[Release] Doom Reinforced Original Mapset

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[Release] Doom Reinforced Original Mapset

Postby Zanieon » Mon Apr 29, 2013 5:07 pm

This is a split of the best maps i made in my very first project back in 2006, Doom Reinforced, due to alot of newbie modding choices in that age the mod sunk into a mess of ideas and styles, the only things that was actually nice from it was the maps, so here they are:

ImageImage
Image

Some details about the Map Pack:
-10 maps varying from the development time of the mod between 2008~2010.
-The maps may look strange on detailing because i originally used models to details certain parts and due the fact of vanilla compatibility, i removed them all
-The first and last maps are intended for OpenGL, but are still software compatible
-They are compatible with any gameplay mod
-They was supposed to have music as in 9.8 but i removed them
-They are designed for Cooperative, which means that even Single-Player will allow respawning
-Jumping and Crouch is allowed to play them correctly
-They are intended to play with sv_aircontrol on 0.25

TNT Evilution required as IWAD
Download
Last edited by Zanieon on Sun Jun 25, 2017 1:52 pm, edited 3 times in total.
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Re: [BETA2] Doom Reinforced Original Mapset

Postby Zanieon » Wed May 01, 2013 2:58 pm

Quick update to beta 2, because i will not have much time to review this.
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Re: [BETA2] Doom Reinforced Original Mapset

Postby Springy » Wed May 01, 2013 3:26 pm

Excellent stuff, nice to see this vanilla compatible as well. Expect a few demos from me on these maps at some point this week (when I have time) as I have been looking for something new to record on.
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Re: [BETA2] Doom Reinforced Original Mapset

Postby Max Dickings » Wed May 01, 2013 10:01 pm

:shock: This is neat! Surprisingly very creepy, very good touch with the atmospheric sounds! Only played the first two levels and I'm really impressed.

edit:

I was on map D04 and had a small problem,
Spoiler:
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Re: [BETA2] Doom Reinforced Original Mapset

Postby Zanieon » Thu May 02, 2013 5:08 am

Yea, i already know about this problem in the elevators because it happens with the bullet casings and gore in Hunter's Moon too, i fixed it using the BounceCount property in those actors, i hope Mark do the same in Brutal Doom to improve performance in maps that have elevators like these.
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Re: [BETA2] Doom Reinforced Original Mapset

Postby Max Dickings » Thu May 02, 2013 11:43 pm

Hey I did the impossible, I beat that part :D
Wait I mean, OH MY GOD I DID IT. (On my 9th try)

Spoiler:


Discovered a few things, I think it was the two mancubi firing that was causing the lag. On my last playthrough, they never got a shot off and my computer never hiccuped.

Also why in god's name would you put them there?! Close quarters with that blast radius 0_o

Still neat though, looking forward to beating all of it :D
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Re: [BETA2] Doom Reinforced Original Mapset

Postby Zanieon » Fri May 03, 2013 4:53 am

Max Dickings wrote:Hey I did the impossible, I beat that part :D
Wait I mean, OH MY GOD I DID IT. (On my 9th try)

*D07 elevator waits for you* :twisted:

Also, all these monsters was supposed to be easy if it was using the original weapons of the wad, but with other gameplay wads or vanilla it gets hard, really.

And well, as i said, those maps have a nice style of gameplay and just because this i created this wad from the original Doom Reinforced.
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Re: [BETA2] Doom Reinforced Original Mapset

Postby Max Dickings » Sun May 05, 2013 11:13 am

Been playing Doom since I was a kid, but I'm new to the Doom modding scene (Brutal Doom brought me here) so I never played the original Doom Reinforced.

Yeah I got to that elevator. I hopped on, saw how slow it was going, and though "Oh, you son of a bitch-..." /ARCHVILLE/ Even after I summoned two v19 marines, I had to resurrect at least once.

Also UAC Gateway is insanely fun. And difficult.

Found a few glitches though,

I forgot what level this was, but I fell off a bridge, activated this elevator, and it "appears' to fall down through the level forever. It was just a visual glitch, the elevator worked normally.
Spoiler:



Also in D07 (AWESOME ENDING) there was a glitch with said awesome ending: Not sure if its BrutalDoomV19test2, but there was a -huge- telefrag clusterfuck. Here's an example:
Spoiler:



Also is it this wad or do monsters not infight anymore?
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Re: [BETA2] Doom Reinforced Original Mapset

Postby Zanieon » Mon May 06, 2013 5:53 am

Max Dickings wrote:Yeah I got to that elevator. I hopped on, saw how slow it was going, and though "Oh, you son of a bitch-..." /ARCHVILLE/ Even after I summoned two v19 marines, I had to resurrect at least once.

Also UAC Gateway is insanely fun. And difficult.


Rofl, that elevator is a real troll in the end with that Archvile

I think UAC Gateway is the most stupid map i ever did, but still, one of the most enjoyable don't know why, since is keeps the rule of Slaughterfest Wads like Speed of Doom or Hell Revealed.

I forgot what level this was, but I fell off a bridge, activated this elevator, and it "appears' to fall down through the level forever. It was just a visual glitch, the elevator worked normally.
Spoiler:



Also in D07 (AWESOME ENDING) there was a glitch with said awesome ending: Not sure if its BrutalDoomV19test2, but there was a -huge- telefrag clusterfuck. Here's an example:
Spoiler:



Also is it this wad or do monsters not infight anymore?


Yeah, i noticed that glitch in D05, i think it was caused by the Node Builder, i'll check that in the next revision

The telefrag clusterfuck in D07 is provided by Brutal Doom, since some monsters have +TELESTOMP flag that ables them to telefrag others.

Infight is really disabled but i'm really thinking in reactivate it.
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Re: [BETA2] Doom Reinforced Original Mapset

Postby TiberiumSoul » Mon May 06, 2013 7:59 am

keep the infighting off it makes the map set more challenging :)
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