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Demonic Meatball

Attempt Cereson : the Anti Plutonia Community Project (Map slots available)

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1 minute ago, Andromeda said:

Interesting, I'd swap Cyberdemons for chaingunners though.

Understandable, but I crunched the numbers before making this post, and... yeah, proportionately Cybers win, by a mile.

 

Chaingunners : 284 in Doom 2 vs 704 in Plutonia

Cyberdemons : 5 in Doom 2 vs 23 in Plutonia

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why are hell knights discouraged? they are barely a threat on their own unless you fight them in super tight spaces.

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3 minutes ago, Firedust said:

why are hell knights discouraged? they are barely a threat on their own unless you fight them in super tight spaces.

 

It's not really a matter of if they're a threat or not, it's more tied to the fact that Plutonia's HK count is more than twice as big as Doom 2

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This Is a pretty interesting project!

And against all my decisions to don't join a new community project blindly, sign me for... MAP02.

Edited by Walter confetti

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4 minutes ago, Ravendesk said:

Isn't enemy roster basically doom 1 roster now? xd

Minus the cacodemon (not sure if OP intentionally omits it or just forgot it exists).

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6 minutes ago, taufan99 said:

Minus the cacodemon (not sure if OP intentionally omits it or just forgot it exists).

 

Bruh have you seen my profile pic ? |D

 

Seriously though, I omitted them because they should be used as usual. Same with Lost Souls, Barons, Spider Masterminds and Spectres.

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5 minutes ago, NecrumWarrior said:

Also no mention of Barons so I assume they are fair game too. 

 

Oops, thought I mentionned them. Yeah, used as usual too.

 

Though gotta say, if I went purely based on numbers, then Barons would have been banned : 90 barons in Plutonia vs 31 in Doom 2 !

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As someone who doesn't like Plutonia, I want to join. However my laptop is shit right now and half the programs don't work so I can't map. Posting so that I can find this thread again later and if it still has slots open when I get a better laptop (Should be soon enough) I'll sign up for it.

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Hello there. 😎

 

Well it's truth that many megawads like for example Sunlust adopt Brothers Casill's tactic called "Throwing X chaingunners/Archvilles/Revennts as many as possible". I would like take map 3 since it's easier to use more low-tier ememies in first half of megawad. 😉

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3 minutes ago, Meyland12 said:

Hello there. 😎

 

Well it's truth that many megawads like for example Sunlust adopt Brothers Casill's tactic called "Throwing X chaingunners/Archvilles/Revennts as many as possible". I would like take map 3 since it's easier to use more low-tier ememies in first half of megawad. 😉

Added !

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Also i have 2 qustions.

 

1. I download that resoruce pack to use in my map right?

2. I guess someone else will do midi for my map right?

 

I know some these qustions sound simple but i prefer to be sure.

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Hi there, this looks interesting, but I've noticed a fair amount of things in the resources that won't work at all in most ports, let alone vanilla.

The main thing you wanna fix so it loads in every port (that isn't a ZDoom variant), is to add Doom 2's lumps called PNAMES and TEXTURE1 into your wad file, then add the custom textures to it.

As far as vanilla stuff goes, you'll firstly want to bring the sprites section to the top of the list in the wad, so it's above everything in the wad.

Spoiler

image.png.03be1a0c4879fdcd7f52357841f259a9.png


Next you'll want to change the names of the sprites in the dehacked patch so vanilla doesn't cry, you can edit them in the strings section. It's a long list but you can find all the sprite names at the bottom of the list. After changing the sprite name's string, just change the names of them in the wad to what you put in the dehacked patch. (Also I don't know if this is actually true, but I've always done it just to be sure, I've heard you should put the dehacked patch below the sprites in the wad to get it to work properly.)

Spoiler

image.png.011312202b4c540fbe566bb2c0fe14c8.png

 

Lastly, the skies need to be edited if you want them to work in vanilla. DoomKid has a good tutorial on how to do long skies in vanilla, but the easiest fix is they will need to be 128 pixels high. That kind of goes for all vanilla textures by the way, they all have a maximum height of 128 pixels tall.

Spoiler

 

 

Hope this was helpful, and I hope the project goes well!

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1 minute ago, Meyland12 said:

Also i have 2 qustions.

 

1. I download that resoruce pack to use in my map right?

2. I guess someone else will do midi for my map right?

 

I know some these qustions sound simple but i prefer to be sure.

 

1. Yes, and 2. Not necessarily, you can do it yourself too !

 

 

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3 hours ago, Christophine Place said:

Hi there, this looks interesting, but I've noticed a fair amount of things in the resources that won't work at all in most ports, let alone vanilla.

The main thing you wanna fix so it loads in every port (that isn't a ZDoom variant), is to add Doom 2's lumps called PNAMES and TEXTURE1 into your wad file, then add the custom textures to it.

As far as vanilla stuff goes, you'll firstly want to bring the sprites section to the top of the list in the wad, so it's above everything in the wad.

  Reveal hidden contents

image.png.03be1a0c4879fdcd7f52357841f259a9.png


Next you'll want to change the names of the sprites in the dehacked patch so vanilla doesn't cry, you can edit them in the strings section. It's a long list but you can find all the sprite names at the bottom of the list. After changing the sprite name's string, just change the names of them in the wad to what you put in the dehacked patch. (Also I don't know if this is actually true, but I've always done it just to be sure, I've heard you should put the dehacked patch below the sprites in the wad to get it to work properly.)

  Reveal hidden contents

image.png.011312202b4c540fbe566bb2c0fe14c8.png

 

Lastly, the skies need to be edited if you want them to work in vanilla. DoomKid has a good tutorial on how to do long skies in vanilla, but the easiest fix is they will need to be 128 pixels high. That kind of goes for all vanilla textures by the way, they all have a maximum height of 128 pixels tall.

  Reveal hidden contents

 

 

Hope this was helpful, and I hope the project goes well!

 

Thanks, that was a bit of a necessary reminder, I tested the Resources with Crispy Doom, completely forgetting that it was ZDoom-based ! Changed the resources in the OP, also added the dehacked seperate from the wad, 'cause if I recall having it inside the wad doesn't work either in vanilla.

Edited by Demonic Meatball

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1 hour ago, Demonic Meatball said:

 

Thanks, that was a bit of a necessary reminder, I tested the Resources with Crispy Doom, completely forgetting that it was ZDoom-based ! Changed the resources in the OP, also added the degacked seperate from the wad, 'cause if I recall having it inside the wad doesn't work either in vanilla.

 

The dehacked patch being in the wad should be fine, so long as the sprites are at the top of the wad's contents. By the way, I would really recommend testing wads in DSDA to make sure everything works properly, it's not only the port most people use, but will give you appropriate errors so that what you're making is compatible with any limit removing port. Granted the best port for vanilla testing is Chocolate Doom and ChocoRenderLimits.

Edit: I now realise you mean you included the dehacked lump separately *and* in the wad, that's the right thing to do for vanilla wads, you're all good.

Edited by Christophine Place

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I like the wolfenstein and keen replacements :-)

Can I claim map 12? Want to make a space station map.

Also, if I understand it correctly, we can add a few custom textures to our maps?

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Just now, PinkFlamingo said:

I like the wolfenstein and keen replacements :-)

Can I claim map 12? Want to make a space station map.

Also, if I understand it correctly, we can add a few custom textures to our maps?

 

You got It ! And yea, you can add a few custom texture, just be sure they fit in with stock Doom 2 textures. 

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