kdoom Posted December 11, 2023 (edited) Well, I finally have this thing wrapped up. It took me 18 years to release something after my "still kicking: map. I hope my mapping methods stand up to the times. Please give me feedback, good or bad!! HAPPY 30TH BIRTHDAY DOOM!!!! Gzdoom specific. Maps are lit with some sector lighting, but you really should turn on the dynamic lights. Doom 2 iwad If you use any mods, I cannot promise the experience I intended. If you run this with anything but GZDoom, it will not work as expected. Two maps running in map01, map02 slots. pistol start on map02. Many new and/or reworked Doom textures, in a higher resolution of course. I hope I found all the bugs. Please tell me if you find anything. Credits are in the readme, but I'll mention here too: Music: Tamara Mochaccina posted some AWESOME work on Doomworld. map01 music = The Demons Run After map02 music = Still Kicking Playtesters: I never used playtester feedback in the past, but I'm rusty...so: Chris Hansen Steve D LadyMistDragon Thank you for your feedback. I took it all in, and did adjustments. Storyline: You have found an old outpost of brick and wood. They found something evil, and have moved it to a high-tech factory. Download : https://www.mediafire.com/file/d56jnpqm7ly2z3g/kgzdoom1-RC2.zip/file One bug fixed. It was a show stopper. I'm sorry if anyone had issues. Screenies: Edited December 12, 2023 by kdoom : Bug in original file. 53 Share this post Link to post
prfunky Posted December 11, 2023 So awesome you finished this! I will get to as soon as I'm finished with my upcoming map. I'm hoping to do release on Wednesday this week. Thanks for all the updates in the other thread about this; the pictures have been just sick! Congrats!!! 1 Share this post Link to post
Arrowhead Posted December 11, 2023 So excited to play this. Beautiful screenshots. Congratulations on the release!! :) 1 Share this post Link to post
Daytime Waitress Posted December 11, 2023 Looks absolutely sumptuous - can't wait to crack on with it. 0 Share this post Link to post
Chris Hansen Posted December 11, 2023 Get it! It's good fun and those screenshots don't do it justice. Mr Kesler is back, kicking ass and taking names! 3 Share this post Link to post
Chris Hansen Posted December 11, 2023 With permission from Kesler, I wanted to share a few screenshots from KGZDoom1 with you. 13 Share this post Link to post
Dynamo Posted December 11, 2023 Welcome back Kurt!! I am a big fan of your old KZDoom WADs, formative stuff for me, really happy to see you back in action! Thanks for sharing, I'll be sure to play this soon! 2 Share this post Link to post
kdoom Posted December 12, 2023 Found a bug...I'll be updating shortly. I'll remove the current file URL. Sorry for the error. 0 Share this post Link to post
Jimmy² Posted December 12, 2023 KZDoom is still a favorite series of mine, and I return to it every so often for inspiration when I need a refresher on what folks were doing with basic ZDoom functionality back in the '00s. Excited to see what you've got to offer us now, Kurt! 1 Share this post Link to post
kdoom Posted December 12, 2023 12 minutes ago, Jimmy said: KZDoom is still a favorite series of mine, and I return to it every so often for inspiration when I need a refresher on what folks were doing with basic ZDoom functionality back in the '00s. Excited to see what you've got to offer us now, Kurt! Well, first version bug was because I changed a few things after I had people test for me....thats a no-no. Anyway, great to hear stuff like your comment. I hope this 2 maps lives up to what people expect from me. I'll stick around and make a few more maps! New version in OP. I hope this is final. 2 Share this post Link to post
shroomzy5000 Posted December 12, 2023 Dude thanks so much for making this. I had a blast playing it. I got all the secrets in the first map but am missing 1 in the second. Visually, stunning. I can see you are an experienced mapper. The flow of the maps were just amazing. The valley in the first map gave me halo 1 vibes as soon as the door opened from the castle part. its so cool. your outside areas are phenomenal. I aspire to create maps like this. so great! 0 Share this post Link to post
shroomzy5000 Posted December 12, 2023 1 minute ago, shroomzy5000 said: Dude thanks so much for making this. I had a blast playing it. I got all the secrets in the first map but am missing 1 in the second. Visually, stunning. I can see you are an experienced mapper. The flow of the maps were just amazing. The valley in the first map gave me halo 1 vibes as soon as the door opened from the castle part. its so cool. your outside areas are phenomenal. I aspire to create maps like this. so great! also as a follow up to this - i also just want to say your use of Poly objects is masterful. As a new mapper and new to classic doom I played through on hmp but will 100% sit down to UV this 0 Share this post Link to post
kdoom Posted December 12, 2023 8 hours ago, shroomzy5000 said: also as a follow up to this - i also just want to say your use of Poly objects is masterful. As a new mapper and new to classic doom I played through on hmp but will 100% sit down to UV this Thanks for the kind words, I'm happy you enjoyed it. My focus is always HMP, but uv does have a few surprises. 0 Share this post Link to post
Zoti Posted December 13, 2023 Very disappointed, really very disappointed...that we had to wait 18 years for this excellent map! ;) The fights are intense, the atmosphere and level design impeccable and your mapping method is not a problem for me which alternates old/new Doom maps. Hoping that you don't have to wait another 18 years for your next project! 3 Share this post Link to post
kdoom Posted December 13, 2023 4 minutes ago, Zoti said: Very disappointed, really very disappointed...that we had to wait 18 years for this excellent map! ;) The fights are intense, the atmosphere and level design impeccable and your mapping method is not a problem for me which alternates old/new Doom maps. Hoping that you don't have to wait another 18 years for your next project! Thank you, I'm happy to hear you enjoyed it. I'm already working on the next one, and I too hope it doesn't take 18 years! 1 Share this post Link to post
hatehatehatehate Posted December 14, 2023 A legend returns. Looking forward to diving into this. 0 Share this post Link to post
kdoom Posted December 15, 2023 22 hours ago, hatehatehatehate said: A legend returns. Looking forward to diving into this. Well, not sure if I agree about the legend part, but I would like to hear your thoughts on the maps! 0 Share this post Link to post
prfunky Posted December 15, 2023 19 minutes ago, kdoom said: Well, not sure if I agree about the legend part, but I would like to hear your thoughts on the maps! What is the lowest version of GzDoom that will load these maps? I just get normal Entryway each time I attempt to run this. http://chapsoftware.com/gzDoomInXP.htm 0 Share this post Link to post
kdoom Posted December 15, 2023 4 minutes ago, prfunky said: What is the lowest version of GzDoom that will load these maps? I just get normal Entryway each time I attempt to run this. http://chapsoftware.com/gzDoomInXP.htm Built and tested with 4.11.1. I'm not sure about older version compatibility. 0 Share this post Link to post
kdoom Posted December 16, 2023 I think the 4th secret in map02 should not exist. I must have added it by mistake....not sure how I did that, but it seems that way. Is there a method to find these? I tried the find/replace function, looking for sector flag 1024, but that doesn't seem to work. 0 Share this post Link to post
boris Posted December 17, 2023 9 hours ago, kdoom said: I tried the find/replace function, looking for sector flag 1024, but that doesn't seem to work. You have to search for secter effect 1024. Secret is not a flag for sectors. 0 Share this post Link to post
kdoom Posted December 17, 2023 2 hours ago, boris said: You have to search for secter effect 1024. Secret is not a flag for sectors. Thank you! Sadly, I found the missing secret. I put it there early in construction of the map. It's a bit embarrassing, but oh well!! No changes to the map. RC2 version is still the latest, unless I hear of another change and/or bug. 0 Share this post Link to post
kdoom Posted December 18, 2023 I know the ending to map02 is really unfair. I recommend a save at the door, and explore the rooms mechanics, then load that savegame and end it. The finale being really hard, especially on UV, but I think this version is ready to be called final. I'll wait a couple days, and upload if I don't hear of any bugs. 0 Share this post Link to post
boris Posted December 18, 2023 Here's a playthrough of both maps (will still take some time to be processed for HD): It's pretty cool overall, but really hard. Mostly because of the amount of hitscanners and little health. Especially in MAP02, there are like 10 medikits and 4 stimpacks, but a fuckton of hitscanners all over the place. Is there a reason the liquid flats are not scaled? It looks pretty weird. 2 Share this post Link to post
kdoom Posted December 19, 2023 Thanks for the playthrough Boris! It does seem a bit unfair at certain points. The finale of map02, there is a switch under the slime, that gives you a shot at the boss. I won't say anymore, but that's the only thing that seemed to stop you. I'm going to adjust the health distribution a little bit, and consider this final. 0 Share this post Link to post
kdoom Posted February 15 I have to admit, I do not like the finale in map02. I'm revisiting these maps, adjusting a bit here and there, and will add a few special things for coop support. 2 Share this post Link to post
CacoKnight Posted March 8 I had to look for this map for a week I couldn't remember the damn name, it was beautiful and fun when I played it last time, saving it and keeping it. 0 Share this post Link to post
kdoom Posted March 8 6 hours ago, CacoKnight said: I had to look for this map for a week I couldn't remember the damn name, it was beautiful and fun when I played it last time, saving it and keeping it. Glad to hear you enjoyed it. After seeing a few people play through it, I'm fairly certain that map02 is just too unfair at the finale. I've already swapped that battle out with a better but still tough battle in the same area. I've done some small tweaks here and there, all over both maps. Also adding coop support. Hard telling how long it'll be until I'm happy with it. I suppose there's no harm in leaving this WIP version here until I release the final version. 4 Share this post Link to post
kdoom Posted April 2 Sorry for the lack of updates. I've had some real life issues to deal with lately. My parents are both passed away now, and it's been tough to find motivation. Despite that, I'm still working on this monster, and I will finish it soon. 8 Share this post Link to post
taufan99 Posted April 2 1 hour ago, kdoom said: Sorry for the lack of updates. I've had some real life issues to deal with lately. My parents are both passed away now, and it's been tough to find motivation. Despite that, I'm still working on this monster, and I will finish it soon. My deepest condolences. 0 Share this post Link to post