Doom II Dark World

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Re: Doom II Dark World

Postby Mere_Duke » Tue Jan 09, 2018 7:13 pm

0mrcynic0 wrote:And I think a short story about the Dark World would be great as well. I know that Doom isn't known for great story lines but wads like Whispers of Satan and Going Down made me push through the game for its short but interesting intermissions.

What the heck, as long as the maps are good then story lines go second.

If you like short intermission stories, then you might wanna play "Shadows of The Nightmare Realm" mod.
Maybe watch a playthrough at least, but better play it yourself, it deserves your time.
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Re: Doom II Dark World

Postby LukasG2004 » Sun Jan 21, 2018 8:20 pm

Woah, this is way more than I ever expected! Doing this to the entire classic Doom franchise would be amazing (you don't have to though)!
Last edited by LukasG2004 on Wed Jan 31, 2018 7:21 pm, edited 1 time in total.
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Re: Doom II Dark World

Postby _mental_ » Fri Jan 26, 2018 5:34 am

MAP03 has an empty secret (sector #164) on lower skill levels. Finding such a secret is a bit disappointing.
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Re: Doom II Dark World

Postby Hellser » Fri Jan 26, 2018 3:05 pm

Whoops. That'll be fixed in a version 2 - when it will be released, we're not sure. :P
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Re: Doom II Dark World

Postby Nems » Fri Jan 26, 2018 8:03 pm

I already gave this a review on Doomworld (four stars) but I wanted to repeat what I said over there on here. I really enjoyed this remix. It's fun and tough. I just wished (and hope) there's more of it. Still, the 11 levels provided is nothing to sneeze at since they're all of high quality, in my opinion. Awesome job, folks. <3
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Re: Doom II Dark World

Postby _mental_ » Sat Jan 27, 2018 4:13 am

Hellser wrote:Whoops. That'll be fixed in a version 2 - when it will be released, we're not sure. :P

Also, MAP07 is quite broken on lower skill levels. Several teleport destinations (things #70, #72, #93) are missing preventing arachnotrons (medium skill) and archvile (easy and medium skills) from entering the fight.
Intentionally or not, candles (things #117-120) are not present on easy skill too.
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Re: Doom II Dark World

Postby drfrag » Sat Jan 27, 2018 7:51 am

Also is the voodoo doll supposed to rise the ceiling of the sector with the first of the final switches? It's not working for me.
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Re: Doom II Dark World

Postby Tormentor667 » Sat Jan 27, 2018 8:37 am

This looks very interesting
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Re: Doom II Dark World

Postby Hellser » Sat Jan 27, 2018 2:48 pm

Map07 was done by a guest mapper (Grymmoire), I'll take a look at the maps if he's alright with it to see if there's any flaws. And yes, drfrag - it's suppose to.
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Re: Doom II Dark World

Postby drfrag » Sun Jan 28, 2018 7:21 am

Well the poor guy is at his final position over the scroller and nothing happens but i cheated anyway (HMP skill) so i probably missed something, i pressed the switch with the revenants and nothing happened. This was in latest GZDoom (when i don't specify any version is the latest, the problem in ZDoom32 is the generalized crusher not killing you nor the monsters).
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Re: Doom II Dark World

Postby Zen3001 » Sun Jan 28, 2018 2:06 pm

I usually don't like maps filed with revenants and cyberdemons but these ones are addictive
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Re: Doom II Dark World

Postby Glaice » Sat Mar 10, 2018 1:24 pm

Does this mean the latter third of Doom 2 gets turned into a tech base?
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Re: Doom II Dark World

Postby cortlong50 » Tue Mar 27, 2018 4:42 am

i started it...and it opened with the standard room with some blood on the ground and i went "ah, so its one of these "spiced up" packs"

turn the corner at the end of the room, and my brain went "nope nope....this is something great."

im also going to use this chance to break my quicksave habit. so...considering theres already revenants taht mightve been a bad choice.
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Re: Doom II Dark World

Postby Dr. Shotgun » Tue Mar 27, 2018 8:47 pm

cortlong50 wrote:im also going to use this chance to break my quicksave habit. so...considering theres already revenants taht mightve been a bad choice.


I wouldn't recommend it. At least, not for the ending of The Rise and Fall (The Crusher's replacement). I was able to make it up to that point without using quicksaves, but watch out for that final room. It's a bit...unbalanced.
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Re: Doom II Dark World

Postby Hellser » Wed Mar 28, 2018 1:21 am

Glad you're enjoying it! There has been a little progress with some of the later maps - but will take a while before anything is posted. Currently I'm in the process of moving and have little time to do any sort of mapping. So, as it stands, any feedback is worth it. The other members of the team are eye balling this thread for inspiration with fixing their existing maps and making later maps better.
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