[WIP] The Ultimate Doom II : Doom II levels Reimagined

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Gardevoir
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Post by Gardevoir »

Guardsoul wrote:Good to see more updates of this and you haven´t lost your techpillar obssesion! BTW, are you sure you don´t need some help with this?
I want to continue working on this alone as long as I have enough patience, but... I think that some variety won't be bad, after all Doom maps weren't all made by just a single person.
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Unholypimpin
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Post by Unholypimpin »

Oh damn you have expanded upon this a lot since the last time I talked with you about it Gardevoir. I'm lovin your spin on these doom2 remakes, keep it up buddy!
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Gardevoir
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Post by Gardevoir »

Hello everyone! I have great news!
First of all, a great mapper we all probably know, Guardsoul, decided to help me with the project! I respect his talents and I am very glad such amazing modder is now working together with me on this project.
Secondly, WE GOT TWO NEW MAPS OPEN FOR TESTING! Map09 done by me, and Map18 by Guardsoul. Here are some screenies :
Spoiler:
Aside from the new maps, some of the older ones have some small differences when it comes to their difficulty. Most noticably, Map02 had some enemies removed and lots of Health Packs added.
For other changes, check the shitty changelog inside the WAD file.

Check link in first post.

If any of you people found any bugs or have any problems with gameplay, please tell. Have fun everyone!
Last edited by Gardevoir on Tue Aug 04, 2015 1:58 pm, edited 1 time in total.
Nevander
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Post by Nevander »

Does anyone see my jaw? I dropped it somewhere. Amazing work. Courtyard looks. freaking. EPIC.
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Guardsoul
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Post by Guardsoul »

Nevander wrote:Does anyone see my jaw? I dropped it somewhere. Amazing work. Courtyard looks. freaking. EPIC.
Really glad that you like it! I was a bit worried because my mapping style is not the same as Gardevoir´s and it could lead into somekind of style inconsistency.
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Gardevoir
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Re: [WIP] The Ultimate Doom II - First Cluster Demo Released

Post by Gardevoir »

HI guys. I am back! This was such a long break and well, time to get back to this project.

I announce that MAP10 is now complete! Yay! I just started working on MAP11 but fortunately it is not the biggest map ever so it shouldn't take much time before I finish it.
Here are some screenies for you people.
Spoiler:
Last edited by Gardevoir on Sun Aug 23, 2015 8:43 am, edited 1 time in total.
Nevander
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Re: [WIP] The Ultimate Doom II - MAP10 REACHED!

Post by Nevander »

This deserves a Cacoward.
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Somagu
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Re: [WIP] The Ultimate Doom II - MAP10 REACHED!

Post by Somagu »

Hell yes. This is easily my favorite re-imagining of Doom 2. Keep up the good work.
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Beed28
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Re: [WIP] The Ultimate Doom II - MAP10 REACHED!

Post by Beed28 »

Looks interesting.

Looking at it in Slade, my only problem is that the opening post doesn't mention anything about custom DeHackEd enemies, which may cause conflict with gameplay mods such as ones that edit monsters (the Wolfenstein SS in particular). But otherwise, keep up the good work!
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Gardevoir
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Re: [WIP] The Ultimate Doom II - MAP10 REACHED!

Post by Gardevoir »

It doesn't really cause any problems since DECORATE overwrites Dehack if that's what you meant, only problems I faced so far are sprites messing up at some points with gameplay mods. Still, making a patch to replace WolfSS with let's say, zombiemen, and then loading everything in proper order fixes everything. This is not the first mappack to replace enemies via dehacked either and I am pretty sure that Credits file mentions usage of Dehacked. I will place an information about it in the first post.
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Ixnatifual
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Re: [WIP] The Ultimate Doom II - MAP10 REACHED!

Post by Ixnatifual »

This looks very nice, I must say.
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TehRealSalt
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Re: [WIP] The Ultimate Doom II - MAP10 REACHED!

Post by TehRealSalt »

When's The Ultimate Ultimate Doom? :D

All jokes aside, this is an amazing breath of fresh air into levels that (I'm assuming) we've all played dozens of times over. Great job!
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Gardevoir
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Re: [WIP] The Ultimate Doom II - MAP11! Entering the city!

Post by Gardevoir »

Well, that was quick.
Spoiler:
Now onto the biggest maps of the entire Doom2 :V
Last edited by Gardevoir on Tue Sep 08, 2015 10:18 am, edited 1 time in total.
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Hellser
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Re: [WIP] The Ultimate Doom II - MAP11! Entering the city!

Post by Hellser »

I'm digging that last screenshot.
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Gardevoir
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Re: [WIP] The Ultimate Doom II - MAP11! Entering the city!

Post by Gardevoir »

New update!
Guardsoul finished working on Map25! Also I fixed few minor bugs on other maps.
Spoiler: Screenies
[Download]

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