Console Doom Integration WADs

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Console Doom Integration WADs

Postby Ded10c » Sun Jun 23, 2013 2:20 pm

Long time lurker, first time poster, so hi.

I've been looking for a WAD that would allow me to play the console doom levels through without going through repeats of the originals - a missing map pack, if you will - for a good while, and never come across anything that caught my eye. Xaser's Lost Episode WAD had me occupied for a bit (it's fantastic, by the way, nice job), but it didn't quite have the vanilla doom flavour I was after. After much searching I finally got to thinking "well, if there are so many WADs out there it can't be *that* hard to make them; I have experience in modding other games, why not give it a try?" and started learning how to use XWE. I sat down, worked for a bit, then gave up. Rinsed and repeated a few times over a few months (there was always something more important to be done) and eventually came out with this.

As far as I'm aware this contains all of the exclusive maps from the ports.

So, pack contents:

condoom.wad: Main part of the pack, with maps sourced from Kaiser's consoledoom wad. Adds the episode "No Consolation" to Doom 2. I'm still not quite sure on the map order, but this is the best I've come up with so far.
- Hell Gate
- Hell Keep
- Twilight Descends (secret: The Mansion [secret: Club Doom])
- The Marshes
- Threshold of Pain
- Redemption Denied
BETRAY.wad: Seperate WAD for people who don't want it.
- Underhalls (secret: Betray)
SEWERS.wad: Can't have one without the other.
- Hangar (secret: Sewers)

...and a download link.

Everything here is done by Samuel Villarreal (Kaiser), Michael Bukowski (BETRAY), David Calvin and David Blanshine (SEWERS). All I did is re-order the maps, trim out the fat and add two triggers.
Ded10c
 
Joined: 19 May 2012

Re: Console Doom Integration WADs

Postby wildweasel » Sun Jun 23, 2013 3:52 pm

I don't suppose The Lost Episodes is what you're after?
User avatar
wildweasel
I love the smell of sourdough in the morning
 
Joined: 15 Jul 2003
Location: avatar by kurashiki

Re: Console Doom Integration WADs

Postby Ded10c » Sun Jun 23, 2013 5:13 pm

AHadley wrote:Xaser's Lost Episode WAD had me occupied for a bit (it's fantastic, by the way, nice job), but it didn't quite have the vanilla doom flavour I was after.


I've played it and loved it, but it remains a novelty to me. I'm a collector/archivist type; I like to have everything that was officially released. I didn't have the console maps in their original forms or a way of getting them without unnecessary bulk and repeating maps, hence these wads, which present them as close to their original form as I felt was possible while keeping vanilla Doom's atmosphere. Xaser's pack shows the maps in such a different light that it might well be completely original - and completely fantastic, which I can't overstate enough. These WADs, however, do not exist for the purpose of being original; they simply exist for what they contain. With the official release of an NRFTL WAD, we now have all the console maps available to the PC version in their original forms.
Ded10c
 
Joined: 19 May 2012

Re: Console Doom Integration WADs

Postby Ultimate Freedoomer » Mon Apr 20, 2015 6:35 pm

2 suggestions:
Ultimate Freedoomer
 
Joined: 30 Jan 2015
Location: Staten Island

Re: Console Doom Integration WADs

Postby Ded10c » Wed May 18, 2016 4:44 pm

Well, I've been working on this a bit more (after a long break while I work on other projects) and I think it's pretty much done. I've completely revised the map order now, so no more special episode. Now we have the following:

condoom1.pk3: Due to the console maps' contents this requires Doom 2 assets, so it needs the Doom 2 IWAD with Ultimate Doom loaded as a PWAD. The only evidence of this should be the new maps' contents.
- Knee Deep in the Dead: Hangar > (Sewers) > Nuclear Plant
- Inferno: Hell Keep > Hell Gate > Hell Keep [PSX] > Slough of Despair
- Thy Flesh Consumed: Unto the Cruel > Twilight Descends > (The Marshes > ) Threshold of Pain

condoom2.pk3:
- Underhalls > (Betray) > The Gantlet
- The Suburbs > (The Mansion ( > Club Doom)) > Tenements
- The Living End > Redemption Denied > Icon of Sin

In my opinion this is the closest thing we'll get to a fully comprehensive map order. If anybody has a suggestion for improving the order, please do throw it out there. Right now I'm wondering whether Hell Gate would be best placed at the end of The Shores of Hell , with one Hell Keep running into the other.
Ded10c
 
Joined: 19 May 2012

Re: Console Doom Integration WADs

Postby Ultimate Freedoomer » Mon Jun 06, 2016 5:24 pm

AHadley wrote:Well, I've been working on this a bit more (after a long break while I work on other projects) and I think it's pretty much done. I've completely revised the map order now, so no more special episode. Now we have the following:

condoom1.pk3: Due to the console maps' contents this requires Doom 2 assets, so it needs the Doom 2 IWAD with Ultimate Doom loaded as a PWAD. The only evidence of this should be the new maps' contents.
  • Knee Deep in the Dead: Hangar > (Sewers) > Nuclear Plant
  • Inferno: Hell Keep > Hell Gate > Hell Keep [PSX] > Slough of Despair
  • Thy Flesh Consumed: Unto the Cruel > Twilight Descends > (The Marshes) > Threshold of Pain
condoom2.pk3:
  • Underhalls > (Betray) > The Gantlet
  • The Suburbs > (The Mansion > (Club Doom)) > Tenements
  • The Living End > Redemption Denied > Icon of Sin
In my opinion this is the closest thing we'll get to a fully comprehensive map order. If anybody has a suggestion for improving the order, please do throw it out there. Right now I'm wondering whether Hell Gate would be best placed at the end of The Shores of Hell, with one Hell Keep running into the other.
I personally think Hell Gate should stay in Episode 3 (it's Hell Gate, after all), & Inferno should start in the following order:
  • Hell Gate>Hell Keep Part 1: The Infernal Palace (PSX Hell Keep)>Hell Keep Part 2: Forsaken Keep (PC Hell Keep)>Slough of Despair
Also, the ending of Doom 2 should go like this:
  • Monster Condo>Redemption Denied>The Spirit World>The Living End>Icon of Sin
Also, did you put the Arch-Viles back in this map's version of Suburbs?
Ultimate Freedoomer
 
Joined: 30 Jan 2015
Location: Staten Island

Re: Console Doom Integration WADs

Postby 3371-Alpha » Sun Oct 02, 2016 5:10 am

Do your betray & sewers wads have the same bug fixes as the official ones here? Also what's the difference between your wad & the lost episodes (besides the lack of alpha levels)?
[Edit]: fair warning to everyone using this mod, the main condoom wad's not fully compatible with the BFG version of DooM 2 (particularly it's No Rest For The Living Nerve addon) as confirmed in this thread. The betray & sewers wads work fine however.
User avatar
3371-Alpha
Prefers classic games and computers over modern ones
 
Joined: 28 Sep 2016
Location: Veldin Orbit

Re: Console Doom Integration WADs

Postby enderandrew » Thu Dec 15, 2016 12:26 am

If you load the Betray and Sewers wad files separately, do you just play them as individual levels, or are there ways to integrate them in the campaign with secret entrances like they were on the console?

Is there any way to make a complete classic DOOM experience with the No Rest For the Living episode and the bonus console levels?
enderandrew
 
Joined: 12 Dec 2016

Re: Console Doom Integration WADs

Postby 3371-Alpha » Wed Feb 08, 2017 6:47 pm

enderandrew wrote:If you load the Betray and Sewers wad files separately, do you just play them as individual levels, or are there ways to integrate them in the campaign with secret entrances like they were on the console?

Is there any way to make a complete classic DOOM experience with the No Rest For the Living episode and the bonus console levels?

Actually, the Betray and Sewers wads included with this project do exactly that. The original ones I linked in my previous post, however, don't....Which gives me an idea.
Instead of putting all those PSX/Jaguar levels in a separate episode, what if they were integrated into the original campaign sequentially like how the Betray and Sewers wads are? The Mansion & Club Doom levels could easily fit between the Suburbs & Tenements, as they were in the PSX version, as well as Redemption Denied fitting between Monster Condo & The Spirit World. The real issue would be the DooM 1 PSX & Jaguar levels; It'd be rather odd to play Twilight Descends, The Marshes, & Threshold of Pain after defeating the Spider Mind in Unto the Cruel. I also don't know where to place Hell Gate & Hell Keep.
User avatar
3371-Alpha
Prefers classic games and computers over modern ones
 
Joined: 28 Sep 2016
Location: Veldin Orbit

Re: Console Doom Integration WADs

Postby wildweasel » Wed Feb 08, 2017 7:11 pm

3371-Alpha wrote:Actually, the Betray and Sewers wads included with this project do exactly that. The original ones I linked in my previous post, however, don't....Which gives me an idea.
Instead of putting all those PSX/Jaguar levels in a separate episode, what if they were integrated into the original campaign sequentially like how the Betray and Sewers wads are?

WADSmoosh actually does this.
User avatar
wildweasel
I love the smell of sourdough in the morning
 
Joined: 15 Jul 2003
Location: avatar by kurashiki

Re: Console Doom Integration WADs

Postby 3371-Alpha » Wed Feb 08, 2017 10:36 pm

Cool! thanks! WADSmoosh can produce PWADS, right?
User avatar
3371-Alpha
Prefers classic games and computers over modern ones
 
Joined: 28 Sep 2016
Location: Veldin Orbit


Return to General

Who is online

Users browsing this forum: Ahrefs [Bot] and 1 guest