[WIP] Doom 2 - Re-Build-t [updated 4-12-2020]

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PRIMEVAL
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Re: [WIP] Doom 2 - Re-Build-t [updated 3-10-2020]

Post by PRIMEVAL »

Nice re-use of D_RUNNIN :P The maps are coming out really good!
Gez
 
 
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Re: [WIP] Doom 2 - Re-Build-t [updated 3-10-2020]

Post by Gez »

A better KDiZD than KDiZD.

A suggestion, though: set up an "earthquake" sound sequence so that when monster closet explodes, they don't make pneumatic door noises.
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QuakedoomNukem Cz
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Re: [WIP] Doom 2 - Re-Build-t [updated 3-10-2020]

Post by QuakedoomNukem Cz »

A really impressive first project here. I certainly enjoy Duke-esque maps, so this is very much right up my alley, especially when running it with Nobody Told Me About id.
So far, the problems I noticed is that the rocket launcher secret fence has one side fully textured, but not the inside. The trash cans and boxes cannot be destroyed, just for a small loot, like some ammo or stimpack.
Lastly, it's a bit weird, that the glass stuff leaves behind cardboard/paper debris, it's strange, so I'm including a file with other debris stuff from Duke 3D, along with the sounds for these:
https://drive.google.com/file/d/1LN0y60 ... 2Ckme/view
3336655445
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Re: [WIP] Doom 2 - Re-Build-t [updated 3-10-2020]

Post by 3336655445 »

New update? I like this
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Kills_Alone
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Re: [WIP] Doom 2 - Re-Build-t [updated 3-10-2020]

Post by Kills_Alone »

Some footage of the 3/10/2020 release with BD:
Mirthy
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Re: [WIP] Doom 2 - Re-Build-t [updated 3-10-2020]

Post by Mirthy »

really looking forward to when this updates, honestly the best doom 2 remake wad ive played
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Van Daemon
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Re: [WIP] Doom 2 - Re-Build-t [updated 3-10-2020]

Post by Van Daemon »

This looks promising :mrgreen:
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Enjay
 
 
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Re: [WIP] Doom 2 - Re-Build-t [updated 3-10-2020]

Post by Enjay »

Still loving the "I know all of these places but they are different too" vibe of these maps. You've definitely captured a build-like theme in how you've presented them but it's still definitely Doom and not just Doom pretending to be Duke. Some areas in the new map have really captured that fake realism that is present in many of the Duke maps.

Got to say though...
Spoiler:
That's a big trash can! ;)
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Wiw
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Re: [WIP] Doom 2 - Re-Build-t [updated 3-10-2020]

Post by Wiw »

This and NTMAI could well be the mods of 2020! Although... I get the feeling that the waterfalls are going up instead of down...
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PRIMEVAL
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Re: [WIP] Doom 2 - Re-Build-t [updated 3-10-2020]

Post by PRIMEVAL »

Wiw wrote:This and NTMAI could well be the mods of 2020! Although... I get the feeling that the waterfalls are going up instead of down...
Some of the falls are definitely going up while animating downward giving off a strange look.

I'm really liking the progress of the maps! Just curious, do you want new / updated music for this yet? :P
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Kills_Alone
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Re: [WIP] Doom 2 - Re-Build-t [updated 3-10-2020]

Post by Kills_Alone »

I forgot to mention there is something in the wad conflicting with the UDV HUD. When I had UDV loaded my character moved way too fast and could not jump, any idea what could be causing this issue? Happened on both releases I played.
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dawnbreez
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Re: [WIP] Doom 2 - Re-Build-t [updated 3-10-2020]

Post by dawnbreez »

Where did you get all those slick sign/graffiti patches from? Can I borrow them?
MikeyScoots
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Re: [WIP] Doom 2 - Re-Build-t [updated 3-10-2020]

Post by MikeyScoots »

Not sure if you saw my recent post, but I started project 5 years ago called Doom II - Hell Unleashed and wanted to finish it with Gzdoom. We have similar ideas, maybe we could collaborate.
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Darkcrafter
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Re: [WIP] Doom 2 - Re-Build-t [updated 3-10-2020]

Post by Darkcrafter »

Looks great!
MikeyScoots
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Re: [WIP] Doom 2 - Re-Build-t [updated 3-10-2020]

Post by MikeyScoots »

Bumping because I'm trying to reach you about possibly combining our projects together or figuring something out. Please see my hell unleashed thread and contact me via FB page or on here if possible. TY.

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