fai1025 Posted June 10 (edited) Hi Fai here Finally! after half of years of gruelling developement, went and come of mappers, it's finally finished!! Welcome to DOOMIUM II, a Community Project where we seek the purest element of DOOM! A sequel to DOOMIUM I, This project aim to create a megawad worth of maps that are Short, Straight Forward, and with Frantic Action, from industrial compounds, concrete cities, mountain ranges, fragments of realities, and many more! The project contain 6 episode of 5 map each with the addion of a secret for each episode, each episode have it's unique theme, including industry, brutalism, and natures, and the classic void levels for the finale episode. This project was originally intended to release in early March and as a late birthday gift to Doom's 30 years of glory! but well it's a extremely late gift now, but better late then never I suppose. IDGAME MEDIAFIRE v1.3.0 GOOGLE DRIVE v1.3.0 Spoiler ANCIENT BUILDS MEDIAFIRE v1.2.0 v1.1.1 v1.1.0 v1.0.0 GOOGLE DRIVE v1.2.0 v1.1.1 v1.1.0 v1.0.0 Make sure you have: Require DOOM2 IWAD Require UMAPINFO+BOOM compatible sourceports (DSDA-DOOM and GZDOOM recommanded) Jumping+Crouching disabled Free mouselook optional, but discouraged Default Complevel should suffice To play our project: Load DMIUM2_RES.wad and DMIUM2_LEV.wad together, order doesn't matter Load NON-WIDESCREEN STBAR.wad if you are playing in 4:3 aspect ratio Check DMIUM2.txt and READ ME.txt for more infomations Other info about the project: Pistol startable Singleplayer only, some mapper had implemet Co-op spawns but I do not garantee it'll work Map37 are the episode finale of EP6 instead of Map30 to avoid the hard coded telefrag issue. What happened to Map24? I dunno, it's gone, like last time, almost like a tradition @stochastic @Li'l devil @Beubeu @JackDBS @Raith138 @Heretic926 @EagerBeaver @Logamuffin @JacaCaca @Steve D @Kuro_mahoh @MFG38 @SilverMiner @Gothic @DoctorNuriel @Bochnik Chleba @MoiraHeart @dmh094 @Pottus @Super Mighty G @Sneezy McGlassFace @knifeworld @DankMetal Spoiler MAP LIST: EPISODE I : ASSIDUOUS INDUSTRAL, FACTORIES, AND MACHINARIES MAP01 - fai1025 MAP02 - Li'l devil MAP03 - EagerBeaver MAP04 - Beubeu MAP05 - EagerBeaver SECRET - knifeworld EPISODE II : THALASSOPHOBIA WATER, AQUEDUCTS, AND BRUTALISM MAP06 - MFG38 MAP07 - Gothic MAP08 - DankMetal & JackDBS MAP09 - stochastic MAP10 - Beubeu SECRET - JackDBS EPISODE III : SUFFOCATION UNDERGROUND, CAVES, AND MINES MAP11 - SilverMiner MAP12 - stochastic MAP13 - Raith138 MAP14 - knifeworld MAP15 - stochastic SECRET - Raith138 & Heretic926 EPISODE IV : GALVANIC TECHBASES, ELETRICITY, AND LIGHTS MAP16 - Raith138 MAP17 - stochastic MAP18 - Sneezy McGlassFace MAP19 - DoctorNuriel MAP20 - Bochnik Chleba SECRET - fai1025 EPISODE V : TREACHEROUS MOUNTAIN, NATURE, AND VILLAGES MAP21 - Logamuffin MAP22 - Gothic MAP23 - Steve D MAP24 - EMPTY (amost like our tradition lol) MAP25 - Kuro_mahoh SECRET - MoiraHeart EPISODE VI : FRAGMENTS VOID, SPACE, AND FRAGMENTS OF REALITIES MAP26 - Raith138 MAP27 - dmh094 MAP28 - JacaCaca MAP29 - Pottus & stochastic MAP30 - JackDBS SECRET - Super Mighty G CREDIT - fai1025 PLEASE REPORT ANY BUG FOR MORE INFOMATION PLEASE CONSULT THE TXT FILES AND PLEASE ENJOY OUR HARD WORK :)) DEVELOPEMENT PAGE: DOOMIUM I: - by Fai :) Edited August 16 by fai1025 : update 55 Share this post Link to post
DoctorNuriel Posted June 10 YES!!! Glad it's out. Great work everyone! 4 Share this post Link to post
Enzo Carozza Posted June 10 (edited) Congrats on the release! Glad to see @knifeworld stuck with Edwin van Veldhoven's "Green Orange" for MAP31/E1's secret map's music, although the one packaged with the WAD isn't the looping modified version I provided. :P 2 Share this post Link to post
jmac Posted June 11 The first Doomium was fantastic. Gonna be starting this one up right away. 2 Share this post Link to post
DoomGappy Posted June 11 Very nice first couple of maps! Will come back for more! 9 Share this post Link to post
dmh094 Posted June 11 (edited) Awesome news! glad to finally see it released! :) Hope everybody enjoys the maps! I know it was great fun working on my little contribution :D Here's to Doomium III! 2 Share this post Link to post
Walter confetti Posted June 11 Congrats for the release! Looks very good! 2 Share this post Link to post
knifeworld Posted June 11 (edited) 19 hours ago, fai1025 said: -snippo- Excellent! I enjoyed working on both my maps for this! Although I think you forgot to mention me, and also @DankMetal who worked on MAP08, in the made possible by list. As far as I know, the finished Map08 was still built on top of his work. 19 hours ago, Enzo Carozza said: Congrats on the release! Glad to see @knifeworld stuck with Edwin van Veldhoven's "Green Orange" for MAP31/E1's secret map's music, although the one packaged with the WAD isn't the looping modified version I provided. :P I was so busy with Doom projects and IRL stuff at the time, I think I gave both versions a listen briefly but forgot, sorry! Just listened to both by slading it in. I'm honestly happy with the other version at this point, even though I prefer the looping one. There's less silence in your fixed version but there's a noticable click when it loops about 50% of the time. 1 Share this post Link to post
Claire Posted June 11 Cool to see this project finally being released! It's sad that i couldn't finish my map in time, maybe next time i will not suffer of a severe case of burnout (if there's ever a next time) Also, i played map 8, which was started by me and later finished by @JackDBS, and i think it's a good level. However, it doesn't follow what i was going for, which is good! But now that i have motivation to mapping, can i make my own version of it? 2 Share this post Link to post
fai1025 Posted June 11 10 minutes ago, DankMetal said: Cool to see this project finally being released! It's sad that i couldn't finish my map in time, maybe next time i will not suffer of a severe case of burnout (if there's ever a next time) Also, i played map 8, which was started by me and later finished by @JackDBS, and i think it's a good level. However, it doesn't follow what i was going for, which is good! But now that i have motivation to mapping, can i make my own version of it? If you can do it in three days, sure. Because I want to upload it on Idgame three days after launch 1 Share this post Link to post
Claire Posted June 11 25 minutes ago, fai1025 said: If you can do it in three days, sure. Because I want to upload it on Idgame three days after launch Oh, i actually wanted to upload it as a standalone map, but i will try to make it as fast as i can! 0 Share this post Link to post
fai1025 Posted June 11 12 minutes ago, DankMetal said: Oh, i actually wanted to upload it as a standalone map, but i will try to make it as fast as i can! oh, if you want to upload it as a standalone map untie to the project then do it at your own pace, no rush 1 Share this post Link to post
JackDBS Posted June 12 23 hours ago, DankMetal said: Cool to see this project finally being released! It's sad that i couldn't finish my map in time, maybe next time i will not suffer of a severe case of burnout (if there's ever a next time) Also, i played map 8, which was started by me and later finished by @JackDBS, and i think it's a good level. However, it doesn't follow what i was going for, which is good! But now that i have motivation to mapping, can i make my own version of it? Sorry about that. It was a bit of a quick fix because I had no idea what to do with it. I’d love to see how you were gonna do it. 1 Share this post Link to post
NuMetalManiak Posted June 13 (edited) Should mention that on MAP36, one linedef (4301) is W1 teleport. Theoretically it can be possible for a monster (or even their corpse) to teleport using this line instead of the player, but this softlocks since you need to enter the inner sector in that area to proceed. Normally it's not really practical for it to happen though. EDIT: There's also a TON of monsters telefragging each other on MAP30. Intentional? Edited June 13 by NuMetalManiak 0 Share this post Link to post
fai1025 Posted June 13 1 hour ago, NuMetalManiak said: Should mention that on MAP36, one linedef (4301) is W1 teleport. Theoretically it can be possible for a monster (or even their corpse) to teleport using this line instead of the player, but this softlocks since you need to enter the inner sector in that area to proceed. Normally it's not really practical for it to happen though. EDIT: There's also a TON of monsters telefragging each other on MAP30. Intentional? oof oh no, so erm the telefragging is NOT intentional, I thought fixed it, maybe I have to move the map 0 Share this post Link to post
fai1025 Posted June 13 (edited) New updates/hotfix!! (v.1.1.0) MEDIAFIRE GDRIVE swapped MAP37 with MAP30 to fix the hard coded telefragging thingy 2 Share this post Link to post
Keyboard_Doomer Posted June 13 Hello, we're going to play part 1 (about one third to one half of the maps) for Thursday Night Survival today. The session starts 9 hours from the time of this post and you can expect it to be fairly active for 4+ hours. 7 Share this post Link to post
fai1025 Posted June 14 New updates/hotfix!! (v.1.1.1) MEDIAFIRE GDRIVE Fix text overflowing the screen in EP2 text screen 5 Share this post Link to post
Firedust Posted June 15 (edited) I had been putting off playing through the first installment for a while and this was a great excuse to finally dust it off. It had a handful of great maps but also a fair share of duds. I then started the sequel. Beat the first episode, and this is definitely a notable improvement. Visuals are better, combat is better, everything is better. The secret map of e1 was cool too. The closer imo could use some work because atm it's just square rooms with enemies stuffed inside them, my least favourite map of the set so far. Also, there's a funny imp in this closet that never teleports in https://prnt.sc/mfkOGSSptt_X All the other scrolling floor closets work as intended. I will edit this post should I find any more bugs during my playthrough. 1 Share this post Link to post
Beubeu Posted June 15 2 hours ago, Firedust said: I had been putting off playing through the first installment for a while and this was a great excuse to finally dust it off. It had a handful of great maps but also a fair share of duds. I then started the sequel. Beat the first episode, and this is definitely a notable improvement. Visuals are better, combat is better, everything is better. The secret map of e1 was cool too. The closer imo could use some work because atm it's just square rooms with enemies stuffed inside them, my least favourite map of the set so far. Also, there's a funny imp in this closet that never teleports in https://prnt.sc/mfkOGSSptt_X All the other scrolling floor closets work as intended. I will edit this post should I find any more bugs during my playthrough. I recognize the monster closet from my map. I never had this problem during playtest. Did this happen multiple time ? 0 Share this post Link to post
Firedust Posted June 15 32 minutes ago, Beubeu said: I recognize the monster closet from my map. I never had this problem during playtest. Did this happen multiple time ? Happens inconsistently, in both DSDA and GZDoom. 1 Share this post Link to post
Insaneprophet Posted June 16 Im playing through this and enjoying it. I kind of have one gripe though. Between both threads and both text files I can not find any place where it lists all maps, names, numbers and authors all in one place. This thread only lists the mappers and its up to us to try to figure out who exactly did what. Kind of frustrating when I would like to perhaps comment about certian levels. 2 Share this post Link to post
Li'l devil Posted June 16 (edited) There is a credits map where all mappers are listed. But yeah, would've been nice. Edit: for now, I think you can look up the names in the project's development thread. 0 Share this post Link to post
Insaneprophet Posted June 16 Yes I can look in that thread to connect map # with author but when I remember the name of the map that list is usless for figuring out the author. Similar situation with the text files. Just seems like a lot of un-needed leg work to figure things out when there IS a list for map #, midi name and midi creator. Why that wasnt combined for actual mapper and map name...? Like I said, just a little gripe. 0 Share this post Link to post