Another Doom 1 flashback

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2005 FY9
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Another Doom 1 flashback

Post by 2005 FY9 »

I am thinking of making a whole megawad for Doom 1, then maybe later games too, if I can that is. I have made an attempt at some levels already. They consist of two E1m1 levels (one complete the other isn't), E1m2, and E1m8.

I am skilled enough with doom builder to make good looking sectors, but for some reason the levels didn't seem to work out. I completed an e1m1, but I didn't like it much. I made a second try, but it didn't get anywhere. I made a try at e1m2, some of it was good, but it didn't work out all that great either. My attempt at e1m8 bombed (negative).

Now I am considering the following:

-Trying again, learning from my mistakes; I should get the hang of it next time.

-Try making blander levels, like the original game; which would make creating the levels a lot easier, and taking much less time. By bland, I mean lacking more complex architecture that I tried in my earlier attempts having many sectors for more complex detailed architecture.

-Dump the project.

I could use some comment support here:

http://rapidshare.com/files/145604706/A ... s.zip.html

http://img253.imageshack.us/my.php?imag ... 151nz6.png

What can be done if I were to try again? I was thinking, less stairs, less layering and needless sectors, etc ...

PS: Levels are playable under both Zdoom and Risen3D, the only complex function being transparency (windows). Though, I am planning to have an extra set of secret levels > e5m1-e5m4, this would require the map info function.
Last edited by 2005 FY9 on Mon Sep 15, 2008 5:18 pm, edited 1 time in total.
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daimon
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Re: Another Doom 1 flashback

Post by daimon »

Downloaded right now, next time i will told you something...
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2005 FY9
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Re: Another Doom 1 flashback

Post by 2005 FY9 »

daimon wrote:Downloaded right now, next time i will tell you something...
Thank you! :D

To explain my intent of this wad, I was going to create a four episode megawad, in which the levels are in theme of the original game. They would be made to look good graphically so that they'd be playable under a modern source port (both Zdoom and Risen 3D). I was going to add some new ideas including: an extra set of secret levels for each episode totaling to 40 levels, translucent shawn textures for windows, lots of co-op only enemies to fit having multiple players, and maybe some other boom features such as scrolling floors. If I made it soley Zdoom, though it would mean sacrificing 3D graphics that make the game playable in modern times, would create numerous other possibilities: some of the doom 2 sprites such as another techno lamp and maybe other decorates, placing a Spider Demolisher instead of a weak Mastermind at the end of E4, etc ... I don't think that would outweigh the lack of 3D though.
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Unknown_Assassin
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Re: Another Doom 1 flashback

Post by Unknown_Assassin »

Perhaps making a megawad is a bit too much. You should condense it for one episode, so you can see a finished product.
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2005 FY9
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Re: Another Doom 1 flashback

Post by 2005 FY9 »

Unknown_Assassin wrote:Perhaps making a megawad is a bit too much. You should condense it for one episode, so you can see a finished product.
I was going to start out with an ep1 wad first (e1m1-e1m9), and if that works out, create the other episodes as well as an extra set of secret levels. Pretty much the same thing the creators of Doom Odyssey have done.
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corysykes
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Re: Another Doom 1 flashback

Post by corysykes »

i like it personaly i dont think its a doom 1 remake i reckon its like a new make it looks good keep it up
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2005 FY9
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Re: Another Doom 1 flashback

Post by 2005 FY9 »

corysykes wrote:i like it personaly i dont think its a doom 1 remake i reckon its like a new make it looks good keep it up
Ty ^_^

I just played through some of the "Alpha Doom 2012" and they seemed ok, just needed some new work, or an ever better try again.

Your comment is very helpful, I'll keep it up, I'll remake those even better.

Its not a Doom 1 remake, though it is styled from Doom 1. It has a somewhat unique style, though when I remake it, there may not be as much layering in some areas, or it may look more like D1. Hope I can produce a nice Doom1 Episode1 wad, and then move on to the sequels.
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MetalPapat
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Re: Another Doom 1 flashback

Post by MetalPapat »

I play it and i love it , it's cool to see something fresh. The maps are great and they have a lot of detail that make this really interesting :D.
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2005 FY9
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Re: Another Doom 1 flashback

Post by 2005 FY9 »

MetalPapat wrote:I play it and i love it , it's cool to see something fresh. The maps are great and they have a lot of detail that make this really interesting :D.
Kool, I'll keep up the detail. Its quite fresh so far, just needs more "levelness". :D
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daimon
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Re: Another Doom 1 flashback

Post by daimon »

IMHO this was nice ^_-

I found a glitch in e1m2's red door room, and few bugs in e1m8 (the switch opens sergeants yard door works only one time, and the door near the end doesn't work -_-)

I played beta doom2012 on prboom 2.0.2 and works fine...

Whatever is a nice map, learn about detailing and make more eye-candy :D

Good job! Keep it on! Ja-neee! :lol:
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Re: Another Doom 1 flashback

Post by Woolie Wool »

I played E1M1 of Alpha so far, and I liked it a lot. DO NOT EVER, EVER, EVER LISTEN to ANYONE who tells you to use less detail or make your maps vanilla compatible. They are delusional and railing against essential mapping techniques because they didn't like KDIZD, or The City of the Damned: Apocalypse, or whatever (not to mention that vanilla Doom has been utterly obsolete since Boom came out and anything it can do, Boom variants can do better). I would say that one thing you should work on is your texturing--sometimes the textures seem to clash. Try to coordinate different textures better and create more consistent themes.

As for gameplay, I would recommend including Hell Knights. If you're not going for ZDoom only, you might need to rename the frames from BOS2 to something else and then use Dehacked to reassign them (I've seen it done before) because Boom and probably jDoom will get upset and ask for every single sprite in Doom II otherwise. Hell Knights are a much better balanced enemy than Barons and you can use a lot more of them without the fights becoming tedious.
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2005 FY9
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Re: Another Doom 1 flashback

Post by 2005 FY9 »

Thank you very much, for the additional comments: :D
I found a glitch in e1m2's red door room, and few bugs in e1m8 (the switch opens sergeants yard door works only one time, and the door near the end doesn't work -_-)

I played beta doom2012 on prboom 2.0.2 and works fine...

Whatever is a nice map, learn about detailing and make more eye-candy
I am going to remake e1m2 and all the levels, and am already remaking a good e1m1. When I get to e1m8, its not going to be like the one I just uploaded here; though there will be similarities. My final remake of e1m1 is looking to be very eye candy.
I played E1M1 of Alpha so far, and I liked it a lot. DO NOT EVER, EVER, EVER LISTEN to ANYONE who tells you to use less detail or make your maps vanilla compatible. They are delusional and railing against essential mapping techniques because they didn't like KDIZD, or The City of the Damned: Apocalypse, or whatever (not to mention that vanilla Doom has been utterly obsolete since Boom came out and anything it can do, Boom variants can do better). I would say that one thing you should work on is your texturing--sometimes the textures seem to clash. Try to coordinate different textures better and create more consistent themes.
The only reason I would use less detail is so I can finish the maps, but it looks like I am doing just fine with high detail. I have already added certain zdoom features such as translucency and scroll-right commands, more may come in the future. Its not going to be vanilla compatible, but it will be compatible for both zdoom and risen3D (not Jdoom since it lacks commands for translucency which is important for my levels to look good). One thing I didn't like is that textures sometimes clashed, or that different areas of the level didn't seem to belong together. I am being more consistent on my current project.
As for gameplay, I would recommend including Hell Knights. If you're not going for ZDoom only, you might need to rename the frames from BOS2 to something else and then use Dehacked to reassign them (I've seen it done before) because Boom and probably jDoom will get upset and ask for every single sprite in Doom II otherwise. Hell Knights are a much better balanced enemy than Barons and you can use a lot more of them without the fights becoming tedious.
I was going to place Barons once players may have achieved lots of ammo, or if the difficulty is very high. On Shores of Hell, I'm not planning to have any Barons until Hurt Me Plenty, leaving easy difficulties free of them til' Inferno, other than as an E1 boss. It wouldn't be hard to 'dehack' a 50% hp Baron. I am actually planning on dehaking a 2x hp faster (little flinch) Cacodemon with red eyes though. I'll think about it if I ever get done with E1 and ready for Shores of Hell. One thing does concern me though: on risen3D I liked put "draw as shadow" on Lost Souls to make them more transparent, but on zdoom they would be shadows > is there anyway I can get them to appear more transparent on both source ports or would I have to make a choice? I also noticed that some enemies from Bella megawad switch from invisible to visible, and I would like to do that with Spectres, that would be kinda kool.
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2005 FY9
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Re: Another Doom 1 flashback

Post by 2005 FY9 »

http://rapidshare.com/files/157012186/D ... 0.wad.html

Here is a partially completed map I just made. I am more than half way done with it. It seems to be going good, but I'm having a hard time finishing it; that and it still seems to lack the 'levelness' of a complete map. It is now currently possible to finish the map and exit level.

What I have left to do is:
-edit the outside area and improve it, partly by adding crates, and fixing how the fence meets the building
-create a new route, connecting the green door and the UAC door, also going to contain an outdoor area
-create a secret level route (shouldn't be too hard)
-improve the whole level, particularly the first area of the map, alongside some other areas
-making the level more fun and fluid to play from start to finish

What I could use some advice with would include:
-editing the outside area so the fence connects to the building without looking bad
-editing some of the rooms such as at the start that don't look very good
-making the level more fun and fluid to play from start to finish
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Re: Another Doom 1 flashback

Post by esselfortium »

Woolie Wool wrote:I played E1M1 of Alpha so far, and I liked it a lot. DO NOT EVER, EVER, EVER LISTEN to ANYONE who tells you to use less detail or make your maps vanilla compatible. They are delusional and railing against essential mapping techniques because they didn't like KDIZD, or The City of the Damned: Apocalypse, or whatever (not to mention that vanilla Doom has been utterly obsolete since Boom came out and anything it can do, Boom variants can do better). I would say that one thing you should work on is your texturing--sometimes the textures seem to clash. Try to coordinate different textures better and create more consistent themes.
You've never played Suspended in Dusk, have you?
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Re: Another Doom 1 flashback

Post by NiGHTMARE »

2005 FY9 wrote:[If I made it soley Zdoom, though it would mean sacrificing 3D graphics that make the game playable in modern times, would create numerous other possibilities: some of the doom 2 sprites such as another techno lamp and maybe other decorates, placing a Spider Demolisher instead of a weak Mastermind at the end of E4, etc ... I don't think that would outweigh the lack of 3D though.
Just noticed this.

You don't need ZDoom in order to have Doom 2 sprites in Doom 1 add-ons. It can be done even with the vanilla .exe, as long as you're using v1.9 (actually, it might require the Ultimate Doom to be installed, not too sure about that). And nope, you don't have to replace or alter anything in DeHackEd.

Incidentally, something else that's often overlooked is that you can include new sprites in vanilla .wads, and not require the use of DeuSF or a similar tool. Just make sure the new sprites don't have the same name as any sprites that exist in the IWAD (the easiest way to do this is to create unique frame names, and then replace existing frame names in a DeHackEd file with the new frame names). See STRAIN for one of the few examples of .wad which has done this.
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