doom2 meets zdoom( new progress page1 )
- Unholypimpin
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Re: doom2 meets zdoom d2mzd(demo release first page)
sounds good to me =D
just remember that we are doing remakes from scratch, so make sure you study your level well so that you can make something that looka similar. if u dont know what i mean then dl my demo and check out lvl 6 to get a rough idea. speaking of which i havnt gotten any comments on my demo yet, neither good nor bad. this is very odd in deed, and almost freightening
just remember that we are doing remakes from scratch, so make sure you study your level well so that you can make something that looka similar. if u dont know what i mean then dl my demo and check out lvl 6 to get a rough idea. speaking of which i havnt gotten any comments on my demo yet, neither good nor bad. this is very odd in deed, and almost freightening
- Remmirath
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Re: doom2 meets zdoom d2mzd(demo release first page)
I've played MAP01.
I have to complain about texturing.
It is completely misaligned, and some of the textures seems to have been placed randomly (for example, in the new courtyard at the beginning, why the hell there is a step texture on the wall?).
Again, green pillars in the starting area have white lights cut off from bottom to top. It seems to be a bit weird, and it surely depends from how you set up sectors, because LITE5 textures do fit perfectly into multiples-of-8 sectors.
The layout wasn't that bad, but some parts could have been done way better that they are now.
[/constructivecriticism]
I have to complain about texturing.
It is completely misaligned, and some of the textures seems to have been placed randomly (for example, in the new courtyard at the beginning, why the hell there is a step texture on the wall?).
Again, green pillars in the starting area have white lights cut off from bottom to top. It seems to be a bit weird, and it surely depends from how you set up sectors, because LITE5 textures do fit perfectly into multiples-of-8 sectors.
The layout wasn't that bad, but some parts could have been done way better that they are now.
[/constructivecriticism]
Re: doom2 meets zdoom d2mzd(demo release first page)
That mini arachnophyte is awesome indeed,but I think that you can edit the death frame at the next beta.
Maybe explosion or something more like the original arachnophyte.
Maybe explosion or something more like the original arachnophyte.
- theDooMguy47
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Re: doom2 meets zdoom d2mzd(demo release first page)
linedef 658 in map 5 needs to have lower unpegged removed............
all in all the maps in the demo look pretty good. As for myself, i'm working on map18.

all in all the maps in the demo look pretty good. As for myself, i'm working on map18.
Re: doom2 meets zdoom d2mzd(demo release first page)
I've just given it a look through. I was playing on hard, but eventually gave up on that due to the silly amounts of damage being done. So here's my opinion on as much of it as possible, broken down into categories for your perusal.
TITLEMAP:
-This looks fine, and was a fair addition to the WAD. Nice work.
New Resources:
-The keys are all messed up. Just use the standard settings to avoid it all looking wrong in the automap and therefore making life easier.
-The texture selection seems fine for an expansion and retooling of Doom2.
-The HUD is so oversized I could see it if I was blind - completely unnecessary IMO - you'd be best off removing it.
-The new monsters mostly seem annoying and overpowered, particularly that floating thingy in MAP06, but also an SSG zombie is instantly a bad idea.
-The new difficult system sucks.
MAP01:
-Texturing looks like you made an effort to make sure it was misaligned, which was interesting.
-Doors, lifts, etc. all move too slowly. Speed them up.
-You appear to have taken the map, stuck more monsters into it, removed any and all semblances of non-linearity, added some zdoom features and then filled the place with extra sectors and rooms. In places the secrets from the original map are still present, but unused, inaccessible and therefore pointless having there. Why not remove them?
-Gameplay isn't so bad for this map compared to the later ones, but it does strike me as... I dunno... trivial, in a way. The whole thing feels like its been put together just to make you use all of the tonnes of ammo there is. Only one trap made me think "Oho, here we go!" and after that it was all predictable.
-The secrets were both unintuitive for access, as the activators just looked like any other wall.
Summary for MAP01 - You've made the map take forever, play slowly and if anything, just made it worse. It's brimming with ZDoomisms and pointless additions. I'm not entirely sure how to suggest you improve this one other than saying try again.
MAP02:
-The lack of cover in some areas and all the hitscanners make the extra damage awarded by the difficulty modes frustrating more than challenging.
-Again, you've removed the non-linearity, reduced flow, increased monster counts and added a fair bit of extra pointless stuff. Is this really what ZDoom is all about?
-Putting secrets in well known areas and monster closets of the map is rather akin to just giving the player the items straight off the bat.
-Doors, lifts and stuff were all slow again.
-Most of the map didn't look too bad, or too good really. However, the spacey bits where you get the blue key looked good... but why on earth were they spacey bits? It's in a sewer!
Summary for MAP02 - Same problems as MAP01 really. Nice looking new areas in places, but they were out of place.
MAP03, MAP04 and MAP05 I just skipped through. The ever increasing monster counts, combined with quick glances round the map showed me all I need to know. These are no better than the other maps.
MAP06 is obviously unfinished, so all I can say there is that it looks to be going the same way as the first 5 maps.
MAP08:
-The tricks and traps name is being lived up to, so that's good... I suppose. Rather annoying at times.
-Visuals seem worse, if they've been changed at all.
-The massive blow to non-linearity has been noted, and adding the confusion caused by the map into the mix means that the overall layout - frankly - sucks now.
-I got bored and skipped ahead after checking the map out a bit, as I was quickly tiring of waiting for monsters to teleport in to let me out of rooms.
MAP10:
-Very huge, very impressive, very nicely detailed and textured.
-Far too many monsters, and far too linear again. Did anybody in this project actually play Doom2?
-The new area was particularly impressive due to size, but gameplay was a gangfuck, so that rather put me off of it.
-Keeping some of the secrets was most definitely not a good idea, as its easily possible to break the level by teleporting to the cyberdemon without having the key to get out of his room, by the looks of things.
-The way you reused the area was interesting, and did sort of make up for the very linear gameplay. Only sort of though.
Summary for MAP10: This is definitely the closest to a good map in the project so far. However, gameplay needs some attention.
MAP31:
-Very dark and mazey, it seemed.
-Wasn't too keen on the way it all worked out overall, so I ended upskipping on to see what MAP32 was like.
-Suffers from the same sort of problems as the first 5 maps.
MAP32:
-I'll admit I'd tired of the project by then, so I took a quick look and left it.
-Seems to contradict the basic wolfenstein style a bit, but that might be a good thing.
----------
Overall, there seems to be a lot in this project that has been added for the sake of having it. It all seems quite bloated and useless. The mapping in particular needs some serious improvements, as overall the levels play worse than they did before, and only a few of them look any better.
TITLEMAP:
-This looks fine, and was a fair addition to the WAD. Nice work.
New Resources:
-The keys are all messed up. Just use the standard settings to avoid it all looking wrong in the automap and therefore making life easier.
-The texture selection seems fine for an expansion and retooling of Doom2.
-The HUD is so oversized I could see it if I was blind - completely unnecessary IMO - you'd be best off removing it.
-The new monsters mostly seem annoying and overpowered, particularly that floating thingy in MAP06, but also an SSG zombie is instantly a bad idea.
-The new difficult system sucks.
MAP01:
-Texturing looks like you made an effort to make sure it was misaligned, which was interesting.
-Doors, lifts, etc. all move too slowly. Speed them up.
-You appear to have taken the map, stuck more monsters into it, removed any and all semblances of non-linearity, added some zdoom features and then filled the place with extra sectors and rooms. In places the secrets from the original map are still present, but unused, inaccessible and therefore pointless having there. Why not remove them?
-Gameplay isn't so bad for this map compared to the later ones, but it does strike me as... I dunno... trivial, in a way. The whole thing feels like its been put together just to make you use all of the tonnes of ammo there is. Only one trap made me think "Oho, here we go!" and after that it was all predictable.
-The secrets were both unintuitive for access, as the activators just looked like any other wall.
Summary for MAP01 - You've made the map take forever, play slowly and if anything, just made it worse. It's brimming with ZDoomisms and pointless additions. I'm not entirely sure how to suggest you improve this one other than saying try again.
MAP02:
-The lack of cover in some areas and all the hitscanners make the extra damage awarded by the difficulty modes frustrating more than challenging.
-Again, you've removed the non-linearity, reduced flow, increased monster counts and added a fair bit of extra pointless stuff. Is this really what ZDoom is all about?
-Putting secrets in well known areas and monster closets of the map is rather akin to just giving the player the items straight off the bat.
-Doors, lifts and stuff were all slow again.
-Most of the map didn't look too bad, or too good really. However, the spacey bits where you get the blue key looked good... but why on earth were they spacey bits? It's in a sewer!
Summary for MAP02 - Same problems as MAP01 really. Nice looking new areas in places, but they were out of place.
MAP03, MAP04 and MAP05 I just skipped through. The ever increasing monster counts, combined with quick glances round the map showed me all I need to know. These are no better than the other maps.
MAP06 is obviously unfinished, so all I can say there is that it looks to be going the same way as the first 5 maps.
MAP08:
-The tricks and traps name is being lived up to, so that's good... I suppose. Rather annoying at times.
-Visuals seem worse, if they've been changed at all.
-The massive blow to non-linearity has been noted, and adding the confusion caused by the map into the mix means that the overall layout - frankly - sucks now.
-I got bored and skipped ahead after checking the map out a bit, as I was quickly tiring of waiting for monsters to teleport in to let me out of rooms.
MAP10:
-Very huge, very impressive, very nicely detailed and textured.
-Far too many monsters, and far too linear again. Did anybody in this project actually play Doom2?
-The new area was particularly impressive due to size, but gameplay was a gangfuck, so that rather put me off of it.
-Keeping some of the secrets was most definitely not a good idea, as its easily possible to break the level by teleporting to the cyberdemon without having the key to get out of his room, by the looks of things.
-The way you reused the area was interesting, and did sort of make up for the very linear gameplay. Only sort of though.
Summary for MAP10: This is definitely the closest to a good map in the project so far. However, gameplay needs some attention.
MAP31:
-Very dark and mazey, it seemed.
-Wasn't too keen on the way it all worked out overall, so I ended upskipping on to see what MAP32 was like.
-Suffers from the same sort of problems as the first 5 maps.
MAP32:
-I'll admit I'd tired of the project by then, so I took a quick look and left it.
-Seems to contradict the basic wolfenstein style a bit, but that might be a good thing.
----------
Overall, there seems to be a lot in this project that has been added for the sake of having it. It all seems quite bloated and useless. The mapping in particular needs some serious improvements, as overall the levels play worse than they did before, and only a few of them look any better.
- Unholypimpin
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Re: doom2 meets zdoom d2mzd(demo release first page)
yah im going to end this project because its quality just sucks except for lvl 10 i gotta say whodaman did a fantasic job on that, eventhough it suffered from linerness like all the rest did. i tryed but i guess since my mapping skill wasnt good enough i shouldnt of even tryed. but considering since noone really posted in this topic for a long time i guess the project has been dead for a while, also since like almost noone said anything about the demo.
feel free to use any resources u find in this wad.
this project is now offically dead and buried
feel free to use any resources u find in this wad.
this project is now offically dead and buried
Re: doom2 meets zdoom d2mzd(demo release first page)
Have you got other things that you're working on? Just keep trying, it is the only way to improve. Try and learn from the mistakes that you made here.
- Unholypimpin
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Re: doom2 meets zdoom d2mzd(demo release first page)
yes i do its called satanic invasion, but its in skulltag forums
Re: doom2 meets zdoom d2mzd(demo release first page)
Fair enough then. The MAP20 remake may still one day see the light of day as its own release.
Re: doom2 meets zdoom d2mzd(demo release first page)
I really liked this demo actually. It was really fun. Why just ditch the entire thing because of one bad review? I think that's a rather stupid thing to do.
- Darsycho
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Re: doom2 meets zdoom d2mzd(demo release first page)
AlwaysDoomed wrote:this project is now offically dead and buried

- hnsolo77
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Re: doom2 meets zdoom d2mzd(demo release first page)
as will map 28...Phobus wrote:Fair enough then. The MAP20 remake may still one day see the light of day as its own release.
as well as my own vision of map's 25,26,27,29 and 30
since i thought of doing a set... yeah it will take forever to make too...
Re: doom2 meets zdoom d2mzd(demo release first page)
I get bored of seeing this message.AlwaysDoomed wrote:this project is now offically dead and buried

- theDooMguy47
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Re: doom2 meets zdoom d2mzd(PROJECT DEAD AND BURIED)
what can I say...saw this coming for a long time.
- Unholypimpin
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Re: doom2 meets zdoom d2mzd(PROJECT DEAD AND BURIED)
i set the standards too high for this project when my skill wasnt good enough.
now that i have more mapping experiance id do things differantly.
theres a chance i might rez this project(not anytime soon) and if i do the maps wont be anything like what uv seen here. and ill probably map by myself since some mappers really didnt meet my standards, but i accepted anyways cuz im nice.
ill prob rez this project when i get a little more mapping experiance and time.
now that i have more mapping experiance id do things differantly.
theres a chance i might rez this project(not anytime soon) and if i do the maps wont be anything like what uv seen here. and ill probably map by myself since some mappers really didnt meet my standards, but i accepted anyways cuz im nice.
ill prob rez this project when i get a little more mapping experiance and time.