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Zesiir

Doom 2: Revisited (WIP)

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I like how you're being watched by an Icon of Sin lookalike in Tricks and Traps

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Could you make the fight with the Arachnotrons and Mancubus mandatory in Dead Simple by the time I get there the exit is already opened.

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What do you mean? The exit is not supposed to be open until you hit the eye switch. Could you post a screenshot?

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3 hours ago, Zesiir said:

What do you mean? The exit is not supposed to be open until you hit the eye switch. Could you post a screenshot?

Eye switch I only remember one eye switch in the whole level at the start

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Oh it is that eye switch, wouldn't that mean you can skip the Mancubus fight why not have it so it's only accessible after you slay them and the Arachnotrons

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Also I noticed you didn't include a texture list in the wad perhaps you could do so the game knows to load them since the console is flooded with errors about unknown textures otherwise 

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3 hours ago, Notsee said:

Oh it is that eye switch, wouldn't that mean you can skip the Mancubus fight why not have it so it's only accessible after you slay them and the Arachnotrons 

 

Looks like I forgot to raise that floor while editing, whoops. It's not supposed to be accessible from the beginning. I've corrected that now.

 

3 hours ago, Notsee said:

Also I noticed you didn't include a texture list in the wad perhaps you could do so the game knows to load them since the console is flooded with errors about unknown textures otherwise

 

Could you tell me how to do that?

 

Thanks for the feedback.

 

 

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4 hours ago, Zesiir said:

 

Could you tell me how to do that?

 

Thanks for the feedback.

 

 

Slade has a texture editor button (it's the one with yellow and black lines behind a T) if there isn't a texture lost present it will ask you to create one

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You can either create one using the textures of the base archive (iwad) of your choice or you can create a new one from scratch and import textures from outside the wad hope that makes sense 

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After some consideration I decided to not use any additional textures other than the waterfall, to keep it as vanilla as possible.

 

As such I've updated all of the maps with new visuals, added more details and overhauled a few combat encounters. I've also made sure that the wad

is free from any errors that might pop up in GZDoom.

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Why not add some difficulty options like in the originals (for instance having it so there aren't as many Hell Knights in Underhalls)

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Posted (edited)

interesting project i like how you managed to strike a nice balance between creating believable urban locations and making fast-flowing maps

 

i know there has been many attempts at remaking doom 2 and i hope this one gets finished

 

i do have the following criticism for now

 

- in the secret parking area of map01 the jeep looks kind of small

- in map05 it feels unfair that each closet with a switch has damaging floor as you lose health every time you go into one to hit the switch and since there are like half a dozen of them it means easily 50 hp going to waste and there are simply not enough health items around to make up for it

Edited by TMMMS

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Posted (edited)

I'll definitely finish this project, no worries.

 

11 hours ago, Notsee said:

Why not add some difficulty options like in the originals (for instance having it so there aren't as many Hell Knights in Underhalls)

 

It is supposed to be more difficult than vanilla Doom 2. But I'll see if can be adjusted further.

 

11 hours ago, TMMMS said:

in the secret parking area of map01 the jeep looks kind of small

Noted, I can make it a little bigger.

 

11 hours ago, TMMMS said:

in map05 it feels unfair that each closet with a switch has damaging floor as you lose health every time you go into one to hit the switch and since there are like half a dozen of them it means easily 50 hp going to waste and there are simply not enough health items around to make up for it

 

I could try putting some Medkits in, instead of the Stimpaks. The "closets" are supposed to be a radioactive hazard you have to take on to get out, but I can see it being unfair if one doesn't see it coming.

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Two new revisited maps on the way.

 

Edited by Zesiir : Added screenshots to original post

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Thanks! Refueling Base in particular has grown into a map worthy of it's name, but I've made sure to avoid making it into a maze and kept environments realistic and memorable. It's the penultimate map, so it'll be big, challenging and full of many completely optional areas to explore. There'll also be shortcuts back and forth through these areas if you're willing to go wall-humping, just like in the original.

 

Edited by Zesiir : Added screenshots to original post

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I’m hoping the area at the end where you exit was turned into some kind of security checkpoint line because that’s what I think Sandy was trying to convey there

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Yes, it's something like that. The cyberdemon room is a smaller private hangar overlooking it, but the line area acts a checkpoint.

 

You're basically heading into MAP11 via the official entrance for employees of the base.

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Shameless bump.

 

File is updated, to include MAP09: The Pit & MAP10: Refueling Base. Other maps have also recieved some polish.

 

Only one map left to go. Better try and make it something special.

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Updated file.

 

Balanced some combat encounters in MAP10, and fixed some bugs.

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