[WIP] The Ultimate Doom II : Doom II levels Remake

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[WIP] The Ultimate Doom II : Doom II levels Remake

Postby Gardevoir » Mon Oct 20, 2014 7:37 am

Image

It is time to return to the fray and battle for the Earth!

Grab yer boomsticks everyone, because Doomguy is back for more in this Ultimate Remake of Doom II!


This mappack for Doom II currently contains 19 levels! (and still gets expanded)

Let your journey to the hell and back begin, once again!

Spoiler: Screenshots


[DOWNLOAD]

Expect more updates in the future! Have fun everyone!
Note : This mappack contains Dehacked that replaces WolfSS with another type of enemy and certain decorations are also changed. If you happen to stumble upon some problems when playing with gameplay mods, please tell so we can fix them together or smth.
Last edited by Gardevoir on Sun Oct 23, 2016 5:04 pm, edited 20 times in total.
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Amuscaria » Mon Oct 20, 2014 12:42 pm

Just played thru the first 4 maps. All seems pretty darn nice and solid. I'm not sure if I was supposed to be jumping here, since that's how I reached some of the secrets. Everything looks good though. Definitely a nice touch to make the maps look like they're connected art the ext=>entry rather than mysteriously teleporting to the next map area. Looking forward to moar.
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Nevander » Mon Oct 20, 2014 3:28 pm

OMG. If you can complete the full game in this way, I may be looking at the best megawad I have ever seen. Dude, you just... just dude. Like speechless right now. :wub:
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Judge » Wed Oct 22, 2014 6:44 pm

Wow, as of this current viewing -- 473 views and only 2 comments? For real?

This is pretty awesome, definitely enjoyable. If this is just the demo version, I look forward to the whole thing.
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby PFL » Sat Oct 25, 2014 1:48 am

Well this beats my ass. I couldn't resist as to go blind into it with a 6AXIS addon and it delivers. Total. We have seen Doom2 in a tiny box but this time it's Doom2 in a MEGA box. 488 monsters on the Waste Tunnels !!!! I am starting the last one of the demo ... OMG! what's waiting for me down there :shock: Your combination of new and redesigned known areas is amazing. I hope you can keep on adding levels into this one; it's a winner.

One last IMPORTANT thing: you are using a name that already has a Megawad attached to it; http://justindoom.angelfire.com/. Might want to consider this for further unnecessary confusion :yup:
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Steve1664 » Sat Oct 25, 2014 8:46 pm

Great job with the new maps so far, although the increased number of enemies can get a little bit over the top at times. That part in map 2 where the zombies come out after getting the Red Key was not fun to deal with, especially without a chaingun. It's still a pretty good Yet Another Doom II Remake once you get used to the higher bodycount.
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Ribo Zurai » Sat Oct 25, 2014 9:56 pm

Awesome maps, I need some more of this. Can't wait for the release.
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Nevander » Sun Oct 26, 2014 9:16 am

PFL wrote:One last IMPORTANT thing: you are using a name that already has a Megawad attached to it; http://justindoom.angelfire.com/. Might want to consider this for further unnecessary confusion :yup:

This kind of thing is extremely frustrating. I was in that exact same situation a while ago, trying to come up with a megawad name and thinking of some really awesome ones but then Googling them only to see they are taken. Finally found a good one though.
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Gardevoir » Sun Oct 26, 2014 11:50 am

Thanks for all the feedback guys, glad you're enjoying the wad! After I am done with some other projects, I'll be posting more progress on upcoming levels. About MAP02, yeah, I kinda overdo the amount of monsters in that level (or rather, it becomes quite intense if you cannot find the early SSG secret, and it isn't an easy thing to earn anyway). I might reduce the amount of monsters on that level. When it comes to the wad's name, all I checked was Idgames archive, and I did not find a wad with a similar name there, so I guess I won't be changing the name of it (not to mention I like it a lot).
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Doomguy5th » Mon Oct 27, 2014 6:17 pm

Gardevoir wrote:Thanks for all the feedback guys, glad you're enjoying the wad! After I am done with some other projects, I'll be posting more progress on upcoming levels. About MAP02, yeah, I kinda overdo the amount of monsters in that level (or rather, it becomes quite intense if you cannot find the early SSG secret, and it isn't an easy thing to earn anyway). I might reduce the amount of monsters on that level. When it comes to the wad's name, all I checked was Idgames archive, and I did not find a wad with a similar name there, so I guess I won't be changing the name of it (not to mention I like it a lot).

No! I must thank you! I haven't been seeing that many Doom 2 Level remakes, but this one got my eye. I wish there was a TNT Evilution Remake, though. Still, the architecture is good, the levels are big as heck (and I love that), and everything flows by really well.
You did such a good job, and I blame you for making me drop my Homework (what?). This is really cool, and I would love to see lots of updates and new maps. I love it. That's all I have to say about this.
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Gardevoir » Sat Jan 03, 2015 11:49 am

Yo everyone, finally got some time and managed to complete MAP08! As a small bonus, here's preview of the starting area on MAP09!
Spoiler: MAP08 Screenies

Spoiler: MAP09 Screenies


Next cluster will be released after I complete MAP11 probably!
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Endless123 » Sat Jan 03, 2015 2:40 pm

Looking good :D

I'm looking forward to play them :)
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Nevander » Sat Jan 03, 2015 5:55 pm

I'm gonna love the hell out of this when it's done. I love what I'm seeing now! The fun part is looking at the screenshots and figuring out where that is from the original level, and then having that "oh yeaaa, I see what you did there!" moment. Amazing work so far man.
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby Kontra Kommando » Sun Jan 04, 2015 6:07 pm

I tried this out with vanilla doom, and my aliens mod. I like the way you have fleshed out the Doom II maps. I particularly like Map02; those corridors are very well made.
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Postby MetroidJunkie » Mon Jan 05, 2015 12:30 am

I love all the detail enhancement you've got about, it very much reminds me of Knee Deep in ZDoom.
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