DoomGappy Posted September 10 (edited) Introduction I have been in a TNT Mood recently, and ever since I beat TNT Map31 and Misri Halek from Alien Vendetta, I have been thinking how this map in specific was not done justice by the IWAD version. I decided to give it a little face lift with new textures, monster sprites, and overall aesthetic. I've also made some changes in architecture and map layout, but it's mostly the same. The map also includes a little Deathmatch arena, which unfortunately hasn't been tested yet! The result of all this work is what you see below. To play this, simply load it with the TNT IWAD and type idclev 31, or beat TNT (now with an Egyptyan texture pack) and get the secret exit from map15. There are intermission texts and other little flavorful things like that. You can download the map here! Screenshots Info IWAD: TNT.wad Format: Boom (-complevel 9) Playtime: Around 30 minutes Known bugs: The pickup message for the invisibility sphere displays a message because of a secret. If you play TNT with this map as a texture resource pack, every time you get the invisibility sphere, that message will be displayed, out of context. Credits EgyptPack texture pack by Craneo EMURAL, EWALL, ESUPPORT, ETOPWL01, PILLAR AND PSTON01 by teamTNT, edited by @SpaceCat_2001 SWUPBN and SWDNBN by DoomGappy CRUSMLL by David Production, edited by DoomGappy E_slime and E_TLITE by DoomGappy, based on EgyptPack textures Map31 - Pharaoh, originally by Dario Casali DSITEMUP and DSSWTCHN from Ancient Aliens M_Doom and titlepic by @AshtralFiend Corpulent, Aracknight and Draugr (Mancubus, Arachnotron and Revenant substitutes): Realm667 Necromancer: FreeDoomOther credits Thanks to AshtralFiend for all the testing. Thanks to the Hell Keep Server for supporting and helping with bugtesting. Thanks to @The Royal We for being a good and understanding friend. Edited September 24 by DoomGappy 29 Share this post Link to post
Oxyde Posted September 10 In essence, this map delivers on exactly what is advertised: It's TNT Map31. But you know what? It doesn't matter, because it doesn't rewrite an existing formula, nor does it try go overboard. Sometimes, bringing back the classic experience is the way to go! No softlocks nor issues in my playthrough. I played off of old memories mainly. Happy I remembered that one crusher trap! I noticed one small issue using Software renderer (DSDA Doom 0.28.1): Standing at either end of the starting pyramid, looking at the sky in the back will reveal a HOM. This is an easy fix! In addition, I'm surprised you didn't use this sprite for the Archvile! Great stuff! 8 Share this post Link to post
DoomGappy Posted September 10 1 hour ago, Oxyde said: In essence, this map delivers on exactly what is advertised: It's TNT Map31. But you know what? It doesn't matter, because it doesn't rewrite an existing formula, nor does it try go overboard. Sometimes, bringing back the classic experience is the way to go! No softlocks nor issues in my playthrough. I played off of old memories mainly. Happy I remembered that one crusher trap! I noticed one small issue using Software renderer (DSDA Doom 0.28.1): Standing at either end of the starting pyramid, looking at the sky in the back will reveal a HOM. This is an easy fix! In addition, I'm surprised you didn't use this sprite for the Archvile! Great stuff! Thanks a lot for the video! I enjoyed it thoroughly. You missed some of the more obscure secrets and traps, which were my part of adding some flavor to the preexisting formula, but that's okay. I'll try to get to that bug and fix it ASAP. About the archvile replacement, I'm almost using the freedoom version, since I think he definitely fits the overall vibe, and is a pretty cool monster, but he's very different from the other monsters. I'd appreciate more recommendations of Egyptian monsters sprites! 2 Share this post Link to post
Zahid Posted September 10 very atmospheric but it it seems unchanged or maybe i am forgetting original one my prboom uv fda popi9.zip 2 Share this post Link to post
Devalaous Posted September 10 4 hours ago, Martin Howe said: Don't forget the yellow key :P :P Would be hilarious if it was missing when you entered, but getting close to where it 'should be' raises it out of the ground 6 Share this post Link to post
DoomGappy Posted September 10 (edited) 11 minutes ago, Zahid said: very atmospheric but it it seems unchanged or maybe i am forgetting original one my prboom uv fda popi9.zip It's pretty much the same, I'll check it at home!! 0 Share this post Link to post
DoomGappy Posted September 10 27 minutes ago, Devalaous said: Would be hilarious if it was missing when you entered, but getting close to where it 'should be' raises it out of the ground I think I'll actually do that, it's a pretty good joke. 4 Share this post Link to post
DoomGappy Posted September 10 2 hours ago, Zahid said: very atmospheric but it it seems unchanged or maybe i am forgetting original one my prboom uv fda popi9.zip Great demo, thanks for playing! I liked how you dealt with the revenants in the end area, never imagined that would be possible, but it was pretty nice. 0 Share this post Link to post
DoomGappy Posted September 10 4 hours ago, Oxyde said: I noticed one small issue using Software renderer (DSDA Doom 0.28.1): Standing at either end of the starting pyramid, looking at the sky in the back will reveal a HOM. This is an easy fix! Just to be sure, is this what you meant? I think I can't do anything about it due to the way the skybox is set. 1 Share this post Link to post
DoomGappy Posted September 11 (edited) Update! I've added the Necromancer from FreeDoom as an Archvile replacement. He fits right in and his sounds are absolutely devilish. I tried not to modify the roster too much, but I fell in love with these guys after @Bald Cyberdemon played Box Doom with FreeDoom on a private call. I also updated the yellow key area to be a litle prank on that one fateful incident. I've fixed the error shown in my previous post too. Enjoy, and bug reports are welcome! Updated this version again, fixed some bugs and added co-op monsters and spawns. Get the new version here! Edited September 11 by DoomGappy 4 Share this post Link to post
DoomVile Posted September 11 WOW, this looks super great!!! Will try later and great work! 1 Share this post Link to post
Oxyde Posted September 11 10 hours ago, DoomGappy said: Just to be sure, is this what you meant? I think I can't do anything about it due to the way the skybox is set. I didn't catch those but these aren't the ones! Hopefully this link helps/is clear enough!https://streamable.com/p7aw46 0 Share this post Link to post
DoomGappy Posted September 11 (edited) 3 hours ago, Oxyde said: I didn't catch those but these aren't the ones! Hopefully this link helps/is clear enough!https://streamable.com/p7aw46 Oh, wow. Okay, I've since fixed those too. Thanks a lot! Will update the new version on the main post. Edit: Updated version. Edited September 11 by DoomGappy 1 Share this post Link to post
Grizzly Old B Posted September 11 Very nice work, this looks gorgeous! From what I can tell, the geometry is mostly like the original, but there are some extra rooms and surprises. And a lot more monsters to make your life harder ... I think I played TNT only once, but this remake of map 31 is definitely more fun. Grizzly recommendation! 1 Share this post Link to post
DoomGappy Posted September 11 25 minutes ago, Grizzly Old B said: Very nice work, this looks gorgeous! From what I can tell, the geometry is mostly like the original, but there are some extra rooms and surprises. And a lot more monsters to make your life harder ... I think I played TNT only once, but this remake of map 31 is definitely more fun. Grizzly recommendation! Thanks a lot, I put a lot of effort into making it look and play well, as well as revamping the combat a bit to feel more like a true Casali map as we know them. I appreciate the feedback! 0 Share this post Link to post
DoomGappy Posted September 24 Updated this file with: - Coop spawns and monsters, should be balanced for playing with respawning items, which is how me and @Bald Cyberdemon tested it on the weekend. If you want to go for "new game+ mode", play it with the -coop_spawns command. - Fixed some minor things, but bug reports are still welcome If no other problems arise, I'll post it to idgames soon! Get the new version here!!! 1 Share this post Link to post
TheShep Posted September 24 Just got done playing this juicy boy just now! Great stuff @DoomGappy thanks for watching and hanging out. VOD is up on YT. 1 Share this post Link to post
DoomGappy Posted September 24 Another update after @TheShep played it on live stream, mostly bug fixes and some extra ammo for the bonus fight, as well as automap clean up. This was fun! 1 Share this post Link to post
DoomGappy Posted October 13 This is probably the last update to this map. I will soon post it to idgames for posterit, after I finish making a credits.txt for this. That's one less map to worry about!@DCasali if you ever log back on DoomWorld and see this, I'd love to see you play this remake. I watched your TNT playthrough of the map while mapping to know what changes I could make that would be in line with your thoughts about it, more or less. 2 Share this post Link to post