Projects that alter game functions but do not include new maps belong here.
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Project MSX was originally a gameplay conversion of Doom. However, me and my ambitious conscience decided that it's not gonna be *just* a gameplay conversion, but an actual game. From now on, this thread will keep an eye on all Project MSX related projects. I linked downloads not only to the engines, IWADs, and mods required, but also extra things such as replacing all textures from Doom 2 to totally new ones, and replace the music with something atmospheric and catchy at the same time (imagine Metroid Prime mixed with Modern Warfare 2)
The main attraction here is the new maps I've created to be used with Project MSX. They were made with OBLIGE, a random map generator, and the encoding was made with Vavoom, so I'm pretty sure that the maps are compatible even with Chocolate Doom. The maps are designed to abuse as many powers of Project MSX as possible, including power jumping and power sprinting. The maps can be played entirely without jumping, if you wish. The maps were made to be realistic, so you won't get a ton of ammo, but weapons will appear pretty commonly, and by Map04, you should have access to all the weapons in the game, and have near maxed out ammo for them, in the hardest difficulty. However don't let this blind you though : the game gets VERY hard in the later maps, and Cyberdemons and Spiderminds will appear very commonly.
Some screenshots of what it looks like when it's all done right (if it doesn't look like this, you probably downloaded UACMN, you sick ****)
Spoiler:
How to win :
Step 1 - Chose an engine for your game : (I bet 90% already have one of those)
Zandronum https://zandronum.com/download
A mix of both, you need a GPU to run it in OpenGL mode, otherwise if you only have a CPU or your computer has problems, use Software mode. The difference between this and ZDoom is that this one features multiplayer, but ZDoom and GZDoom is more stable for singleplayer gameplay.
V2.0 http://www.mediafire.com/download/7c163 ... s_v2.0.wad
Second release, after 20 different tries, was almost about to give up, and use that shitty ObHack instead.
Removed the "progressive" setting of maps, now all maps are gigantic. Got the idea by playing Metroid again...
Lowered number of enemies in a map, now you won't get 100 enemies at once and you're not forced to camp.
Increased the number of puzzles, now you'll get Prince of Persia-esque door puzzles. They're pretty challenging and require a bit of memory.
Increased number of powerups found per map, and the variety, so now you'll get precious night vision googles. Use them wisely.
Increased number of weapons per map.
V3.0
Third release, after god knows how many tries
Put the progressive settings of maps again, in addition to monsters are also numbered progressively.
Weapons and powerups have been increased to the max, but in a progressive way.
The first third of the game is focused on movement and getting familiarized with the environment.
The second third of the game is focused on puzzles.
The last third of the game is focused on combat, puzzles, and movement. There are lots of powerups and ammo, but they'll go dry quickly with all the enemies you'll face.
Tips when playing :
Spoiler:
-Get used with the controls. Master it.
-Avoid getting hit. Even though you do have shields in this game, each time you get hit, the armor's durability decreases, and may cause a shield malfunction which will leave you without it for the rest of the game unless you use a Overshield or a Shield Booster. Which leads to the next tip :
-Use as many overshields as possible, and keep as many shield boosters and medkits as you can. In emergency cases, if in case your shield malfunction and you do not have access to an overshield or shield booster, your medkits will be your last resort.
-Conserve as much ammo as possible. Get used on power punching as much as you can. It will be very useful in "boss battle" maps.
-Boss battle maps are the only maps where you get a lot of powerups and ammo, so it's a good chance to restock ammo, repair shields, and heal yourself.
-Never use power weapons like the gauss rifle and the rocket launcher in anything that isn't a powerful enemy. Use those weapons too often and you'll end up stuck killing Cyberdemons with a pistol (which sucks and takes a timed 4 minutes, imagine yourself 4 minutes strafing around trying not to die and killing it with just a shitty pistol).
-Try to clear as many maps as possible with only your fists. If it starts to get too annoying or hard, switch to your rifle. The rifle is the weapon that has the most common ammo in the game. Spam it as you wish. The shotgun is a close second. Even the pistol rarely has ammo, in fact, less ammo found than the Orion gauss rifle. The rest you can find out.
-There are no secrets in the WAD, except in MAP15 and MAP31. The secret in both maps are fairly obvious if you use the auto map. It's just an door with an alternate texture, so the auto map will paint the specific wall differently from other walls.
-All the maps have coop starts, so you can play with friends. Beware though, ammo and weapon management will be between slim and none. Not a lot of weapons or ammo for everyone. There's barely ammo for solo play already.
-If you really consider yourself to be a master, reach 100% kills in each and every map. Including MAP31 and MAP32.
Last edited by gabrieloup on Wed Oct 07, 2015 2:21 pm, edited 7 times in total.
I'm going to do another update to the maps soon, and it's gonna be huge. The "progressiveness" of maps will be gone, and all maps will be really huge. Enemy count will always be a maximum of 150 for realism and gameplay purposes, because having 100 enemies in one screen makes the gameplay boring in harder difficulties since you repeat the same actions (see a bunch of enemies, throw a nade, power punch, get damaged, recharge health, repeat) over and over and makes the gameplay long for the same of making it long. So now, the difficulty of the game will come from it's exploration and puzzle aspects instead, and enemies will be merely obstacles. Think of like Metroid but in stereoids.
I have one question, once the maps would be completed is the PMSX mod would be included or the map pack would be separated from the PMSX mod? In other words will we need to download both the PMSX mod and the map pack or it would be an all-in-one mod?
I have one question, once the maps would be completed is the PMSX mod would be included or the map pack would be separated from the PMSX mod? In other words will we need to download both the PMSX mod and the map pack or it would be an all-in-one mod?
The maps are a separate download, so you may want to get PMSX before hand. Of course, the maps are entirely playable without it and can be used with other mods such as Brutal Doom or even TiberiumDoom (which should fit the maps pretty well too), and can be played on Chocolate Doom without jumping at all. However, it's recommended that the maps are played with PMSX because the maps feature a lot of high ledges in most caves so you can have alternate entry points, rather than having a single path to follow and occasionally turn it into a chokepoint, leaving you no alternative. These high ledges can only be accessed with power jumping, because any other normal jumping script still doesn't jump as high as power jumping, which is exclusive to PMSX.
I'll update the maps regularly to always flush out gameplay issues. Right now, the problem is the number of weapons and powerups which is too high now. I'll have them decreased so they're pretty scarce and you won't find them in literally every cave you go. The monster count is just fine, the map sizes and the number of puzzles is fine too, just the weapons themselves that are now too many since I've used the old weapon settings I was using for V1 to V2 which should've been completely different.