Devalaous Posted October 11, 2022 (edited) Ive mentioned in the Widescreen thread and the Unity port thread that ive successfully ported several well-loved older megawads to the Unity Port, with a near-official add-on feel. After a bunch of testing in both singleplayer and multiplayer, I have six of them ready for posting. They should work out of the box with no issues, but theres usually *something* that manages to go unnoticed till release day just to make the poster look stupid, right? Anyway, ive been asked to post these already, so here they are for those few interested. Big thanks to @Terraformer9x, @Arsinikk, @Mike Stu, @Scuba Steve, @NightFright and @Tarvis for the widescreen graphics used in these, and @Gez for help reducing ultrawide graphics to the Unity port's 16:9 requirement. Widescreen status bars are now included as of Update 4! To run these wads, place them in the Unity Port's wad folder, where all the official downloads go. They will then appear in the menu. Doom 2 wads and Ultimate Doom wads are mutually exclusive, unlike official add-ons. Wads on offer: Doom 1: (Ultimate) Doom the Way id DiD Doom the Way id Did: Lost Episodes E1-E5 + Cold Steel + Castle of Fear PhobosDeimos Anomaly 2002: A Doom Odyssey Death Tormention: Complete Trilogy The Beginning of the End: Part 1 Incineration The Lost Episodes of Doom Fava Beans Sacrifice Doom 2: Doom 2 the Way id Did Doom 64 in Doom 2 Perdition's Gate Hell to Pay Alien Vendetta Alien Vendetta: Black Label Hell Revealed Hell Revealed 2 Memento Mori Memento Mori 2 Requiem Cleimos 2 Icarus: Alien Vanguard Icarus Tributes (Icar 2015, Icarumem and Starcove) Eternal Doom Epic 2 Scythe Scythe 2 Akeldama 1000 Lines CP TV 1998 Suspended in Dusk The Rebirth Equinox The Talosian Incident Doom Core & Doom Core Delta Reverie Eternally Yours Vispire Pulse Zone 300 Zone 400 BF Thud! STRAIN Plutonia 2 No Consolation DX Deathmatch: Official id DM Maps (for both Doom 1 and 2) Bloodlands Grievance Pursuit Gothic DM Gothic DM 2 _____________________________ Official id Software Deathmatch Maps Spoiler I always half expected Sponge to add these to the port officially, as im sure they have the rights to do so. This package contains the 8 GBA Deathmatch maps and the idMap01 from American McGee. Someone by the name of MP2E did the original conversions of the GBA maps here, I had to edit Map 3 to make some items obtainable, as they were set too far back into an alcove. I am not sure if they were always that way, if the original conversion broke them, or if collision was different in the GBA. UPDATE: Now this download contains a version for both Doom and Doom 2. The Doom version utilises DMAPINFO to play the proper soundtrack for the GBA levels, using the built-in SC55 versions of the midis, at the cost of one less map. The Doom 2 version has idMap01, but uses the original MUS ________________ Memento Mori Spoiler The age-old classic Memento Mori was one of the most requested add-ons for the Unity Port, before the legal requirements came to light. If you've got a local buddy thats somewhat interested in Doom, you can potentially now play Memento Mori in couch coop with them in the official port. Includes a widescreen INTERPIC by Terraformer9x, a TITLEPIC from Arsinikk based on the Infopack graphics, and the seperate music pack has been integrated, due to the Unity port only allowing one wad loaded at once. _____________ Memento Mori 2 Spoiler Memento Mori 2 was also highly requested, and I've figured out how to integrate the two ultrasecret maps from the MM2INFO.DAT, despite the Unity Port not being able to support more than 32 maps, which is why Anomaly Report and Revolution had Map 33 cut. By labelling them as M1 and ML2, the port thinks they are Master Levels. This allows more than 32 maps, but as a minor tradeoff, the CWILV graphics for the extra maps wont be used in the intermission screen, instead using the originals. This version has the two Secret Operations as a second episode, the music pack integrated, and widescreen assets by Terraformer9x. I was tempted to fix the bugs in Secret Operation 1, but thats beyond the scope. UPDATE: Now includes widescreen statusbar! ___________ Requiem Spoiler Requiem, the third of the Memento Mori 'trilogy', featuring many of the same people. Porting MM1 and 2 would feel wrong without also porting Requiem. The archvile ghost bug is indeed present in the port, as the Nazi Ghost fountain worked as intended. This version has widescreen graphics by Terraformer9x, integrated music, and the CWILV graphics have been swapped for Map 25 and 26, as they were the wrong way around according to a post from Capellan, the original mapper who created those levels. It'll feel wrong for longtime players, but its a longstanding error that was never fixed. UPDATE: Now includes widescreen statusbar! _____________ Hell Revealed Spoiler Hell Revealed, one of the all-time classic megawads that's regarded by many as a rite of passage in Doom. Its aged poorly by today's standards, and its memey graphics are facepalm worthy, but its such a classic I'd be remiss to exclude it. Just uhhhh, dont try Ultra-Violence+ unless your a doom god. This release combines Hell Revealed with HRE1, the earlier demo release with two exclusive maps and 9 easier versions of maps in the full release and an entirely different soundtrack. Changes include widescreen graphics from Mike Stu, the original 32 levels using the bundled ROTT music and the 11 demo levels using their own exclusive soundtrack and the original Doom 2 sky. Its sort of a 'Hell Revealed Deluxe' I was originally going to just add the two exclusive maps, the very different 'Into the Gate' and the early map 'Slime Disposal' which was later rebuilt into 'Knockout', but I had the ability to just add all 11, so why not? UPDATE: Now includes widescreen statusbar and updated widescreen assets! ____________ Alien Vendetta Alien Vendetta: Original Version (For historical interest) Spoiler Alien Vendetta is up there with Scythe 2 as one of the most important wads of all time, and in an ideal world with looser legal bullshit, would have been on the port already as an official add-on. I actually ported this four times in my testing, the original version, the second version, a Black Label-only version that was rife with errors, and this version: An unofficial '20th Anniversary' version that merges all Alien Vendetta content into one release. This version has the second release as its base, with @Cammy's midi pack integrated, the original release of Valley of Echoes included with its bespoke midi as a seperate map (Labelled 'Valley of Echoes 2001' to distinguish it from Vorpal's take on it) and the two maps from 'Alien Vendetta: Black Label', complete with their original midis and sky intact. It also has the graphics from Black Label included in the wad, but to use them you will have to open the wad in Slade and swap the two INTERPICs and TITLEPICs positions, as the Unity Port reads the bottom entry. Terraformer9x widescreened both the original and Black Label graphics included. I originally wanted to keep Black Label seperate, due to a post from Anders Johnson that I wished to respect, but for some odd reason, Valley of Echoes would not show up in the wad no matter my efforts until the Black Label maps were added before it as a test. Somehow, doing so enabled Valley of Echoes in the selection, and since the seperate release of Black Label was throwing lots of errors like a garbled sky, yet worked perfectly when added here, ive decided to keep them. UPDATE: Now includes the original AV release as a seperate download, and a version of the main release without Black Label or the MIDI Pack. Black Label graphics are now the default for the 20th Anniversary version, but can still be reverted with SLADE. Black Label will be seperated once the stand-alone wad is fully fixed. Par times will be added soon! UPDATE 2: Now includes widescreen statusbar, par times, and reordering for the MIDI Pack version in preparation for Black Label's eventual seperation. Also the names of the episode in the MIDI pack version have been changed, by request of Anders Johnson, original creator of Alien Vendetta. _______________________________ UPDATE 1 _______________________________ Icarus: Alien Vanguard Spoiler Icarus was another classic people originally expected to pop up on the add-ons. There are very minimal changes here, just widescreen assets and the DMAPINFO lump to make it all work nicely. UPDATE: Now includes widescreen statusbar! _______________ Scythe Spoiler Scythe is something I'd expect to see on the port officially if Erik was reachable; two authors, almost entirely stock resources, and I can see it getting a custom midipack someday. This version has a widescreen INTERPIC from Terraformer9x as the rest of the assets look perfectly fine, changes the level select screen to be three distinct episodes like in the text file, and also changes the sky of Map 11 to match the rest of the episode. _____________________ UPDATE 2 _____________________ Cleimos II Spoiler One of the oldest megawads out there, Cleimos 2 was almost lost to time due to the awkward install method. This is based on the reupload which preserved it for modern audiences, and now its my turn, converting it for the official port and modernising it further. The original had a 28 level campaign, with Deathmatch levels in the final four map slots. Due to limitations though, all 32 levels would always be played together. This release seperates the deathmatch levels and ends the campaign after Map 26. Widescreen assets are not included, as this port was made long after the widescreen craze boom of artwork. I will likely add the original Cleimos for Ultimate Doom to the download later on, and if widescreen assets are made for Cleimos II, I will update the wad with them. UPDATE: Now includes widescreen status bar, CREDIT lump cloned from the BOSSBACK lump, and the Wolfenstein SS replacement is now fixed. ______________ Doom 2 the Way id Did Spoiler The sequel to one of the biggest crazes on Doomworld, D2TWiD comes in two flavours: Stock music and 'MIDTwiD' music from @Doomkid and company. All 33 maps are included, with Hexsoil now being a one-off bonus map, due to lack of support for Map 33, and the inability for ML maps to intersect with regular maps. The secret exit in Map 2 has been changed to be a regular exit as a result. Shoutout to Gez for helping me fix the graphics of the new enemies Kracov's art has been included, and widescreen assets from Terraformer9x and Mike Stu are included. Now for the first Ultimate Doom custom add-ons: ________________ Doom the Way id Did: The Lost Episodes Spoiler What? Where is the original? The original DTWiD is currently suffering from a severe issue, so Lost Episodes comes out first. Lost Episodes was a 6 episode monster of run-off content for DTWiD that didn't make the main cut, with further maps spawning No End in Sight and PhobosDeimos Anomaly. There was also two standalone maps released: Castle of Fear and Cold Steel, the latter of which was originally in Lost Episodes at one point. Episode 6 has been cut completely from this release, as it requires MAPINFO ports to function properly. Episode 5 has been split off as its own wad, with E5M0 becoming E2M1, and the aforementioned Cold Steel and Castle of Fear have been added as standalone maps in the episode selection, as a sort of compensation for the loss of Episode 6. Widescreen assets from Terraformer9x are included in both halves of the wad. _______________ PhobosDeimos Anomaly Spoiler The final wad spawned from DTWiD, PhobosDeimos Anomaly is a collection of 12 maps from the late Phobosdeimos1, compiled by Xaser into two 6 map episodes. The titlescreen already works perfectly in widescreen, and the only change I have made is disabling Xaser's E1M7 and E2M7, as they aren't needed with DMAPINFO ending the campaign after E1M6 and E2M6. They can still be warped to, but there's not really much reason to. _____________________ UPDATE 2.1 Doom the Way id Did & Ultimate Doom the Way id Did Spoiler Big thanks to my brother for solving the issue with DTWID's intermission screens. This release of DTWID comes in three flavours; stock music, with Mr Freeze's soundtrack, and with the Ultimate MIDI Pack. All three have UDTWID integrated fully, for a four episode complete megawad. Comes with widescreen graphics by Terraformer 9x. With this, all of the wads from the DTWID saga, except for the still unreleased D2TWID Lost Episodes, are ported to the Unity Port. ______________________ UPDATE 3 ______________________ The Beginning of the End: Part 1 (END1) Spoiler The oldest published work of NaturalTvventy, who would later go on to have No End in Sight become an official add-on, END1 is a great two-episode classic Doom wad that still receives a lot of love today. Enough so in fact, that the aforementioned NEIS has a special secret in one of its levels that shows the areas in the above two screenshots in one hell of a cool easter egg. Now players of the add-on seeing that easter egg will be able to load up this wad on the same port and see those levels in full The soundtrack is entirely intact, and there is a second version of the wad with the END_SND.wad integrated, due to the inability of the port to load multiple wads at once. I have also added WILV graphics for the intermissions, duplicated the D_INTROA lump and turned the second into D_INTRO, and although the port doesn't actually use them, there is now an M_EPI1 and 2 lump ___________ 2002: A Doom Odyssey Spoiler 2002 ADO won one of the 'proto-cacowards', appearing on the 'Top 100 WADs of All Time' list, and 10 years later, was rereleased as the 10th Anniversary Edition, overhauling almost every map, adding two new maps, and removing the custom skies and the original E4M1 in the process. Originally intended to be '2001: A Doom Odyssey', it did not reach the deadline, and thus '2001: A Deathmatch Odyssey', an 8 map Deathmatch wad, was released to tide people over. This download contains the original 2002 ADO, the 10th Anniversary version, and 2001 ADMO. Why the original? There are apparantly a lot of people who prefer the goofier first release, and it also contains a rich variety of skies across the levels, previously a ZDoom-only feature. The original E4M1, Play School is also only present in this version. I was forced to cut E5M1, 'Surfing the Mighty Green' from both versions of 2002 ADO, due to levels outside the E1M1 to E4M9 slots crashing the port, as well as the updated 'Secret Wolfenstein Level' in the rerelease. I originally intended on adding Play School as E5M3 for a bonus map, but it did not pan out. The levels which originally led to E5M1 and E5M2 now have two regular exits as a result. The original release's E2M9 is accessed from E2M4, not E2M5. The ZDoom exclusive soundtrack for Episode 4 is also present and accounted for in the 10th Anniversary version, there does seem to be a bug though where the tracks wont update as the level changes. If this occurs, save the game, quit to the menu, then load your game. Apparantly the Music lump override in DMAPINFO doesn't like episode 4 soundtrack replacements, as this also happens in Death Tormention Trilogy and Ultimate DTWID. 2001: A Deathmatch Odyssey is unchanged outside of the DMAPINFO lump. Thus the rather rude (but very 'early pcorf') trap in one of the DM levels is still present. Fair warning if you fall into that during a splitscreen DM with your sibling! _____________ Death Tormention: The Complete Trilogy Spoiler This is a compilation of Death Tormention 1 2 and 3, with Simply Phobos to fill the first episode and bring the collection to a full 36 maps. I have included the original Death Tormention and Simply Phobos wads as well, as bonus content. Death Tormention 1 was massively upgraded in the complete release, Death Tormention 2 has three silly bonus maps I was unable to add due to the 36 map limit, and Death Tormention 3 has 'Unbleed', a map I was forced to cut. 'Iron Fist' from Simply Phobos was also cut from the E2M10 slot. I will likely see about adding the updated Iron Fist, Unbleed as well as Surfing the Mighty Green from 2002 ADO above to pcorf's Incineration as bonus maps if I can, as compensation. Episode 2 and 3's secret exits are on E2M2 and E3M2, due to being ported from wads that were originally on Episode 4. Some levels MAY not function to their fullest intentions, due to the original wad being largely intended for ZDoom, but still playable on all other ports. Note that the seperate versions of Death Tormention 1 2 and 3 included display the wrong intermissions, due to a large flaw of the Unity port itself. The boss maps MAY be broken as a result. There is likely nothing I can do if so, short of defining the entire original Episode 1 2 and 3 for EACH wad. ______________________ MOSTLY DM UPDATE (UPDATE 4) ______________________ TNT: Bloodlands TNT: Grievance TNT: Pursuit Spoiler The four TNT Deathmatch megawads were something I never got to experience, but now the first three can be played splitscreen. Reclamation is a Boom DM wad, thus incompatible. All three have a widescreen statusbar from NightFright's github respository. I do not know which set of rules the Unity port uses, as I could not for the life of me get my brother to play a game of Deathmatch with me this time. ____________ Gothic DMGothic DM 2 Spoiler Gothic DM 1 and 2 were mentioned on the proto-cacowards as things that even SP players should run through to admire the architecture. This pair of wads was specifically requested, so here they are. No real changes outside of the DMAPINFO lump. For some reason Gothic DM 2 has almost no textures or flats when played in GZDoom, yet it all works fine here. Bizarre. ________________ UPDATE 5 ________________ Hell Revealed 2 Spoiler Big thanks to @Rexen² for help getting this one working Hell Revealed 2 is the often-divisive ultrahard sequel to Yonnotan Donner's original, and was originally going to be released in the very first post, but a few broken things in the megawad that modern ports ignore, caused Map 6 to be unplayable. That map is now fixed, as is the broken track on that level. Key changes are widescreen assets for the entire wad by Terraformer9x, and the conversion of the soundtrack from MUS to MIDI. The latter likely changes nothing, but that conversion is what stopped the crashing overall. The terrible menu replacements in HR2 are also not used at all in the Unity port, so thats a big plus for me! Good luck attempting this on Ultra-Violence+, Doomgods out there! _________ Akeldama Spoiler Another requested megawad, this is Valkiriforce's community project, and likely pairs well with Anomaly Report. This was a straightforward port; All I really did was add the DMAPINFO lump and the widescreen statusbar. Note that the story text for the secret levels is not working. ___________ 1000 Lines Community Project Spoiler Also requested was 1000 Lines. This wad had two extra maps in the 33 and 34 slots, they are present as ML1 and ML2, with the music choices intact. The story texts may or may not be present; I integrated the oldschool Dehacked as an embedded lump, and those seem to alter the story texts, unlike the modern embedded Dehacked patches (see; Akeldama above) ________________ The Master Levels: PS3 Version Campaign + Rejected Master Levels Spoiler This one is very different from anything else I will ever post; This wad is deliberately incomplete as I CANNOT distribute the Master Levels maps themselves, you will have to add Map01 to Map21 yourselves using SLADE, using the markers I left in the wad as a guide. The Maps will need to be renamed, as most Master Levels are map01. The wad will look almost exactly like this in SLADE: Example After proper assembly it should look like this: Example After proper construction, you will be able to play the PS3 campaign of all 21 Master Levels in continuous order, with the starry skies intact, unlike the PS3 version. The broken secret exit is also patched by a conversion of Kick Attack, stripped of all custom assets and cheekily renamed Boot Assault. Additionaly the seven rejected Master Levels are added as an extra episode. It also features a brandnew widescreen TITLEPIC and INTERPIC courtesy of Scuba Steve, who did the official widescreen graphics for Doom and Doom 2 in this port. There are three versions: One with stock music, albeit custom built to use the full soundtrack instead of D_RUNNIN constantly, one with Peter's Master Levels MIDI Pack, and a custom one from me using MIDTWID. ______________________ Not compatible: Scythe X, The Evil Unleashed, Slaughter Until Death, Community Chest 1, 25 Years on Earth Edited August 9 by Devalaous 42 Share this post Link to post
Bubbabyte Posted October 11, 2022 Thank you so much for these! I literally just created a Doomworld account last night just so I could message you and ask for these WADs, so I'm glad you decided to make a thread to share them with others who want them as well. 2 Share this post Link to post
Doomkid Posted October 12, 2022 These all deserve a way to be played by those who main the Unity port, especially the MM trilogy and the various AV versions. Good effort here, well done! Quote GBA Deathmatch maps (...) I always half expected Sponge to add these to the port officially To be honest, if they added a DM-only wad and it was these slapped-together nonsense maps rather than Bourgeois Deathmatch, I think I would genuinely sneeze, piss, cry, barf and shit all at the exact same time. Even the Sigil DM maps are better than these, and the Sigil DM maps suck a turd are none too good for fun deathmatches/duels, lol 9 Share this post Link to post
Bubbabyte Posted October 12, 2022 34 minutes ago, Doomkid said: These all deserve a way to be played by those who main the Unity port, especially the MM trilogy and the various AV versions. Good effort here, well done! Reveal hidden contents To be honest, if they added a DM-only wad and it was these slapped-together nonsense maps rather than Bourgeois Deathmatch, I think I would genuinely sneeze, piss, cry, barf and shit all at the exact same time. Even the Sigil DM maps are better than these, and the Sigil DM maps suck a turd are none too good for fun deathmatches/duels, lol Are there really other people out there who main the Unity port? I thought I was the only one! 1 Share this post Link to post
Doomkid Posted October 12, 2022 I don't main it, but I do use it here and there! I think it's underrated as far as more oldschool-wad-focused ports go. 2 Share this post Link to post
Bubbabyte Posted October 12, 2022 1 minute ago, Doomkid said: I don't main it, but I do use it here and there! I think it's underrated as far as more oldschool-wad-focused ports go. Yeah, it is pretty underrated, I agree. The reason I main it is because I mainly play games on consoles and my phone (with a controller of course), and I prefer the Unity port's more simple interface compared to something like Delta Touch. 2 Share this post Link to post
Devalaous Posted October 12, 2022 1 hour ago, Bubbabyte said: Thank you so much for these! I literally just created a Doomworld account last night just so I could message you and ask for these WADs, so I'm glad you decided to make a thread to share them with others who want them as well. 3 minutes ago, Bubbabyte said: Are there really other people out there who main the Unity port? I thought I was the only one! I'll be honest, that was what got me to get off my lazy butt and finish up the testing for them. Been very occupied with other games for a while now. And yeah, theres a lot of people out there that only insist on official ports or original releases and dont trust user-made ports, others still find ports very user unfriendly. A ton of ports still use command lines and typing full filepaths for example. The Unity port is faithful enough, looks and feels like Doom, and has all kinds of modern conveniences, the only reason its not more popular is because the port community has had 'better' for years. I think im one of the only people here thats tinkered with the port and tried to understand how it works. 37 minutes ago, Doomkid said: These all deserve a way to be played by those who main the Unity port, especially the MM trilogy and the various AV versions. Good effort here, well done! Reveal hidden contents To be honest, if they added a DM-only wad and it was these slapped-together nonsense maps rather than Bourgeois Deathmatch, I think I would genuinely sneeze, piss, cry, barf and shit all at the exact same time. Even the Sigil DM maps are better than these, and the Sigil DM maps suck a turd are none too good for fun deathmatches/duels, lol To be fair, if id did add deathmatch levels to the port itself, these 8+1 would likely be the only ones they could legally add, short of making brand new exclusive ones. Which would be neat! I didn't actually mind them at all in my two player bouts with my brother to test if things worked as they should, but hey, the only multiplayer Doom ive ever played is the X360/PS3 ports and this port :p My conversion up there is basically a look at what could have been. If the multiplayer was more like the older X360 port, with proper internet play, I'd probably have ported the TNT DM wads too. Alien Vendetta and Memento Mori 2 have a bunch of DM arenas in the maps, which are likely a lot more fun. I hope some people out there have some fun couch coop/couch DMing each other on them! 2 Share this post Link to post
Edward850 Posted October 12, 2022 (edited) 6 minutes ago, Devalaous said: If the multiplayer was more like the older X360 port, with proper internet play, >the older X360 port >proper internet play Uhhhhh.... Yeah about that. Like it plays over LAN fine but online was not a very good experience. Doom's original lockstep code is not well suited for your modern average internet connection, especially with systems like wifi and CGNAT tunnelling. 4 Share this post Link to post
Doomkid Posted October 12, 2022 15 minutes ago, Edward850 said: >the older X360 port >proper internet play Uhhhhh.... Yeah about that. Like it plays over LAN fine but online was not a very good experience. Sadly, I can confirm that 360 netplay with Doom was pretty terrible. Between all the maps being humongo and the connection itself being spotty as hell at the best of times, there really just wasn't much there for players to latch onto. Bad connection on bad DM maps pretty much means an insta-quit for like 99% of players. If anything, I'd rather it not be there than give players such a shitty/skewed view of what Doom DM is "supposed" to be like.. (Of course, ideally, it would be present and play fairly smoothly!) 21 minutes ago, Devalaous said: To be fair, if id did add deathmatch levels to the port itself, these 8+1 would likely be the only ones they could legally add, short of making brand new exclusive ones. Which would be neat! For the sake of clarity, Decay and I made Bourgeois largely with the intent that it would be vanilla/unity compatible so it could be added legally and easily if ever it were to happen. Decay actually took that whole megawad and made it an awesome single-player campaign as well, just so it wouldn't be "DM only". I'm really glad he did that, because I never would have thought to. Since I only made like 7 of the 30 maps, I don't think it's too fart-sniffy for me to say how much I love the campaign! 34 minutes ago, Bubbabyte said: Yeah, it is pretty underrated, I agree. The reason I main it is because I mainly play games on consoles and my phone (with a controller of course), and I prefer the Unity port's more simple interface compared to something like Delta Touch. People plugging a controller into their phone to play an actually-good port of Doom is pretty awesome just on the face of it, as someone who remembers when the "best" console port was the one that felt the "most OK-ish", lol! 0 Share this post Link to post
NaliSeed Posted October 12, 2022 Speaking of which, what ever happened to Memento Mori 3? 1 Share this post Link to post
Doomkid Posted October 12, 2022 1 minute ago, NaliSeed said: Speaking of which, what ever happened to Memento Mori 3? Requiem is technically the 3rd entry in the Memento Mori series 2 Share this post Link to post
Devalaous Posted October 12, 2022 I only got to play a few DM games and a single coop game on the 360, and I didn't really have issues personally. Had the time of my life on Phobos Lab terrifying a random with a chainsaw rampage as one of the more memorable games. But yeah, like I implied, its way out of my area of expertise :p I just wish the Unity port had network play of some kind, so I could bully my girlfriend into...probably kicking my ass on every map >_> She destroys me handily on Serious Sam in all modes, so I have no doubt it'd continue there, even with my decades of Doom experience. And yeah, good to hear I'm not the only one that has made an effort to support the official port. If Bourgeois has a DMAPINFO lump, it should be good to go already if dropped in the port's wad folder. In other Unity port topics, TNT and Plutonia wads are likely to be problematic to convert, due to requiring IWADs that the port doesn't use. With the one wad limit, we cant have Plutonia 2 running on top of Plutonia. TCs are likely a miss too, if D2TWID's issues with the Keen enemies are anything to go by. I should be able to do DTWID Lost Episodes with the exception of the sixth episode; The Unity port has no issues with E5MX lumps from tests ive done so far, but DMAPINFO has no ability to define a Doom 1 map as a boss map, it only has a thing to enable Map07 gimmicks. Also, another wad on the 'does not work' list: Slaughter Until Death. Like Hell to Pay and Eternal Doom, it instantly bombs the exe upon accessing a map. Ive gotten a request on the Steam forums for Gothic DM 1 and 2 and STRAIN btw! I don't know if anything but the first would work though, when I run Gothic DM 2 it has almost no textures for some reason, and STRAIN is likely going to be a big headache....assuming the maps don't bomb the exe. 3 Share this post Link to post
Devalaous Posted October 12, 2022 Update: Hell Revealed 2 works with the exception of Map 6. This one hangs the game without fail. Doom Builder shows no errors or warnings, the nodes did look bizarre though: Clicking rebuild nodes made that weird bit vanish, but the map still crashes. Anyone more knowledgable than me know what could be going on here and how to fix it? 0 Share this post Link to post
Gez Posted October 12, 2022 9 hours ago, Devalaous said: D2TWID also has severe issues with the Commander Keen graphics; the dehacked monsters function, but the graphics do not load, so I get a garbled mess like a torch attacking me, or an SS fish. As such I am also expecting issues with Scythe 2. D2TWID does that trick where it renames the sprites so as to be able to load them from the PWAD without having to include the entire IWAD sprite content in it. You see this at the end of the .deh file: Text 4 4 SSWVDOPE Text 4 4 KEENYORP Text 4 4 SMT2GARG I suspect that sprite renaming was not implemented in Doomnity's DEHACKED support code. If you rename the graphic lumps to their original sprite names, it should work, I think. 3 Share this post Link to post
Devalaous Posted October 12, 2022 Icarus: Alien Vanguard Spoiler Icarus was another classic people originally expected to pop up on the add-ons. There are very minimal changes here, just widescreen assets and the DMAPINFO lump to make it all work nicely. Scythe Spoiler Scythe is something I'd expect to see on the port officially if Erik was reachable; two authors, almost entirely stock resources, and I can see it getting a custom midipack someday. This version has a widescreen INTERPIC from Terraformer9x as the rest of the assets look perfectly fine, changes the level select screen to be three distinct episodes like in the text file, and also changes the sky of Map 11 to match the rest of the episode. Scythe 2 and Scythe X are no-goes, as despite being 'limit removing' they both bomb the Unity port instantly, just like Hell to Pay, Eternal Doom and Slaughter Until Death. 7 hours ago, Gez said: D2TWID does that trick where it renames the sprites so as to be able to load them from the PWAD without having to include the entire IWAD sprite content in it. You see this at the end of the .deh file: Text 4 4 SSWVDOPE Text 4 4 KEENYORP Text 4 4 SMT2GARG I suspect that sprite renaming was not implemented in Doomnity's DEHACKED support code. If you rename the graphic lumps to their original sprite names, it should work, I think. Current D2TWID build Spoiler The friendly guys are just exploding keens The dopefish is a supernazi The Garg is a horrifying mess of frames, including one of the ones that doesnt ever show up in the games themselves. 2 Share this post Link to post
Gez Posted October 12, 2022 (edited) What I meant was this: D2TWID + MidTWID.zip I haven't kept the Doomnity port installed, so I can't test it right now. 1 Share this post Link to post
Devalaous Posted October 12, 2022 23 minutes ago, Gez said: What I meant was this: D2TWID + MidTWID.zip I haven't kept the Doomnity port installed, so I can't test it right now. Thank you! That fixed it. Some aspects of wad editing still confuse me, sorry. I should be able to have the three completed TWID projects out soon now, with the exception of the Final Gate episode. Speaking of, I got a request for @Xaser's Lost Episode from multiple Unity-port-only players now, and while I don't think it will work, being for ZDoom, the original console conversions also wont work, as the Unity port lacks triggers to enable bossdeath actions in Doom 1, and they are needed for The Marshes and Redemption Denied. I think by this point the 8 exclusive maps would need to be rebuilt entirely for vanilla Doom 2. 2 Share this post Link to post
Xaser Posted October 12, 2022 (edited) You'd probably also have trouble getting the SSG and Megasphere to work -- those are hardwired off for Doom 1 in the vanilla exe and I wouldn't be surprised if the Unity port hasn't changed that behavior. The maps in theory are limit-removing, but I dunno if there are any Boomisms floating about -- both EE and ZDoom are more forgiving about things than ye olde doulm. May also need some edits and fixes to work properly. 2 Share this post Link to post
Bubbabyte Posted October 12, 2022 4 hours ago, Devalaous said: Icarus: Alien Vanguard Reveal hidden contents Icarus was another classic people originally expected to pop up on the add-ons. There are very minimal changes here, just widescreen assets and the DMAPINFO lump to make it all work nicely. Scythe Reveal hidden contents Scythe is something I'd expect to see on the port officially if Erik was reachable; two authors, almost entirely stock resources, and I can see it getting a custom midipack someday. This version has a widescreen INTERPIC from Terraformer9x as the rest of the assets look perfectly fine, changes the level select screen to be three distinct episodes like in the text file, and also changes the sky of Map 11 to match the rest of the episode. Scythe 2 and Scythe X are no-goes, as despite being 'limit removing' they both bomb the Unity port instantly, just like Hell to Pay, Eternal Doom and Slaughter Until Death. Current D2TWID build Hide contents The friendly guys are just exploding keens The dopefish is a supernazi The Garg is a horrifying mess of frames, including one of the ones that doesnt ever show up in the games themselves. Now you just need to do No Consolation so we can have every official Classic Doom map ever released. Because so far we have all four episodes of Ultimate Doom, Hell On Earth from Doom II, Doom II Master Levels, both episodes of Final Doom, No Rest For the Living, and all officially released deathmatch maps, which makes the console-exclusive levels (and Kick Attack depending on who you ask) the only ones left, right? 0 Share this post Link to post
Bubbabyte Posted October 12, 2022 3 hours ago, Devalaous said: Thank you! That fixed it. Some aspects of wad editing still confuse me, sorry. I should be able to have the three completed TWID projects out soon now, with the exception of the Final Gate episode. Speaking of, I got a request for @Xaser's Lost Episode from multiple Unity-port-only players now, and while I don't think it will work, being for ZDoom, the original console conversions also wont work, as the Unity port lacks triggers to enable bossdeath actions in Doom 1, and they are needed for The Marshes and Redemption Denied. I think by this point the 8 exclusive maps would need to be rebuilt entirely for vanilla Doom 2. Wait, just noticed this. So you won't be able to do "No Consolation" after all? 0 Share this post Link to post
Devalaous Posted October 12, 2022 Ultimate Doom the way id Did and Doom 2 the way id Did are now 100% working perfectly on the technical side, I just need to get the widescreen assets for both working right (having issues with WIA10500, WIA10600, WIA20001 and WIA20002 offsets, and need a widescreen CREDIT lump for Doom 2) DTWID Lost Episodes will have to be split into two wads, one for Episodes 1 to 4, and a second for Episode 5; Episode 5 partially works, but without the ability to define boss actions, the bossmap is unbeatable, and E5M0 crashes the game upon completion, just like pretty much every mapslot outside the usual suspects. Episode 6 cannot be done. I suspect I will have to make Starport E2M1 and see if DMAPINFO lets me jump across episodes and back. If not, it'll have to be a standalone little bonus map. I may add Cold Steel and Castle of Fear in that case, as those are two additional DTWID maps that never found a home. @pcorf's 2002: A Doom Odyssey is also fully ported and working, but had to have the ZDoom maps (E5M1 and E5M2) cut. They actually do work, but the game bombs when completing them or accessing them via a secret exit. Death Tormention: Complete Trilogy is also working so far, but the ExM10 maps will need to be cut. I believe the boss maps in Episode 2 and 3 are beatable in non-MAPINFO ports via hidden exit switches, so it should be doable. 1 hour ago, Xaser said: You'd probably also have trouble getting the SSG and Megasphere to work -- those are hardwired off for Doom 1 in the vanilla exe and I wouldn't be surprised if the Unity port hasn't changed that behavior. The maps in theory are limit-removing, but I dunno if there are any Boomisms floating about -- both EE and ZDoom are more forgiving about things than ye olde doulm. May also need some edits and fixes to work properly. After all the tinkering with the port ive done to see what works and what doesnt, I believe that if the Lost Episode maps don't autobomb the port outright like Scythe 2 does, they would have to be converted to a 9-map Doom 2 'episode' to work with the port. It *should* be possible to port in theory. This official port is VERY sensitive though, and explodes at the smallest unexpected thing it seems. I still cant get Hell Revealed 2's Map 6 to work, for example. 4 minutes ago, Bubbabyte said: Wait, just noticed this. So you won't be able to do "No Consolation" after all? Sorry for getting your hopes up, but no, they would need to be edited to not use boss actions. I am pretty useless at map editing, so I would rather have a reliable well-known team put care into converting those 8 maps into an episode for Doom 2. I'd love to see them with stock PC assets too. The actual 'No Consolation' wad was a horrific untidy mess on the inside too, it seems like it was ripped out of the old console Doom wad by Kaiser with a ton of leftover assets 1 Share this post Link to post
Gez Posted October 12, 2022 27 minutes ago, Bubbabyte said: Now you just need to do No Consolation so we can have every official Classic Doom map ever released. Did you forget Doom 64 for Doom II ? :p 0 Share this post Link to post
SiFi270 Posted October 12, 2022 The Classic Episode is also a must to Complete the Compet-n Collection. Unless you want to dive deeper. (even if for some reason you do, seventh would be out of the question because its last three maps require boom) 2 Share this post Link to post
Bubbabyte Posted October 12, 2022 1 hour ago, Gez said: Did you forget Doom 64 for Doom II ? :p We already have the Nightdive port, so we don't really need Doom 64 for Doom II. Besides, I was specifically talking about official levels that were originally built with the original Doom engine in mind, not levels from a different Doom game's engine that were ported to it. 0 Share this post Link to post
Bubbabyte Posted October 12, 2022 2 hours ago, Devalaous said: Sorry for getting your hopes up, but no, they would need to be edited to not use boss actions. I am pretty useless at map editing, so I would rather have a reliable well-known team put care into converting those 8 maps into an episode for Doom 2. I'd love to see them with stock PC assets too. The actual 'No Consolation' wad was a horrific untidy mess on the inside too, it seems like it was ripped out of the old console Doom wad by Kaiser with a ton of leftover assets It's fine, I totally understand :) Do you at least know where I'd be able to find a port of Club Doom that works with the Unity port? The only one I've found crashes the game, so that one probably has some stuff that requires ZDoom I would assume. 0 Share this post Link to post
Devalaous Posted October 12, 2022 I updated the first post with the two new conversions, and cleared up some text in places. All uploads now also have their original text files, due to most of them saying 'do not distribute without this file' Also, Ultimate Doom wads turned out to be far more finicky than Doom 2 wads, I cant employ hackery to get bonus maps at all. E1M1 to E4M9 (36 maps) is all you can get in this port. Doom 2 can presumably get 32+21. 1 Share this post Link to post
Bubbabyte Posted October 12, 2022 2 hours ago, Gez said: Did you forget Doom 64 for Doom II ? :p Actually, now that I think about it, Doom 64 for Doom II would be good to have for mobile, since the Doom 64 remaster by Nightdive is only on PC and consoles. Hey @Devalaous, would you be down to do "Doom 64 for Doom II" as well? 0 Share this post Link to post
Andrea Rovenski Posted October 12, 2022 i see memento mori, i press like 3 Share this post Link to post
Red Recluse Posted October 12, 2022 Dark Tartarus v5 really large wad however work on Gzdoom.But version 4 can also play on Prboom-plus or DSDA-Doom because maps in boom format. 0 Share this post Link to post