpre5s3z ... 2.rar?dl=0
Includes a new wad called "smooth_D2toD1.wad" and a .bat file.
"smooth_D2toD1.wad" and "SmoothDoom.pk3" should be loaded on the right order, or they will not work. I recommend using the BAT file to avoid any confusion. Just click on it to play Ultimate Doom or drag and drop any custom mapset you want (as you would do with GZDoom.exe). All the files needs to be on the same folder.
This version fixes a lot of bugs that happens when you tried to load both wads, including the sprite bugs with the Plasma Rifle, the BFG, Baron of Hell and the Shotgun Guy.
Tell me if I forgot something or if you find anything weird!
- armymen12002003
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Re: DOOM 2 for DOOM 1 - v1.2 (NEW VERSION) - Smooth Doom sup
nice job is this compatible with other gameplay mods?
- ErrantMasa
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Re: DOOM 2 for DOOM 1 - v1.2 (NEW VERSION) - Smooth Doom sup
I'm also curious about how this interacts with other monster randomizers (Shades of Doom/Scalliano's Super Shuffle/DooM RogueLike Monsters)
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Re: DOOM 2 for DOOM 1 - v1.2 (NEW VERSION) - Smooth Doom sup
Love the smooth version! I'll give it a try!
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Re: DOOM 2 for DOOM 1 - v1.2 (NEW VERSION) - Smooth Doom sup
I'll test those randomizers and report back.
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Re: DOOM 2 for DOOM 1 - v1.2 (NEW VERSION) - Smooth Doom sup
Since Scalliano's has the Doom 2 enemies on its roster, depending on the load order, this will override some of Scalliano's Monsters. Will test others as well. Others work well.
Re: DOOM 2 for DOOM 1 - v1.2 (NEW VERSION) - Smooth Doom sup
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SMALL FIX:
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Fixed the Chainsaw not changing to the Smooth Doom counterpart (including the 64 version).
LINK: https://www.dropbox.com/s/qmnau807dl3mp ... 2.rar?dl=0
Just keep in mind: This mod was balanced around the original Doom 1 weaponry. Custom weapons stronger than that may be too much against these enemies.
SMALL FIX:
-----------------
Fixed the Chainsaw not changing to the Smooth Doom counterpart (including the 64 version).
LINK: https://www.dropbox.com/s/qmnau807dl3mp ... 2.rar?dl=0
It depends, some mods may work fine or be at least partially-compatible.armymen12002003 wrote:nice job is this compatible with other gameplay mods?
Just keep in mind: This mod was balanced around the original Doom 1 weaponry. Custom weapons stronger than that may be too much against these enemies.
Thanks! I will make some tests later on.SergeantDiggs wrote:Since Scalliano's has the Doom 2 enemies on its roster, depending on the load order, this will override some of Scalliano's Monsters. Will test others as well. Others work well.
Last edited by Phobos867 on Sun Jun 09, 2019 5:29 pm, edited 2 times in total.
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Re: DOOM 2 for DOOM 1 - v1.2 (NEW VERSION) - Smooth Doom sup
Glad to be of assistance!