I updated the forum, i fixed any issues i could find that resulted from the rather majour update, but if there is anything that doesn't work, Please reach out to me or @Xulgonoth
thanks,
Victoria
Spawn Cell
UAC is at it again! They've recovered samples from the IoS and begun to run their usual biological experiments on it. Something like generating their own expendable workforce without having to worry about safety inspections or unions. It doesn't work out. You have to go in there and shut down their mad experiment.
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Now on idgames!
Spawn Cell
This is my first WAD, but not my first map. I have no idea what I'm doing. Please let me know what you think.
Tested in DSDA on Complevel 2.
I remember being at the airport seeing someone play through E1M3 with the Realguns Hardcore mod. This was like a decade ago btw :y
I think there is a nascent kind of overarching WAD type in Doom which in my opinion is exemplified by some of Impies releases. We all know him for his Dynamite Duchess trilogy but I'm referring to his excellent Splatterhouse TC and his Strange Aeons.
This WAD type would be what I call "A novel in Doom format". There are some other WADS out there that I think would fit the bill.
The main features of a novel in Doom format would be its cohesion between maps creating a sense of journey. This is best accomplished by a single mapper who would have to be quite skilled as there'd need to be some variety to the maps. Also, apart from the intermission screens, the WAD must be in the "show, don't tell" form of storytelling. Thus the geometry of the maps, their themes, features, enemy placement and enemy types (and daresay more) would all convey a non-verbal story which is internally consistent and progresses from map to map.
What about text? This is tricky and I hazard that the less text the better since the primary mechanism of story conveyance must be in the gameplay itself. Thus the text, if any, must play second fiddle to the map and the monsters within. And here is where the skill would come in, to have a strong story without explicitly signalling that presense of one with walls of text.
Does anyone else have any thoughts or criticisms about this? Are there other WADs out there you think embody the "A novel in Doom format" concept?
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There's a sneak peak into the third episode from episode 2, what do you think the theme would be for that episode based on this little arena?
Beyond the obvious MAP32, MAP18, and MAP21 in Plutonia being replicas of MAP01, MAP14, and MAP11 from Doom Ii respectively, what are other examples of map designs being lifted?
I updated the forum, i fixed any issues i could find that resulted from the rather majour update, but if there is anything that doesn't work, Please reach out to me or @Xulgonoth
thanks,
Victoria
There's a lot of dislike on D_RUNNIN, but I don't get it, it barely plays when I'm playing the game, even people's first maps usually have new music, so I'm not seeing the burnout either.
Formerly known as "Doomer Boards Project Tribute".
I am working on a limit-removing full megawad which will have 6 episodes consisting of 5 maps each, each episode will use a different DBP theme, so far I have completed 13 maps in a single month!
->->-> Download MAP01-12 + 31 <-<-<-
https://cdn.discordapp.com/attachments/1016371971610660875/1028475586622017606/unknown.png
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MAPLIST:
Episode 1 : Lillywhite Lillith (luxurious castles)
MAP01: Pry
MAP02: A Great Wall
MAP03: Throwing Stones In a...
MAP04: Big Tower... Said Xaser
MAP05: Cliffside
Episode 2 : Aquatic Wonder (underwater)
MAP06: Shallow Beginning
MAP07: Coral Fields
MAP08: Sunken Ruins
MAP09: Bermuda Triangle
MAP10: Resurface
Episode 3 : Japanese Valentines (only 2 maps at the moment)
MAP11: Dojo Ninja
MAP12: Market Place
"Secret" map : The Magnificent Five (wild western)
MAP31: The Magnificent One
We've been working on this with @Benchy for a while and it's finally time to unleash it. This is a standalone release of a map we made for the Balls of Steel Community project, but with a couple additional maps and flare.
Be warned that this is made to be a pretty niche wad, the phrase "set of challenging maps" gets thrown around a lot these days, but this one takes a slightly different approach where the difficulty mainly doesn't come from the encounters themselves being tuned to a high difficulty, it comes more from unfriendliness to blind players, from punishing the slightest errors and from not being clear in what exactly the map wants you to do.
Currently only tested on DSDA-Doom, but it should work on versions of GZDoom that support MBF21.
MAP LIST:
MAP01: Brick by Brick MAP02: Processing Station MAP03: Jack Builds a Techbase MAP04: Unravelled Creation (gameplay-less epilogue) MAP31: Toxic TideMUSIC LIST:
Title: "Talking 2" from Stonekeep Intermission: "Guess We Are Fighting Cyberdemons" by MegaSphere MAP01: Equinox MAP13 theme MAP02: "Lurking the Stranger's House" (bespoke track) MAP03: "Palace of Shadows" from Stonekeep MAP04: MIDI rendition of "Exogenesis: Symphony Part III (Redemption)" by Muse MAP31: MIDI rendition of "Circus Bells" by Robert ArmaniSCREENSHOTS:
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Hey all!! I'm always sharing screenies of whatever i'm working on in other forums and discord servers but couldn't help but notice there wasn't a place to do that here, so i created this thread to change that (and so other people can share their cool stuff)
Here's some screenshots of a sample map i'm making for a bimonthly community project i want to start hosting in this forum, starting next month:
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EDIT: Okay - no familiars in this one, a pity though π
EDIT-EDIT:
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For download link check the post below. Be sure to have a glance at the REAME.
ORIGINAL POST:
Spent some time over the weekend cross breeding Marine's Best Friend and Hexen original source code into a lovable and playful creation I am sharing here: https://gitlab.com/ludicrous_peridot/bernewfie/-/blob/master/README.md
In short this is a close to vanilla port for DOS that uses patched and updated Allegro and also state of the art ( π ) VESA code from recent MBF build to add 640x400 resolution to Hexen. The hybrid has lost some of the parent breed well known features in the process (see readme), but has all the recognizable traits and some minor, ahem, 'quality of life' improvements (see readme).
If there are DOS gamers on the board and you are not frightened off by somewhat irresponsible hasty production process behind this and want to give it a try, let me know, as I am interested in how the port runs on different hardware. I used to have a Core Duo DOS machine where I would test such stuff, but, alas, don't have it anymore.
Oh, and for the screenie... see readme.
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First of all, this mod requiring GZDoom source-port of version 4.8.0 or higher due to some ZScript code fragments.
Allow me to present my crooked handmade weapon pack that was made with big help of fellow Doomer from RDC - DoomStalker. I am very gratitude towards him for his hard work, 'cause I am just not so well mapper & poor modder. He made it project to be real.
Mod itself - a weapon pack that also replacing all gatherable items to new ones (I wanted to play on the feeling of something new). I think that new items have a good resonance with weapons. After all, I just wanted to add some fleur from S.T.A.L.K.E.R.
Many potential players can be scared off by balance of these guns (especially, chainsaw and rocket launcher), so I wanna warn big fans of vanilla, that there is some lovers of chocolate with taste of mud. At least, I wanted player to have some trump-card in his sleeve if everything is insanely sad. After all, I can do some nerfs if things very bad.
Arsenal: Slot β1 - CQCDamage: 15 or 30 (depending of active fist (yay, some gacha in my Doom)). With "Ozverin" damage multiplying form x2 or even x4.
If everything is bad, it's always good to punch your enemy in the face, right?
Damage is high, but this is still very risky to run with bare fists.
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Damage: From 10 to 30. There is also a 5% chance to make surroundings enemies panic for 1.5 seconds.
Long time ago it was used to saw trees and after Earth's fall it used to saw demons and imps.
Again, damage is high, but there is a 0.5 seconds delay before ready state (due chainsaw's starting sequence). Don't be afraid, 'cause this weapon is lower in priority, so you always have CQC first to make your maneuvers clear. Also there is still very dangerous to saw cacodemon or baron of hell.
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Damage: 20.
TT was always more reliable than karate. He-he...
Without jokes, this is very good starting weapon and spare way, when your primary weapon's magazine is empty. Also it has good accuracy.
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Damage: 8 pellets with 10.
Is hunting season for pinky demons are open? For imps too. And against lost souls this grandpa's TOZ is not bad.
There is nice accuracy of firing, but this may be intense to shoot at "spongy" enemies.
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Damage: 8 pellets with 10.
If only two barrels with two shots for you isn't enough, there is a nice pet with magazine for eight shots. Damage are the same (in comparison with double barrel shotgun) and accuracy is worse, but with this no baron of hell is scary!
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Damage: 10.
It is less accurate than TT and damage is lower, but it's compensated very well by high rate of fire.
Nice candidate for firing on the middle distance. Good thing, that chaingunners have many of these.
Slot β5 - RPG-7
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Damage: 500 in radius about 1.5 meter.
I can say that might of this "Tsar Cannon" can be compared to BFG-9000. This is very dangerous to shoot from this dong without checking out what is placed near your own nose.
From one point of view I want to make damage smaller along with radius, but from another point of view I am really like that kind of power in my hands.
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Damage: 100 with delay of 0.5 seconds between every shot.
This is ideal weapon for hunting down "spongy" enemies, but if you have very many ammo, then you can shot smaller prey as well (like imps and chaingunners).
By the way, you should bind your keys for "Weapon State 1" & "Weapon State 2" functions, 'cause along with scoping in PSO-1 on "Alternative Fire" function there is ability to change zooming factor as well.
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Damage: 50.
There is a variation of PKM for caliber other than 7.62x54mm R! And this is Polish UKM-2000.
Maybe this is an dubious replacement of BFG-9000, but this beast can gun down "bulls" straight to the grave!
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Cold vodka will heal your wounds (not only mental) and delicious canned meat gonna strengthen your skin.
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Vitamins not gonna be as good, as personal medkit.
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There is big chance that you will find old light coat, but there is also some chance to find something better in the hidden stashes.
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There is some OZK for hazardous areas, backpack, that is full of ammo, computer with some "Google.Maps" installed on, night vision goggles and "Ozverin" (don't overdose with it).
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There is some rumors that besides inhabitants from Hell on Earth there is some mysterious objects are appeared. Some people said that they now are very healthy (like bull), some people said about their iron skin and there is also witnesses of invisible & invulnerable humans.
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Sometimes you will find a closed door, that can be opened via keycards and strange heads, that may be from aliens. Believe or not, but closed door is closed door.
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You can download this crooked mess here. File has weight around 7 megabytes and laying down on the "Google.Drive" file storage.
Credits Mods developers team TC "The AMC Squad" for EDuke32 source-port and especiallyHello everyone, tonight I present you with Perquisite Strata X, or in layman's terms, a Boom compatible conversion of exclusive levels from Doom's PlayStation console port!
That's right, you can totally boot it up in Prboom+ UM, DSDA Doom and derivatives! Demo compatible! Should work on complevels 9 and up; if you set it to MBF compatible, you can change various physics settings to make it closer to how vanilla should feel.
Before proceeding however, keep in mind that this port is meant for Boom compatible ports, and will not include fancy gizmos like coloured lightning. If you want that, you should probably check out Doom: The Lost Episode and the Playstation Doom TC. What is included however, are plenty of things to replicate the feel of the original while staying true to the PC version of the game:
* Levels are directly converted from the contents of the original CD, and are now utilising the textures found in the Doom 2 IWAD. Missing textures were either ported, or recreated using Doom 2 assets. * The PSX version handles lightning very differently from the DOS release, and as such sector brigthness varied extremely right after the conversion process. I performed adjustments so that it looks more or less like it did on the console. * The music has been extracted from the LCD files on the original CD, and has been converted to Module Tracker songs. Sounds faithful, and saves space! CD Tracks use OGG though. * The Hook sprite is included via a DEHACKED patch. The PSX version had different types of spectres, and as such I've included a translucent pinky and the Nightmare Demon from Eviternity to provide replacements. * To accommodate coloured lightning, some textures were actually recoloured. * Boom action specials are used to recreate scrolling and translucency effects. * UMAPINFO and MUSINFO are utilised, and your port is expected to support them. * The famous fire sky has been recreated by using a javascript canvas. Since extracting it via browser code resulted in messy results, I used Sharex to capture the screen instead. Results were not optimal, but they are good enough for now. * Twilight Descends had some atrocious texturing issues, and I couldn't stand by without fixing them. Sorry, not sorry. * I've thrown an ENDOOM graphic for the hell of it.List of levels:
1. Hell Gate 2. Hell Keep 3. Twilight Descends 4. The Marshes (Secret) 5. Threshold of Pain 6. The Mansion 7. Club Doom (Secret) 8. Redemption DeniedImages: https://imgur.com/a/84OjDCE
And most importantly of all, the credits:
* id Software for the original game, Williams Entertainment for the port, American McGee for Hell Gate and Hell Keep, Randy Estrella for the Marshes, Tim Heydelaar for the Mansion, Aubrey Hodges for the music and Danny "Technoman" Lewis for the Club Doom song. * [Kaiser](https://www.doomworld.com/forum/topic/38608-the-console-doom-hacking-project-console-specs/) for making the PSXMake tool. [Reposted here](https://www.doomworld.com/applications/core/interface/file/attachment.php?id=226417). * [I.C.H.I. Znot and Impboy4](https://www.doomworld.com/forum/topic/103794-ps1-doom-music-converted-to-midi-grab-here/) for providing the music in MIDI format along with the soundfont for it. * [Roger Motzkus](http://www.motzkusart.com/product.html) for the cover art. The M_Doom graphic uses the Saturn cover art instead. * [Fabien Sanglard](https://fabiensanglard.net/doom_fire_psx/) for providing the code for generating the fire effect. * The authors behind the Nightmare Demon sprites and sounds, from Eviternity, by Dragonfly et al. * [PsyDoom](https://doomwiki.org/wiki/PsyDoom) for making the game playable on PCs, so it could be used as a reference point.Programs used:
* SLADE * Ultimate Doom Builder * Adobe Photoshop CC * Audacity * Whacked4 * OpenMPT * PSXMake by Kaiser * Playscii * For the fire effect, a combo of Notepad++, Chrome, ShareX and VLCLast, but not least, here's the download link:
https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/psxconvjm
Changelog:
28th May 2023 - Version 0.5: Before this version, you were able to collect the megasphere in Club Doom from the wrong side by using the ramming against a wall bug. Since you couldn't do that in the PSX version, I decided to fix it >:-3. 22nd May 2023 - Version 0.4: Fixed the Nightmare Spectres dropping an Imp sprite upon death in some ports. 30th April 2023 - Version 0.3: The blue key switch in Threshold of Pain is now easier to press, regarding the passing use thru linedefs bugs. Fixed some linedefs not being hidden in The Mansion as they should. 30th April 2023 - Version 0.2: Fixed the fact that Nightmare Spectres dropped Bullet pickups upon death. Fixed a texturing error in the crate room in Twilight Descends(took a little liberty). 24th April 2023 - Version 0.1: Initial release.This is the first public release, so if you find any errors or problems, please make sure to notify me about them.
Have fun! Hope to see some demos soon enough!
WOW
HEAR YE HEAR YE HEAR YE!
From the echoes of a Parthoris whose time is warped is a 7 dungeon sampling of myth relinquished. This quest began from nothing, and now beholds the fate of the entire realm. Maps by @joe-ilya, @RancidSam, @Fiendish, and me! Additional splash artwork by @Tainted-Slav !
Play Information:
Heretic Episode 1 CL-2 (Limit-Removing) BORN TO BE EXPERIENCED USING CRISPY-HERETIC: http://latest.chocolate-doom.org Bind your fly and look up/down keys! Mouselook is okay too.Screenshots:
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Download:
HereticLRP_OMRv3.wad
ADD-ON:
Quieter Dragon Claw sound add-on
PleaseΒ enjoy and any feedback would be greatly appreciated π
Modules are basically MIDIs, but with their own samples bundled in, meaning they are often less than a megabyte in size and don't bloat your wad's file size.
They have been used for games such as Unreal, Deus Ex, and Jazz Jackrabbit, and can easily fit into Doom.
They only work in DSDA-Doom, ZDoom source ports, and Edge-classic however, so if you're looking to make maps for vanilla, Crispy, or some obscure port, the music will not work.
There is a useful site called The Mod Archive with its huge library, and a handy online music player for instant listening.
Don't know where to start? Here are some suggestions:
Scroll down in the home page to see the newest modules, favorited modules and some randomized picks.
Not satisfied with the results? Here are some personal recommendations :
Marcin Gackowski | Elwood | Dr. Awesome | Xaser | Robyn | Lizardking | Jogeir Liljedahl | zabutom
HERETIC
Thus begins the official blessing to the most heretical of activities: Crafting an awesome adventure for Heretic in order to trap players in the deepest darkest fantasies ye can imagine.
TITLEPIC by Tainted SlavCREDIT by Tainted Slav Art by @Tainted-Slav!
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Parthoris questing etiquette & guidelines:
Please post your contributions here, in the thread. Get your maps in sooner than later because I can't wait to see what you all come up with! Lengthy magnum opus maps only welcome if you know what you're doing! Limit-Removing format. Specifically of the Heretic type!This project will now release March 23rd. This is final and won't change. Please submit your maps before March 20th.
If you would like to learn more about what makes this game and mapping for it unique then please read Heretic 101
This project utilizes scrolling linedef animations: To use them please copy and paste them from E1M2.
Target testing port is Crispy Heretic.
>>>oldest<<<
>>>older <<<
>>>old<<<
>>>middle aged<<<
>>>RESOURCES FIFTH EDITION <<<
>>The Trello Scroll<<
Quieter Dragon Claw sound add-on
Crossposting from DW here (original text by Shiba)
Greetings! The creation of the Innocent crew, Memento Mori 1 and 2 was a success among the Doom community. Its level design and focus on cooperative play (not to mention the soundtrack) are still sources of inspiration to modern mappers. We as well, have been enjoying them a lot, so we began making a sequel, Memento Mori 3.
ΠΠΏΠΈΡΠ°Π½ΠΈΠ΅
If you enjoy Doom as much as we do, and would want to create something new and exciting for it, join the cause! Use BOOM format when creating maps. The main Resource pack is on discord, so click the link below if you wanna join. Beginners are accepted but don't make low effort maps. The map list is in a google spreadsheet, it'll be updated with each new contributor. Specific map regulations will be discussed in an MM3 discord server.(Including MIDI lists and such). Also please let us know what map slot(s) you're interested in.
Maplist: link
Discord server: https://discord.gg/v8sxrXGjrE
Project lead: Shibainumaster
EDIT:
Deadline is 2 months after the last member joins.
Best regards,
The Sadistic Semenary team
the world needs to know!
https://www.youtube.com/watch?v=lDK9QqIzhwk
(pls fix embeddeddedededding)
Post wads you like, and say something about them.
URBAN SIDE by NoC0ncentrate51
5 Boom compatible maps
preview of URBAN SIDE
This peaked my interest; a short city episode with what looks like a combination of Doom with Duke 3D, with a cozy design surrounding all the maps.
When I played it, it was on the easy side, with only a couple of traps that did me in.
Abscission by Snaxalotl
7 vanilla compatible maps, with more to come
preview of Abscission
A dark and moody redux of Doom 2 maps, with an original soundtrack to boot.
Playing the maps actually gave me feelings of impending doom, which is fitting, considering the name of the game, that feeling is given by the relative darkness and emptiness in each map, and the relative sparseness of health and ammo (that didn't feel overbearing IMO), I haven't really seen that done before, and I loved it.
The difficulty is quite easy, with only some deadly traps; MAP06 killed me due to its crushers and having to maneuver them while fighting enemies in a tight space.
The map sizes are similar to the Doom 2 maps, meaning they're medium sized offerings.
Curious how this project is going to handle Petersen's maps.