DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)

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sevenyearsgone
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Joined: Thu Oct 03, 2024 12:34 am
Graphics Processor: nVidia with Vulkan support

Re: DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)

Post by sevenyearsgone »

Shatter-Thought[V-4] wrote: Sat Nov 01, 2025 9:41 pm I had played up until "The Focus" map (Very cool work as far as I've seen by the way) but when I was in the last room I found a problem; if you fall off before you trigger the yellow keycard line for bringing the teleporter platforms down, you'll be softlocked as that's the only way to bring down those teleporters, if you fall down anywhere else for any reason then you're stuck.
Hi, thanks for the feedback. I'm currently going through all the maps and looking for places where I may have assumed that everyone knows what SR50 is. Or spots like this in "the Focus" where I assumed that everyone knows they can get back to the platform by "jumping" the corner. But I've seen some experienced players play the WAD now and not using SR50, or wondering how to get through some points. So, bad assumption on my part. I've been mapping for 2 years now, so still a lot to learn.
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Ron_Dallas
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Re: DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)

Post by Ron_Dallas »

As i watching youtube stream, on tricks and traps you cannot go back if you exit rooms. I do not like that.
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Ron_Dallas
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Re: DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)

Post by Ron_Dallas »

Also, why no radiation suits?
sevenyearsgone
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Joined: Thu Oct 03, 2024 12:34 am
Graphics Processor: nVidia with Vulkan support

Re: DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)

Post by sevenyearsgone »

There are radiation suits where needed. If there aren't any, it's part of the map's design. In fact, I think there might be too many of them in total, throughout the whole WAD. It's much more interesting from a gameplay and game design perspective to not have radsuits, but instead put some healing items in or around the hazard. It creates an opportunity/forces a much more tactical approach, from the player, toward the hazard (not used much in this WAD, but just in general there are a lot of cool things you can do with this idea). Not to mention the horrible screen effect in vanilla and a lot of mods, that ruins the aesthetics of the map.
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ArchDoomer
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Re: DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)

Post by ArchDoomer »

OMG. Well done buddy!!!
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