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.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.
DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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sevenyearsgone
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Re: DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)
- Ron_Dallas
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Re: DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)
As i watching youtube stream, on tricks and traps you cannot go back if you exit rooms. I do not like that.
- Ron_Dallas
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Re: DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)
Also, why no radiation suits?
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sevenyearsgone
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Re: DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)
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.
- ArchDoomer
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Re: DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)
OMG. Well done buddy!!!
- DoomThing445
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- RandumbDoomer
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Re: DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)
I'm at Map31, but I seem to be stuck. I hear two switch noises at once when I walk over one of the metal plates on the floor from one side, but nothing seems to be happening.
Edit: Got it. I have to trigger the sounds three times in a row, but if I cross the trigger-line from the other side, I'll get softlocked. Thanks, Kan3!
Edit: Got it. I have to trigger the sounds three times in a row, but if I cross the trigger-line from the other side, I'll get softlocked. Thanks, Kan3!
Re: DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)
Hi, I'm enjoying this rearranged classic WAD. Well done on the level tuning, textures, lighting and music. The atmosphere is 10/10. I am playing with latest BD because of weapons mechanics, and fast pace. This is how a remake should be done. Thanks, and best of luck with your project!