doom2 meets zdoom( new progress page1 )

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Are you Glad this project is revived?

yes
23
72%
no
2
6%
kinda
3
9%
i dont care
4
13%
 
Total votes: 32

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phi108
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Re: doom2 meets zdoom d2mzd(PROJECT DEAD AND BURIED)

Post by phi108 »

Oh well, I had fun with the maps you did make. The gameplay was really fun, the new details were good, and it's always neat to see new areas on familiar maps. I don't really care about misaligned textures or weird texturing, I like gameplay. The big bosses had too much health, though. They should do less damage or die faster.
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Unholypimpin
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Re: doom2 meets zdoom d2mzd(revived)

Post by Unholypimpin »

after thinking long and hard, iv desided to bring this project back to life.

heres a couple of screenshots
Spoiler:
2 new guns have been added as well which can be aquired normally.


first gun is the shock rifle which is basically a sniper, painlocking gun. this gun however does lower damage than other guns and uses alot of ammo to kill strong monsters, and is less effective vs bosses. The shock rifle is good for taking out enemys from far away and those damned archviles

second gun is the vortex ring gun, which is a safe alternitive to a chainsaw. it uses no ammo and knocks targets backwards, however it has short range and its less effective vs stronger foes. takes about 2-3 shots to kill an imp.
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Xim
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Re: doom2 meets zdoom d2mzd(revived)

Post by Xim »

Awesome! Nice to see this is back in progress!
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Unholypimpin
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Re: doom2 meets zdoom d2mzd(revived)

Post by Unholypimpin »

yah i realized i spent too much time on this project to just quit it.
im already going back to the maps already finished and fixing them up with the things i have learned. im also expanding some maps even further so they last a little longer.
i will release the maps in a series of 9 maps at a time, till all maps are complete then i shall release them all together.
i will also be making maps more coop capable too :D
iv also done a few monster glitch fixes too, like cyberdemons now shoot rockets from their rocket launchers and not thier crotches!!
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ThatOneZDoomer
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Re: doom2 meets zdoom d2mzd(revived)

Post by ThatOneZDoomer »

Randomly decided to play this a few days ago, then go through all the maps as much as I could again today after seeing that this is alive again. To mention something that Phobus didn't nearly six months ago, for Map08, I think the rocket trap lasted way too long, at least five times longer then I thought it should have lasted. Since you mention going back through the maps again, various issues could be fixed from them. Don't wanna say too much more of what I thought of the last beta from awhile back now since you likely improved by then. Better to get nine good maps done and leave a good impression than to hurry up and have 32 unfinished maps.
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Unholypimpin
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Re: doom2 meets zdoom d2mzd(revived)

Post by Unholypimpin »

i think its better to tell me what you didnt like now so i dont miss anything, of course soon ill be needing some testers so that i can have a better release than last time. yah i think imma personally go back and start map08 all over again since i didnt really like how The_afrit made it, and yes i thought the rocket challenge lasted too long as well. i know my main problems were and still are textureing, but i have gotten better at that.

im going to be taking this project more slowly this time as appose to last time were i kinda rushed :oops: . overall imma just limit myself to this project and Hpack and stop distracting myself with side works.
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hnsolo77
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Re: doom2 meets zdoom d2mzd(revived)

Post by hnsolo77 »

i suppose i should dust off my spirit world one and work on it some more...
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Unholypimpin
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Re: doom2 meets zdoom d2mzd(revived)

Post by Unholypimpin »

that would be nice :D , of course you have plenty of time to work on it. but if you have other more important projects to work on then id understand if you choose not to.
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perfectpitchrob
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Re: doom2 meets zdoom d2mzd(revived)

Post by perfectpitchrob »

glad to see this project is breathing life again! :D
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Orangewaggs
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Re: doom2 meets zdoom d2mzd(revived)

Post by Orangewaggs »

funny enough I still have Map09( havent worked on it in forever) but it's still sittin where i left it :P
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ThatOneZDoomer
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Re: doom2 meets zdoom d2mzd(revived)

Post by ThatOneZDoomer »

AlwaysDoomed wrote:i think its better to tell me what you didnt like now so i dont miss anything, of course soon ill be needing some testers so that i can have a better release than last time. yah i think imma personally go back and start map08 all over again since i didnt really like how The_afrit made it, and yes i thought the rocket challenge lasted too long as well. i know my main problems were and still are textureing, but i have gotten better at that.

im going to be taking this project more slowly this time as appose to last time were i kinda rushed :oops: . overall imma just limit myself to this project and Hpack and stop distracting myself with side works.
In general, the maps are far too linear. Where there was room for non-linearity in the original maps have been removed here. There's also way too much switch and key hunting that requires you to run back and forth across the maps. Sometimes it's not always clear what certain switches do, even with the message that comes up. The keys also seem messed up as they have no pickup sound and the door locks all show up as red on the automap instead of the color of the key that's required. It seems like this is a hangover from the custom keys from the beta back in March. Combined with the backtracking, it's easy to get lost. I think it would be better to just stick with the original keys and if you must add new keys (like the green card), make sure the LockDefs properly colors the line for them on the automap, like KDiZD does. That way, you can easily figure out where to go once getting a new key.

Most of the new enemies I thought were pretty annoying instead of just challenging. Those ghost things seem to be able to easily do a lot of damage to you and it felt like my direct hits didn't always hurt it. Maybe it did hurt them, but I found it hard to tell. Is that boss in the unfinished Map06 a placeholder? Otherwise, it's very powerful for an enemy that early in the game. The SSG guys in Map10 are way overpowered. Even with 100 health and 100 armor, they can still take you out in one hit. They also show up a fair bit as well. Granted that new enemies tend to be stronger, but there's a fair line between that and just overkill. Also, is there really a need for the new difficulty settings instead of using the default ones? More and even stronger enemy spawns can be used to up the difficulty instead of taking more damage.

I did mention many of the stuff awhile back. Otherwise, that's just my advice on how to get started in bringing this back from the dead. I wouldn't mind being a tester whenever the time comes if I'm still around.
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Unholypimpin
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Re: doom2 meets zdoom d2mzd(revived)

Post by Unholypimpin »

some screenshots of map01
Spoiler:
tell me what you all think or what needs changing
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esselfortium
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Re: doom2 meets zdoom d2mzd(revived)

Post by esselfortium »

The textures used, especially in the start room, make it look even less detailed than the original.
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Unholypimpin
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Re: doom2 meets zdoom d2mzd(revived)

Post by Unholypimpin »

yes i know big bad bump from hell, soo bad but ya. im still bouncing it around in my head if i wanna actually continue this project, considering the fact that super skulltag mod for skulltag single players maps can be considered doom2 map remakes. Very tough disition...
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Akira_98
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Re: doom2 meets zdoom d2mzd(revived)

Post by Akira_98 »

Though I'd like to see it, I'd have to consider you competition since I recently started on a few maps with this exact idea in mind, though the inspiration came from some maps jallamann made. Somehow missed this was still being considered for revival. :|
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