New maps, and other projects whose primary focus is new maps, belong here.
Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
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.
Inspired by CantSleep's excellent Nobody Told Me About id, I tried to give my hand a try at remaking Doom 2's maps under a more Build Engine-esque influence.
It's all very proof-of-concept so far, and I don't have a ton of Doom mapping/modding experience under my belt, but I'm pretty determined to get something done with this.
2/15/2020 - Updated Map01 with various fixes/tweaks (Added mirror to bathroom, made Soulsphere secret more accessible, changed rails to 3DMIDTEX, fixed how secrets were configured.)
2/17/2020 - Map01 updated with collision fixes, rudimentary special fx (explosions!), acs scripting, and early work on the Underhalls portion.
2/18/2020 - Reformatted OP a bit, Map01's layout is more or less complete, still needs an art pass and detailing but the overall flow should be in place.
3/10/2020 - Finished Map01, Map02 is largely complete (Map end is placeholder atm). Significant update on art assets and general detailing.
4/12/2020 - Added The Focus, additional tweaks and polish on Maps 01 and 02.
please use 3dmidtex for railings instead of jump-over railings, those things jankify player movement so much. slipping off the sides and getting stuck on diagonal ones
a few places there's some small things you can end up stepping up on the floor, or get snagged on the walls (tables, small extrusion/indentations on walls)
but that might just be because of the tiny siderooms lending to those issues in particular
all the secrets are set on the items rather than the sectors (?)
how do you get the soul sphere? i'm assuming you get it at the end section, after the rocket launcher, but that would make it suffer from the same issue it has: i got it so late i didn't even use it
some of the dark areas are a bit too dark
please use 3dmidtex for railings instead of jump-over railings, those things jankify player movement so much. slipping off the sides and getting stuck on diagonal ones
a few places there's some small things you can end up stepping up on the floor, or get snagged on the walls (tables, small extrusion/indentations on walls)
but that might just be because of the tiny siderooms lending to those issues in particular
all the secrets are set on the items rather than the sectors (?)
how do you get the soul sphere? i'm assuming you get it at the end section, after the rocket launcher, but that would make it suffer from the same issue it has: i got it so late i didn't even use it
some of the dark areas are a bit too dark
Was wondering why 3DMIDTEX wasn't working out for me initially and it turns out OTEX's railings are absurdly tall for what they are, so I've tweaked that.
Appreciate the feedback, thanks for checking it out.
Ooooh! This is a really nice map. It's definitely Map01 from Doom2 but it's very much its own thing too. I can really see the Build-style influences but it doesn't feel like Duke, Shadow Warrior or any of them. It's still very much Doom. Great fun to play and a very interesting map and concept too.
The only real problem I noticed was the 3DMidTex issue already mentioned and it sounds like that's already in hand. Other than that, I spotted a few texture alignment issues but everything worked as I assume it was intended. I stuck around and explored the map after everything was dead and eventually got 100% items and secrets too.
Appreciate the kind words!
I've started preliminary work on blocking out Map02 (which I think may actually get merged into Map01, not sure yet) and I'm really starting to get a feel for how it should turn out.
I don't know if this has been addressed yet or not but I just noticed that it is possible to pick up the berserk pack without opening and going in to the secret (just bump up against the broken mirror and you should be able to pick it up). Obviously, just making the secret a bit bigger and moving the berserk back a bit would cure this.
RoastBeefo wrote:Appreciate the kind words!
I've started preliminary work on blocking out Map02 (which I think may actually get merged into Map01, not sure yet) and I'm really starting to get a feel for how it should turn out.
Also figuring out how ACS works is really expanding my options, who knew?
Liking the looks of this! Keep it up!
I don't suppose this will need a custom soundtrack, will it? I have been doing some classic Doom remakes on the side, maybe this can benefit from it? Totally understandable if not, as this is emulating the Build engine which primarily used MIDI for its music.
When playing the map I thought that the original D_RUNNIN got a bit wearisome and wasn't particularly fitting in its original format. Something less frantic/more Duke-like but perhaps keeping the same basic musical themes would work well in this more realistic environment (i.e. the map looks like it actually has some sort of industrial purpose with all the offices, security stations, etc versus the more abstract original MAP01).
So, for what it's worth, I would think that new or re-imagined music would work well.
Enjay wrote:I don't know if this has been addressed yet or not but I just noticed that it is possible to pick up the berserk pack without opening and going in to the secret (just bump up against the broken mirror and you should be able to pick it up). Obviously, just making the secret a bit bigger and moving the berserk back a bit would cure this.
Noted and tweaked, thanks!
I hadn't given a ton of thought in regards to the soundtrack yet, but I'll definitely consider it.
I've updated the link with a current version with some tweaks, some rudimentary explosion fx, and a very unfinished Underhalls portion (there should be enough to get to the level exit but in no way is it feature-complete)
Edit: Here's a rough idea of what I have for the brick building in Underhalls:
[imgur]https://i.imgur.com/oy4uOeX[/imgur]